How exactly are you using it to go safely through fireballs? I can’t really figure out how to use it effectively for this
Here’s the problems I’m having:
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You can’t use it to actually go OVER fast fireballs on reaction. Seriously, she still doesn’t leave the ground in time, so you have to anticipate a fireball. For this reason, I find that I get beat by fireball guessing games, where if Ryu throws a jab fireball, and I anticipated a fierce fireball, I just SBK right into the hadouken.
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The Short SBK has enough invulnerability to go through a Fierce fireball, but I have trouble getting it through Jab fireballs. The other ones don’t have much of a chance. Even then, if you go through a fireball from a range where you won’t get Anti-air’d, the fireball will leave the screen fast enough for a fireball character to simply throw another fireball and knock you down.
I would love to know how you’re using it, cos I’m having a lot of trouble thinking of any other way to use it 
Actually, I disagree with this. This may have been a problem against Sagat in ST, where you could anticipate a fireball, jump over it, and STILL not land in time to avoid a Tiger Uppercut. But, it was never a problem with Ryu, and it’s not so much of a problem for Chun anymore. The way you do this with Chun is to just hit one of their fireballs with a Chundouken, while buffering your super. Then, hold towards your opponent and see what they do. If they throw another fireball, you can jump over that shit and hit them with J.Forward. If they do anything else, usually some sort of maneuver to put them in range for a DP, just continue to walk towards them until they try to do something to stop you. It’s a pretty safe guessing game. At this point, I feel like Chun’s SBK is too volatile to rely on for this.
This is a really good idea
I wanna try this, but my internet is being stupid and every match I find has really high ping. I can’t even do a ghetto test on the CPU Vega because he treats walldives like the antichrist. In twenty minutes of waiting for Vega to walldive, he did two: The first one he did the Walldive throw, which beat it clean (I did the SBK pretty early, so that Vega was right above me when he did this, and we were both really high off the ground), and he did the punch walldive, which the SBK beat clean. If there is a braindead way to time this, it might be good.
EDIT: So, I tested this against a few Vega players, and unfortunately, the new SBK ain’t shit against walldives. It does beat the punch walldives clean, but then again, so did fireballs. Vega can hit the SBKs clean AND throw them, no problem. Also, it doesn’t work to catch fakeouts from far away, because he’ll land before you. I’d say, continue with what works in this matchup: Use fireballs if you think Vega is gonna do a fake out or punch walldive, and otherwise, your best tactics are J.Short, J.Forward. Neutral J.Roundhouse, or Upkicks.
It’s still useful for setting up a guessing game. If you do a meaty df+roundhouse, you can tick with either Jab or Strong, and then either throw, C.Mk, C.Hp chain (if this doesn’t dizzy the opponent, they’ll only be one hit away), or wait, to bait reversal DPs. You can also do a meaty fireball (better against most characters anyways), or meaty C.Lk at the very farthest range; this will actually cause some DPs - like Ryu’s - to whiff, leaving you in a really good position to punish them.
Lastly, if you’re amazing (not me
), you can do safe jump J.Lk against some characters.