**First video: ** Decent. I personally think you focus a bit TOO much and at random moments in the hopes the player is scrubby/dumb and will give you a free opportunity to punish. In the second round, you charged up for a Lvl 2, saw he was jumping in, and yet you allowed Chun to complete the final focus level, thus, giving Ryu free damage. Don’t do this. Eliminate this bad habit now or it will be harder to break over time.
Also, when you DO land successful FA hits, execute more damaging combos instead of just throwing every time you land crumple. It’s more risky, but practice anticipating FBs and learn to absorb and stun shotos. You’ll have a very small window, but this will allow you to get in some small damage. This was a very effective tactic Ricky T used against Daigo at Evo. It’s ballsy, but will definitely make your opponent think twice and serves as a great intimidation factor.
Learn to Ultra or walk up and do cr. jab, cr. short, cr. short, EX Legs. If you’re mid-screen, this will give you free opportunities to conclude the combo with Ultra. Remember, you want Chun to take off as much damage as possible and aim for the health lead. It takes her more effort than most characters in the game. Don’t just putz around with doing random ultras. Wayyy too many Chun’s rely on this and it’s a crutch because they’re not setting this up effectively. Check out MM’s poke setups and implement into your gameplay. Avoid throwing fbs at close range, you should learn to rely more on her normals (st. forward, st. fierce, st. rh, cr. fierce, cr. mk, cr. forward), blockstrings and BnBs (which are documented elsewhere on the board). If you want to use kikokens, implement them in blockstrings or hit confirms off st. forward/fierce. At close range, Shotos especially will jump in for free and slap Chun around.
When Shotos execute Tatsu, Chun can easily punish with low rh or st. forward. You should be using st. forward a LOT more than you’re doing. More emphasis needs to be built around your ground game because your opponent in this footage does NOT fear you at all.
Nice use of EX SBK. Be careful to execute this on deep jump-ins as this will guarantee more damage, but avoid being predictable; especially if your opponent chooses to stay grounded.
Try mixing up your jump in with jumping roundhouse, empty jumps or reducing the target combo to just one hit. This will keep your opponent guessing where they should be blocking and keeps your gameplay from getting too predictable. The opponent knew you were relying on TC, which is why you rarely got the sequence to connect. You’re also not getting in deep enough because that move is very effective at catching opponents on the second hit. Also try to execute j. fp, cr. fierce… on hit confirm, do mk sbk. Does a lot of damage and this does not burn meter.
In the final match, you stunned the opponent and you didn’t use your Super. Why? KILL THEM. Stop relying on just focus attacks, they’re not strong enough to rape opponents on their own. DESTROY RYU when you’ve got meter for Super/Ultra.
I’ll comment on the others later over the weekend, but by then, I am sure the others in the Fellowship will offer their thoughts.