Uh, I’ll try to contribute, but I don’t have the months or years of experience that most people here have. Hopefully they can chime in/correct me/inspire.
1] First and foremost, I think the biggest misconception about Chun is that she’s a heavy rushdown character and I do not think this is true. She has the tools for rush and has some cool 50/50s she can set up (both high/low and left/right) but she has very normal hitboxes in a game where normal is bad, so she can’t swing like most other characters can and she really has to pick her spots. To this end, she needs to play a defensive sort of campy game (in my opinion) using her great mobility and aerial tools to force whiffs that she can punish hard (walljumps, triple jumps, multiple j.Tenshokyaku). Her whiff punish game is pretty excellent and thanks to her Ultimate buffs, she can convert off of most anything (j.Legs to j.:s: to j.EX SBK).
2] I think another misconception (or myth is probably a better term in this case) is that Chun doesn’t do damage. Indeed, Chun actually does a healthy amount of damage (comparable to or even more than Magneto in average instances for much less work in terms of execution) and her super enders give her great options to either DHC (which is pretty standard) or to TAC (which is pretty ridiculous). If you think Chun’s damage is lacking, you may want to invest some time in some beefier combos and team setups. She also has a very useful tool in that she can force a reset situation at almost any point in a combo Skullgirls style with extended Legs (mashed partially) and Yosokyaku–the magic here is that the resets are masked quite heavily with the speed and flow of her combos, making it not entirely obvious as to what’s going on until it happens.
3] You can play Chun wherever, but I’ve only really found her entertaining to use and effective on point. Now, that being said, I think it’s unfortunate that point is also probably her most difficult position to play because both teams are heavily stocked at the start of a match (both assists and a bar for both teams) in terms of resources, so there are more things for Chun to fall prey to. She requires the utmost patience in this position especially due to her HP, so while each position for her has its ups and downs, I think point Chun has the most ups while also having the most downs. Point Chun doesn’t really need a time built around her, but she does almost require a space control assist to pose any sort of threat whatsoever. Chun adds some interesting dynamics to a team even on point, but she needs the space control in order for her to survive long enough to pull her weight. My personal favorite is Jam Session, but some other players enjoy Hidden Missiles, Tatsumaki Zankyaku and Shopping Cart.
4] Wherever you play Chun, you have to intelligently abuse her stuff wherever you can to really get the most out of her. If you have her on point, make sure to pick your spots and take advantage of her ability to snag birthdays with her leg specials (j.SBK, j.EX SBK, kara dash Legs and :l: Tenshokyaku are all GREAT birthday tools) and convert off them into extremely meter positive KOs. If she is your 2nd, make sure to intelligently abuse Legs assist for its hitbox, speed and lockdown properties. USE HER TAC INFINITES. DHC on hits into Senretsukyaku to set up TAC shenanigans. On anchor, you kinda have to play pitbull with X-Factor. If you don’t have the X, you’re probably in a worse spot than you think depending on the situation. Without any assistance, Chun will have to really abuse her JCs and airdashes to create unseeable 4 corner mixups to open your opponents up.
5] Learn how to move. Especially on point, movement will save your life. If you don’t have to block something, don’t. Move out of the way. If anybody can move, Chun certainly can. Learn how to blockstring. Chun has TONS of jump cancels, so employ them in the face of pushblocks and reversal assist calls…you NEVER have any excuse to end a blockstring with an unsafe move. Learn how to punish. 2 frame Tenshokyaku leading to a full combo is pretty friggin great. If you need to punish with an :l: move for some reason, make sure to use c.:l: as it has more range, is faster and is more safe than s.:l: even though neither of them hit low. Speaking of which, learn to poke and hit confirm. You can’t (or I should say, you shouldn’t) use c.:l: for a combo if you are poking it out; it doesn’t hit low and the range is not good for anything but counter hitting or punishing. Dash c. has absolutely stupid range, hits low and is JCable on top of having naturally better proration. If you’re looking for a low poke or combo starter, c.
is probably what you should work with. Be careful with using s.
in combos as it can whiff at almost any moment for a variety of reasons–substitute another normal if you can for s.
in your combos.
That’s most of what I can think of. I don’t know too much about the character, but these are the things that are apparent to me after about a month of trying to dig into what she has to offer. I certainly don’t think she’s as bad as she’s accused of being, but her weakness of not being able to land clean hits very often in a neutral setting is pretty crippling in this game, so if you can make due with that and build a strong team that is not only good for her but one that she can positively contribute to, I think she can be a star player.