sorry for the internet arguments. they really don’t help anyone learn anything and that is the goal of this thread and community. to share knowledge!! so back to the matchup:
denjin is actually less effective against chun than other members of the cast because its so hard for ryu to knock her down safely. he can’t really confirm low forward to hurricane or low forward to shoryu. additionally shoto sweep is unsafe when she has meter. also it is easy for her to wall jump and get anywhere she wants to be on the screen and that ruins many denjin options ryu has for less mobile members of the cast.
now for the corner game. this is really where i was talking about the matchup being so advantaged to chun. 9-1 is a little extreme yes but if you look at Ryu’s options vs. chun you will see why i think it is so stacked.
when chun pushes ryu into the corner he can’t really do anything to get out.
wake up uppercuts with the exception of EX uppercut lose fairly badly to chun’s corner game. Many of his uppercuts are single hit meaning that SGGK will parry the hit and you’ll get a roundhouse connected.
ken can fierce uppercut out if you are abusing SGGK at least or just wake up with shippu to hit mid when chun goes low. none of these options are good but at least they are there for ken.
now of course you don’t want to be doing SGGK the entire time because its not a win button, just a powerful technique that is made to force the opponent into a smaller list of options.
those options for ryu are jumping, ex uppercut, trying to tech your throw standing, some sort of hurricane.
if ryu doesn’t want to get thrown he is going to have to pick one of these options and commit to it early. what happens if you wait?
blocked ex SRK : he just burned meter, you get the biggest combo you want for free.
whiffed/blocked hurricanes: free supers
teching the throw standing: he will whiff the throw and you can super him
jumping back/straight up: any of your anti-air options are good here. fierce, standing cl. roundhouse, jab reset, whatever you want!
ken can ex hurricane out when he gets a chance, totally getting him clear of the corner. ryu however has no escape option like that. if he wants to jump out he is still in chun’s danger zone. you can kara throw him back in when he lands or hit him in the air, whatever you want. he can’t really hurt you from that air position if he parries you anyway.
so ryu is stuck there.
the reason you want to low forward his low forward is because you want to counter poke him at max range. and i don’t mean max range of your low forward hitting a blocking ryu. i mean max range of your low forward tipping his low forward.
its much safer and it will always confirm to super.
your mention of your opponent doing low forward every time you crouch makes me think you are getting too close to ryu because i can only see that being a problem if he was making you block it. if you stay further back you can just wait for a whiff.
toward+roundhouse is awesome believe me and it has MANY uses which i won’t get into here but you really should stick to low forward for counter poking against his low forwards because its safer. whiffed toward+roundhouse is one of chun’s few openings, anyone with a low forward option can hit it on recovery if its whiffed.
I use toward+roundhouse sparingly to go over sweeps 1st round vs. ken and ryu sometimes. so believe me i know its good but its more of a gimmick than something super solid. keep it in the bag of tricks but don’t try to base your game around it.
so for defense vs. ryu:
so it kinda matters here if you are vs. a denjin ryu or not.
ryu with sa1/2 has pressure in the form of short short xx super and st.cl.forward while an sa3 ryu is going to go for his denjin setups.
ryu can’t pressure nearly so well as ken can. he can’t really ambiguously corner crossup like ken and tick throw setups aren’t as dangerous despite having a kara throw.
my advice is to just crouch block and turtle it out. wait for the opening. its standard corner defense: block 90% do something else 10%. but for the 10% try not to burn whatever meter you do have on ex moves unless its to win a round or something.
you can SGGK out if you want, tech his throws if you want. wall jump out if he gives you space. try not to wakeup parry unless you just have the guy read like a children’s book. you don’t want to get knocked down vs. denjin or supered vs. sa1/2.
if he likes to meaty throw you can wakeup with a roundhouse and that will beat it.
if ryu likes to fish for parries, just throw him to the corner on your wakeup.
the difference in corner pressure coming from chun against ryu as opposed to ryu against chun is why i think this matchup is so stacked. 9-1 might be exaggerated but if you play the matchup really tight then ryu is going to have to get really lucky to win.