Check out this link for Chun related play, as well as the Chun Forum in general:
http://www.shoryuken.com/forums/showthread.php?t=99565
I don’t play Chun (hence the thread reference) but I’m pretty sure a kara-throw is a normal move that is cancled into a command throw. The purpose of the kara-throw is to extend the reach of the command throw which usually has poor range.
Incase you don’t check out that thread here are some Kara throw set ups you can use:
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popo187 posts: **
Walking kara-throws (karathrow is neutral mk -> lp+lk)
Really important trick that needs to be learned, and very difficult to master, as whiffing a kara-throw leads to some major punishment. Here are some really good walking tick-throw setups that I know of:
walk-up c.lk, walking kara
The obvious danger of this, is that the opponent can be hit with the famous c.lk, c.mk -> super, so poke accordingly based on their playstyle.
s.lp, c.lp, walking kara
Really good if you have the opportunity to land the first 2 lp’s, also can be subbed with a c.lp, walk a bit up and c.lp, then walking kara. Rarely gets tech thrown.
close c.mk, wait a brief second, c.lk, walking kara
The point of this tick throw is to stop anything they were going to do after the mk, as most players will try to jump away, move back, move forward, or whatever. They will become in a small “shock state” after the c.lk connects with them, which then you’ll have a good attempt to get a karathrow off.