Yeah I was pretty much only explaining the thinking behind it, using urien as an example. For chun it would be:
Cr.lk,st.lp, cr.mk xx kikoken.
But for me since I’m mostly interested in the followups after the lights… I’ll just do cr.lpx2 then mix between:
Cr.mk xx kikoken
Walk forward throw
Walk forward st.mp stagger
Walk forward shimmy
And off the st.mp I would just mix between stagger into another st.mp or do an immediate cr.mk.
Slow characters don’t really have the speed to have a legit throw threat after 2 blocked lights, but chun does. So you can condition the opponent to respect your stagger and shimmy and throw by doing your cr.mk.
Basically do cr.lpx2, cr.mk xx kikoken till the opponent starts to block the entire string. Once that happens they are conditioned to block it out (note that yes they can reversal through the fireball, but that’s obvious and if they do, they are STILL allowing the cr.mk to get blocked so you are still conditioning them for the followups that I mentioned)
Once conditioned then you can start with the string mixups.
Personally what I’ve found effective is to shimmy after they are conditioned to block. Most players even when conditioned to block will default to delayed tech. So you can blow that shit up.
Walking cr.lks and stuff work well as well. I used to do ALOT of walking lights… but I found that I just didn’t get the damage that I needed cause I still wasn’t conditioning my opponents to respect the damage. Using chuns shimmy is a good way to do this.
This is one reason why I like throwing with chun from a semi sizable distance away. Chuns shimmy when used most effectively usually has to have a forward moving component to it. Like if I just do cr.lp then do nothing… my opponents don’t tech. But if I walk forward one damn pixel they tech. So to shimmy well from cr.lp you have to walk forward then back, which is hard to do in the heat of the moment against good players, and can get you thrown if they didn’t delay tech and have a big throw range. That’s why shimmying off of cr.lpx2 is more effective if you condition for it. The forward walking part is there and you can stop just outside the opponents throw range and bait the shimmy.
But you need to condition with a low move first so that walking backwards isn’t in their expected defense.