That’s a lot of different things!
Tell me to slow down writing too much, to stop being a know it all wanna be, talking too much but I just want to talk SF3 all the time.
Talking this over a bunch with someone past few days, but not too detailed. SF3 has a priority system for normal moves that other games do not have. Everything else is just the Frames coming out first, overlap. And sometimes moves giving special case stipulations to not beat other moves. Won’t get too into that unless you ask, to not clutter your topic here. It does make sense though in SF3, Heavier Strength moves are going to beat out the weaker ones.
What ryan said is also valuable in how to play SF3. Considering parries, including in the air.
So, differences between SF2 and SF3. Even if you jump in with a normal move that stays active and covers many options in SF2, its really a bad idea here in SF3. The air game was expanded upon and you’re not safe even if you jump in and stuff things or jump in and they block it high and let you land. If you must do this, the button staying out the longest during your jump probably still is LK/Short. But because of the funny move she does for that kick, you actually want to do MP/Strong. LP/Jab if you need it to come out quicker.
So this gets complicated. You can’t jump, stick it out on the way up and be covered. I don’t mean to say you don’t use it skillfully with timing and jump arc distance to the opponent. Just giving you more to think about here. It’s not even a good idea to jump with dashes in the game system for everyone to run underneath you commiting to a slow and noticeable jump, then you already attacked and are still vulnerable low once you land.
Think over that you already jumped. Where is your enemy. There are better buttons to press on the way up, jumping into them to anti air. Better ones after you reach the top of your jump to come down and hurt them. Jumping forward moves that can all hit in different angles.
They’re (45 degrees) below you? Jump HK.
You want to keep them out? Vertical jump HK
You’re meeting them up in the air? HP and when that 1st one hits, you HP again.
Chun also has her air throw, 2 button throw now just like grounded.
So Chun has all kinds of things for the air now. There’s even more I didn’t talk about. You also might want to put together her air things last or work on getting rid of that muscle memory for jump in Short Priority to start offense and pressure. Her ground game is really good here like SF2 too.