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As Exzy said, you will (typically) never not be charging for something because you can "charge" at any time. The down or down-back can be held at any time: during attacks (hit / block ston), during any ultra start up animation, while in the air or getting up, and so on.
Chun is a zoning character. She has a sweet spot to stand and to maintain from her opponent. Her projectile is a tool to assist in maintaining that distance and to provide (weak) cover to move forward.
By the by, Kikosho is the ultra, Kikoken is the projectile. Not a big deal but though I'd mention it.
SBK doesn't have much practical use in this version. It is good when you ex it as a wake up reversal, other than that I don't see many Chun players use it.
The secret to always having at least horizontal charge is to do a Back/Forward/Back motion before inputting your fireball. If you do it correctly you will be back charging as your fireball comes out, rather than your fireball coming out on the forward. It is most noticable as Guile, you can chuck plasma all day with this method.
Very valuable advice, thanks man!
Charging feels a lot longer than "a fraction under 1 second", but I will confirm this when I get home today.
I meant to say "Kikoken" - thanks to you and Another for pointing out.
I will try this back/forward/back thing when I get home.
I understand that. I'm merely saying I have difficulties using charged attacks.
It's also worth noting that Kikoken's slow movement is actually an advantage, not a disadvantage. Perhaps a little counterintuitively you don't really use fireballs to attack people. They are slow, deal pretty bad damage and, as you point out, they are easy to evade and block. What they do however is clog up the screen and limit your opponent's actions. A slow moving fireball forces your opponent to generally either block and take a small amount of damage (in exchange for nothing) or jump over it, surrendering control of his stick for almost a whole second until he lands and letting you slap him out of the air with a proper anti-air move. The fireball, if it hits them, also stuns them for 26 frames (about half a second). If the fireball has fully left your hands and started traveling across the screen you can use that free period to strike for a free combo.
http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Chun-Li#Frame_Data
Chun will counter about 4 or 5 projectiles from full screen, something like that, just off the top of my head. Then she'll need to either hazanshu over the next, focus, jump, or block. Assuming that you're still at full screen (and it's not a Sagat high FB) then a LK hazanshu should be fine and it also builds a little meter.
Unfortunately she'll never be able to keep up with projectiles for long, but that's not really the point of kikokens anyway.
Such as jump over the balls and get him from behind? Sorry if my question sounds retarded. I'm very new to this game.
Just added!