No edit summary |
|||
Line 1: | Line 1: | ||
= Introduction = | = Introduction = | ||
Why play Old Chun when New Chun has a fantastic super and a decent reversal/situational Anti Air in Upkicks? Certainly there are a few things that OG Chun doesn't have, but what she does have can change her play style quite a bit. | |||
The Spinning Bird kick has a longer invincibility window, and can be used similar to and E Honda headbutt. (with good timing) It gives Old Chun a powerful weapon against jump-ins besides her (already fantastic) normals. This allows an OG Chun player a better ability to turtle than N Chun. | |||
That being said... a lot of what NKI has in the N Chun section will be applicable to OG Chun. | |||
= Moves List = | = Moves List = | ||
Line 6: | Line 11: | ||
== Special Moves == | == Special Moves == | ||
Kikouken: Jab fireball most useful, travels about 3x the screen and takes up a good amount of horizontal space. | |||
Lightning Legs: Deals heavy damage and stun, can "shave" a lot of pokes and some special moves. | |||
Spinning Bird Kick: O Chun's reversal, useful in some anti-air situations. Use the LK version because it is safest on whiff (though you will most likely still be punished. The trick is to time it so that when your opponent's body comes near, that Chun's legs pop up (before she spins), it can beat Blanka Balls, Headbutts and Crushers completely clean. It can also go through fireballs with that timing. It's most useful for "body projectiles" or for when somebody jumps on you, if you mess up timing you'll get hit! | |||
= The Basics = | = The Basics = | ||
= Advanced Strategy = | = Advanced Strategy = | ||
= Combos = | |||
These are the combos I find useful: | |||
cmk, cmk | |||
cmk x mk lightning legs | |||
Punishing Fireballs: jhp close hp x hp Kikouken. The timing seems a little tighter than with New Chun, I usually negative edge release hp when I hit forward rather than tap hp 3 times. | |||
= Match-ups = | = Match-ups = | ||
Line 20: | Line 35: | ||
== Vs. Chun-Li: == | == Vs. Chun-Li: == | ||
T.Akiba 6/4 | |||
O Chun wins this matchup because N Chun can't jump on her as easily, RE: SBK. Everything else is basically the same. | |||
== Vs. Dee Jay: == | == Vs. Dee Jay: == | ||
Line 34: | Line 52: | ||
== Vs. M. Bison (dictator): == | == Vs. M. Bison (dictator): == | ||
O.Chun has the same tools as N Chun against Bison plus the above mentioned SBK. If he gets cornered, repeatedly tick him with standing mp and throw him. It's difficult for him to escape without meter. | |||
== Vs. Ryu: == | == Vs. Ryu: == |
Revision as of 18:49, 9 September 2007
Introduction
Why play Old Chun when New Chun has a fantastic super and a decent reversal/situational Anti Air in Upkicks? Certainly there are a few things that OG Chun doesn't have, but what she does have can change her play style quite a bit.
The Spinning Bird kick has a longer invincibility window, and can be used similar to and E Honda headbutt. (with good timing) It gives Old Chun a powerful weapon against jump-ins besides her (already fantastic) normals. This allows an OG Chun player a better ability to turtle than N Chun.
That being said... a lot of what NKI has in the N Chun section will be applicable to OG Chun.
Moves List
Normal Moves
Special Moves
Kikouken: Jab fireball most useful, travels about 3x the screen and takes up a good amount of horizontal space. Lightning Legs: Deals heavy damage and stun, can "shave" a lot of pokes and some special moves. Spinning Bird Kick: O Chun's reversal, useful in some anti-air situations. Use the LK version because it is safest on whiff (though you will most likely still be punished. The trick is to time it so that when your opponent's body comes near, that Chun's legs pop up (before she spins), it can beat Blanka Balls, Headbutts and Crushers completely clean. It can also go through fireballs with that timing. It's most useful for "body projectiles" or for when somebody jumps on you, if you mess up timing you'll get hit!
The Basics
Advanced Strategy
Combos
These are the combos I find useful: cmk, cmk cmk x mk lightning legs Punishing Fireballs: jhp close hp x hp Kikouken. The timing seems a little tighter than with New Chun, I usually negative edge release hp when I hit forward rather than tap hp 3 times.
Match-ups
Vs. Balrog (boxer):
Vs. Blanka:
Vs. Cammy:
Vs. Chun-Li:
T.Akiba 6/4 O Chun wins this matchup because N Chun can't jump on her as easily, RE: SBK. Everything else is basically the same.
Vs. Dee Jay:
Vs. Dhalsim:
Vs. E. Honda:
Vs. Fei Long:
Vs. Guile:
Vs. Ken:
Vs. M. Bison (dictator):
O.Chun has the same tools as N Chun against Bison plus the above mentioned SBK. If he gets cornered, repeatedly tick him with standing mp and throw him. It's difficult for him to escape without meter.