Having watched many top players at this game that the highest level, Iāve come to the conclusion that Chun is definitely viable, even now⦠but the problem is⦠what makes her viable is really really hard to do:
You HAVE to be able to hitconfirm her cr.mk into ex legs, and you HAVE to be able to hitconfirm CH fmp into ex legs.
You look at high level Karin and cammy players and they can confirm the cr.mk. This is something that no Chun is really doing ATM. Yes there are Chuns that occasional,y confirm cr.mk into super⦠but that doesnāt do the most damage and it doesnāt setup chuns post knockdown mixup game as well either.
I think this may be where capcom sees Chun as good. Because I think we can all agree that if we as Chun players got both of those confirms to like an 80% success rate, Chun would definitely move up the tier list. Something else very good about Chun that not that many people are doing is her ex legs oki into a DELAYED button⦠go1 was using this a lot at final round iirc and he was making very good success with it (maybe not at final round, canāt remember the exact tournie it was)
But I know for a fact that I just donāt have that raw reactive ability to do those one hit confirms. Iāve tried.
If you canāt do those confirms I think Chun is easy bottom 5.
Another thing Chun players NEED to do is AA with BHK. We all have basically been spoiled by st.lk into crossunder mixups in season one. But now with st.lk nerfed it makes BHK a much more attractive option since it does much more damage.
Chun is unfortunately a character that just has very mediocre options. Her jump is bad, and thatās bad in a game where jumping is so important. She has an anti throw move (her fhk) but for whatever reason it doesnāt seem to work well, whereas ibukis overhead is GREAT for going over throws, like akumas fhp.
A buff that Chun could use would be fhk being +3 on regular hit. Then she could actually use the move, or make fhk immune to throws in frame 1. Back in the day when I was experimenting with it a lot, it would either get blocked, or I would get thrown out of the startup since itās not throw invincible till frame 6 or 7.
I couldnāt find the timing where I could do it delayed and go over their throw, or fast and have it still look like a throw timing.
I tried doing it as fast as possible after a blocked cr.lp⦠the opponents never fell for that. I tried doing it about 3 frames delayed⦠they still didnāt fall for it. I tried delaying it by like 6 frames or so and I always got thrown out of it. So that leaves iall but that functions in much the same way but is slightly more ambiguous since the iall jump is unthrowable on frame 1 of jump startup, and now itās simply a bad move. So that leaves us with stagger pressure. But Chuns stagger pressure isnāt the greatest because her st.mp is a very fast confirm into cr.mk (maybe I should try st.mp link into ex legs hmmmm! Since itās an easy confirm for Mika (I took Mika into training mode to test out that confirm and itās dogshit easy) so maybe it is with Chun as well since ex legs is one frame faster than cr.mk) but outside that, Chun just doenst have combo starters that are plus on block that donāt move her very far out of range and thatās a problem. If I could just CH fmp confirm into ex legs almost all of these problems vanish. That gives Chun a ranged threat that would seriously make her opponents clam up big time since fmp has range and is super high priority and since Chun can easily move back or forward on block and make the situation after the fmp very ambiguous as to what the opponent should do. And if the opponentclams up that gives Chun the ability to walk in on her opponents like how cammy and Karin do since people are scared of being tagged with their cr.mk confirms.
Chun is just basically designed badly now. She either needs easier ways to blow up throw techs, easier ways to confirm from range, or her moves need slightly less pushback on block.
But the way she is now itās just to hard with her inherent problems.