B+mp gives you a good poke that maintains charge.
Ex fireball gives you pressure.
HP fireball is a good poke upclose that doesn’t move Chun backwards (iirc)
Instant air legs gives you pressure.
Her walk speed against a character that can no longer move backwards, is a very big benefit.
Pop v trigger in the corner for some real pressure via longer induced blockstuns.
One thing I will say about Chun in the games that she is generally best in, she is generally best because of a combo of 3 things:
SUPER high priority pokes… (She doesn’t really have that here, her pokes are good sure, but like her sf4 counterpart… They actually make sense and are balanced. This isn’t the case for A2 or 3s Chun who both shit out stupid amounts of priority)
RIDICULOUSLY HIGH damage (her damage in sf5 like sf4 seems to be very low end her damage in 3s was godlike with a kara throw that had command grab reach, and a low poke that was safe in block that did 40% plus. A2 Chun on the other hand, like most A2 characters has a very high damaging custom combo and chuns could easily do 80% at max damage, 40% at level 1.
REALLY FAST walk speed when compared to the rest of the cast (sf4 and sf5 Chun while having some of the fastest walk speed, seem to not be as much faster than the rest of the cast percentage wise, as oh say, ST Chun and A2 Chun.
None of that means Chun is bad or not top… After all we don’t really know how the game plays yet. But I kinda see sf5 Chun being slightly better than sf4 Chun.
For me she’s clearly top tier if you ignore her damage, but when you throw in her low damage she comes up slightly short to me.
This is the reason why I think it’s kinda pertinent to use a more defensive Chun that seeks to gain meter, and then uses it with a vtrigger pop into CA.
Something else that makes chuns damage kinda bad is that she’s a character that will rarely land jumpin damage combos… something everyone else will struggle with as well, but something that Chun has to her disadvantage right off the bat with her super floaty jump.