I’ve been hoping this thread would come back.
As for the two matches that were on the stream, it was kind of sad to see how your Chun matches ended. First Bob Painter SPDs too early when he would have won, then you lose a match to Daigo because of air SBK, then again because your super didn’t come out. I also found it kind of interesting how much Seth freaked out about both you trying a safe Neckbreaker against Zangief and you not anti-airing Guile that one time. Either way, good work making it as far as you did with just Chun and Cammy.
I’m probably doing it wrong, but I like being a lot more aggressive against Gief, so I’ve had to put together some tricks to keep an offense going. On a knockdown, I do a jump-in that will hit the Lariat’s startup, then I can follow it up with either a throw, a Neckbreaker to beat counterthrows, or a crouching attack to beat jumps (or to just be safe). You can, of course, follow a cr. short with a Neckbreaker or throw for a further mixup. The Neckbreaker loses to a neutral jump jab and a backwards Lariat, but if he’s cornered, he can’t go backwards, so the Lariat still loses. If you throw him and he techs, holding straight up will lose if he does a perfect reversal SPD, but I think you can get a Neckbreaker out fast enough to avoid it and hit his whiff, and if his reversal isn’t perfect, you can HK him for a knockdown.
I’ve also been working on some pseudo-crossup Neckbreaker shenanigans. There is a timing that you can do a Neckbreaker that will either hit them with the Neckbreaker on the very last frame, or if you time it just earlier, land on the opposite side of them. At this point any attack that hits them will need to be blocked in the opposite direction. Against some characters, like Zangief, this attack, if done immediately, will go the wrong way, even though the inputs are in the correct direction. Your most likely attacks to hit the wrong way is cl. hp and instant overhead head stomp. The head stomp is probably your best bet here, because it hits overhead and sends you flying away from your opponent because it is backwards. Against other characters, like Guile and Ryu, your attacks will go the correct direction, so you’ve got a full selection of ground normals to try. Probably the most reliable way to practice this is by doing a point blank Neckbreaker, jumping backwards, then doing another Neckbreaker right when you land. Against most characters, this will just barely make it to the other side and land before they recover, but if you hesitate at all, it will usually be a safe Neckbreaker that pushes them back into you after you land on the opposite side of them.
I’ve also been working on some combos. I haven’t gotten it to work reliably, (partially because I suck at combos) but I’ve found what I think qualifies as a TOD on at least Fei Long in the corner. D. j. hk, cl. mp, cr. mk xx fireball. Make sure you hold the mk so you don’t accidentally NE into a SBK. There’s also cross up d. j. hk, cl. mp, cl. mp, st. hp, but it doesn’t quite TOD Zangief. Finally, the most impractical TOD ever: lp fireball, walk forward a few steps, d. j. hp, cl. hp xx fireball. I’m sure I could mess around with it some more to make it not sometimes dizzy on the cl. hp, but it’s mostly just funny to see it work in training mode. You might be able to get it to work on someone who is already half dead, dizzy, and in the corner? In that case you could replace the last fireball with a super for extra damage, which is close enough to 100% that it shouldn’t be possible to dizzy them with more health than that.
I don’t know how much trouble other Chun’s are having with Fei, but I’ve got a couple things I’ve been trying to help that fight. One, option select throw/SBK (cancel the throw whiff into SBK) after blocking his Chicken Wing, especially if you block more than just the last hit. If he doesn’t Chicken Wing again or Flame Kick, you’ll throw him. If he does, your SBK should beat his move cleanly or trade at an advantage for you. The other thing is to do a safe jump or neckbreaker such that you wind up outside his throw range but inside yours, then do an OS throw/SBK. I haven’t found a reliable set up for this yet, though. I’ve had limited success with doing a “cross up” Neckbreaker, followed by a cr. short to get the right range, but it takes extremely strict timing.