Looking for veteran player's input

how cute.

Mostly what the others said but a few more things.

Most important thing. Learn to be patient and play the mid-range game. Your trying to be to aggressive just to be aggressive. Until you get a knockdown or your 1st super to hit being that aggressive with Chun just leads to taking a lot of risk for no damage. Stop jumping. Only jump to anti-air, and even then dash under cl. st. RH is better. Seem to have a good knowledge of what you can do (b. FP anti-airs, st. LP anti-airs, some good parries, and all the notable chun mixups) but your fundamentals and opponent reading is pretty sub-par.

  1. Pay more attention to what they do on wake up. You got parried on wake-up a few times yet you never tried to throw them on wake-up. Remember you don’t have to play the guess parry game if you throw. KARA-THROW!
  2. Try delaying your normals on wake-up some times. So that if they guess parry ASAP your normals will hit after the parry window. This works if you stand at max kara-throw range as the only way to beat this is to jump (which you can react too) or cr. MK ASAP. If they start mashing normals and jumping on wake-up you should know how to deal with that!
  3. Seemed like you started working to get cr. LP -> Super which led to some bad mistakes. Remember cl. st. RH is 3 frames and more damage.
  4. Close jumps are easily beaten by cl. st. RH anti-air. In general work on your anti-air game.
  5. Learn the range to use f. RH against shoto’s. It’s the range where the front of your sprite is about at the ankle of cr. MK. Best way to use it is to walk forward into cr. MK range and f. RH so that if they try to react to you walking into range they get hit. You kept doing it too close and getting it to whiff.
  6. Too much parrying. If you don’t have super or it’s an easy parry you shouldn’t parry so much with Chun.
  7. Best punish for Ken’s super I think is cl. st. RH -> Super

Okay… After watching the video again… I’d like to point out that jumping back then forth is A TERRIBLE TACTIC. Not to mention it makes you look like a dick… It’s just bad strategy because there are better options to do than jump-in with Chun. Considering that her best options come from ground moves, why limit yourself multiple times to air attacks. If your in the menial jumping game w/ ur opponent, remember Chun has an air throw. Chun’s hcb EX anti-air is rarely used and should be thrown out there at times just to mix things up a bit. One more thing: push more buttons and learn Chun’s optimal range. You stay in that range and poke your heart out then you should win more.
Your seemingly susceptible to tick jumps. That’s just asking to be crossed up. Let them push a button and dash under then mkxxSA2 to make them feel pathetic. Then say swag. Because you can’t play 3s w/o swag

-Looks like things are getting to spicy for the pepper
-Francine Smith.

Edit: Yeah, you’re really preemptively pushing buttons… That one match he just kept jumping over you… That was sad to watch. You’re a confusing mess of skillful execution yet imprecise defense. …Clean up this mess:coffee:

General comments:

Others have commented on jumping too much, which I think is a fair criticism. Chun’s air game isn’t very good, and she dominates the ground so hard that you’re best off staying there unless absolutely necessary.

Sometimes you go for really risky cold parries without meter (especially in the game against Yun), which isn’t necessary with a character like Chun. Just focus on getting meter, and then using the threat of SA2 to grind your opponent down.

You seem to have a really difficult time dealing with air pressure/jump-ins. Against Yun you want to either just jump away, or use safe anti-airs like RH or back fierce instead of trying to parry dive kicks. Against Ken, look for opportunities to dash or walk under him, if you start moving as he jumps you’ll cause him to whiff frequently, and will get free cr. MK xx SA2 or throws all day. Anti-air close RH is also good when he’s jumping directly on top of you.

Your opponent has a really bad habit of randomly whiffing normals at a range where nothing will connect, especially sweeps (godawful idea to sweep a chun with meter), and Chun is hands down the best character in the game for punishing whiffed normals. Try to watch out for those, if you’re actively anticipating them and buffering QCFs, then they’re not very hard to punish.

A lot of the time you stand right on top of your opponents after knocking them down, which doesn’t really take advantage of Chun’s godlike karathrow. I would recommend putting a little more space between you and your knocked down opponent to really take full advantage of it.

Specific comments:

1:02 - I think burning the meter here was a big mistake which completely turned the tide of the match, if you just cr. HK and focus on building meter, you could’ve started the final round with 1.5 or 2 meters (and if you were especially lucky, he would burn GJ to chip you out). Compare that to the result in the game - starting with zero meter against a fully stocked GJ. The difference between Chun with and without meter is night and day - when you’re that far behind and it’s not the last round, just save your meter.

3:02-3:08 - 3 really good opportunities to punish with SA2, of course you won’t get them every time, but whiffing sweeps and throwing out regular fireballs is really unacceptable against a Chun, especially when she has meter. It’s important to develop the reflexes/instinct to punish those on reaction. You do it at 12:39, so you clearly have the reaction time to do it.

7:53 - No reason to go for red parry, it didn’t cost you this particular game but you could’ve finished him off easily with cr. HP, MK spinning bird kick (best non-meter, non-red parry punish for blocked SA3 btw).

8:26, 11:20 - Not a good idea against Ken, he can just wakeup EX shoryu for free

9:55, 18:52 - Classic examples of ill-timed jumping. Whiffed jump-ins or crossups are piss easy to punish, “psychic” jumping like that is not worth it on a character like Chun, who dominates the ground and isn’t all that great in the air. This kind of mistake happens a lot throughout the video.

16:00 - 16:17 - This round is kind of painful to watch, you can’t be so defensive against jump-ins. Parry (he did jump-in MK with the same timing 5 or 6 times in a row), dash under, anti-air close RH, just mix things up so he can’t run roughshod like that.

17:19 - Not a good way to try and chip someone out, especially when he’s shown a propensity for risky stuff like like wakeup or reversal (after a reset) super. Just wait a moment and do something safer like cr. MK xx super if you don’t think he can red parry out of it.

You actually do a lot of stuff really well, and you have a really good feel for how to pressure once you have the advantage. Having the patience to get in an advantageous position is the difficult part.

Yo stop sucking, you play Chun, just do cr.MK xx super and kara throw more, and then you win more.