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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| ∞}} | ||
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Stays active the whole jump, ok to shield yourself from lower priority attacks. | |||
*<b>Diagonal Jumping Jab:</b> | *<b>Diagonal Jumping Jab:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
Safejumps aside, this isn't much use, outclassed by j mp. | |||
*<b>Neutral Jumping Strong:</b> | *<b>Neutral Jumping Strong:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
Good priority, but aside from having double the active frames, neutral jump hp outclasses this. | |||
*<b>Diagonal Jumping Strong:</b> | *<b>Diagonal Jumping Strong:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
|} | |} | ||
Good air to air, and good jump in from the right range. Though old Chun Li generally has better options. | |||
*<b>Neutral Jumping Fierce:</b> | *<b>Neutral Jumping Fierce:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
Great horizontal priority and reach, fantastica air to air, and works as an anti air in some situations if you react in time. | |||
*<b>Diagonal Jumping Fierce:</b> | *<b>Diagonal Jumping Fierce:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
|} | |} | ||
Like jump mp but a different hitbox, in some situations it may be better to use this instead. Old Chun Li's version of this move has a slightly better hitbox. | |||
*<b>Neutral Jumping Short:</b> | *<b>Neutral Jumping Short:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}} | ||
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Good priority, beats a handful of moves, and is a great defensive tool. | |||
*<b>Diagonal Jumping Short:</b> | *<b>Diagonal Jumping Short:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
|} | |} | ||
This stays active a bit longer than N.Chun's version. | This stays active a bit longer than N.Chun's version. And the priority is significantly better. | ||
*<b>Diagonal Jumping Forward:</b> | *<b>Diagonal Jumping Forward:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
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The move has amazing hitboxes, and will beat pretty much any other aerial attack it encounters. It will also beat the new shotos' Shoryukens unless they hit deep, and also beats most anti-air normal moves. | The move has amazing hitboxes, and will beat pretty much any other aerial attack it encounters. It will also beat the new shotos' Shoryukens unless they hit deep, and also beats most anti-air normal moves. Though it can no longer be used as a crossup. | ||
*<b>Neutral Jumping Roundhouse:</b> | *<b>Neutral Jumping Roundhouse:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCellColSpan| 3 | 9}} |{{STDiagramCellColSpan| 3 | ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCellColSpan| 3 | 9}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
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This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up. This is a rare case of normal moves that cause a full knockdown. | This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up. This is a rare case of normal moves that cause a full knockdown. Old Chun Li's version of this move has much better priority. | ||
*<b>Diagonal Jumping Roundhouse:</b> | *<b>Diagonal Jumping Roundhouse:</b> | ||
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{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | ∞}} | {{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
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Can be a decent air to air in some situations, just be careful as it leaves you quite vulnerable to air to airs, and anti airs. Old Chun Li's version of this move has both hits with the hitboxes lower down, making it either better or worse depending on the situation. | |||
===Command Normals=== | ===Command Normals=== |
Revision as of 16:19, 23 March 2019
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 hits during her handspring animation, and can be used similar to an 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.
Picking Old Chun Li
To select O.Chun Li, choose Chun Li and then press ↓ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
New & Old Versions Comparison
Here is the list of differences:
- Obvious stuff: O.Chun Li can not tech throws, does not have a new Upkicks special move and does not have a Super;
- O.Chun Li has some differences in some of her normals:
- Close Standing Jab has a 1 frame slower startup;
- Crouching Jab has a 1 frame slower startup;
- Far Standing Strong hits high and so whiffs on crouching characters;
- Far Standing Fierce has special cancel properties;
- Close Standing Short has a 3 frames slower startup and can't be special canceled;
- Far Standing Short hits high and so whiffs on crouching characters;
- Crouching Short has a 2 frames slower startup and can't be special canceled;
- Close Standing Forward has a 3 frames slower startup and can't be special canceled;
- Far Standing Forward have better priority;
- Diagonal Jumping Fierce has a much fatter hitbox, though the priority doesn't change much;
- Diagonal Jumping Short have much better priority but do a little less damage;
- Neutral Jumping Forward has much better priority plus 6 more active frames;
- Diagonal Jumping Forward have much better priority but can not be used as a cross up attack;
- Neutral Jumping Roundhouse have much better priority;
- Diagonal Jumping Roundhouse hits lower;
- O.Chun Li's Head Stomp can be performed with any downward direction;
- O.Chun Li's flip kick and neck breaker command normals have proximity requirements;
- O.Chun Li's neckbreaker and flip kick are performed with forward/back/any upwards direction instead of df;
- O.Chun Li's flip kick combo for two hits, the start-up is faster by 2 frames and can be special cancelled;
- O.Chun Li can kara-cancel Kikoukens from Roundhouse easily (for the shorter recovery), where N.Chun Li has trouble with this due to the different command for the Spinning Bird Kick;
- O.Chun's Spinning Bird Kick becomes active and knocks down before the spinning part during her handspring, and demands a "down" charge instead of a "back/away" one.
Basically, O.Chun Li has better aerial tools but worse ground ones, mainly for standing strong whiffing on crouched characters and the lack of super. Choose whichever version you think it's best suited for your style.
Competitive Overview
O.Chun is ranked high mid-tier, together with Ryu, O.Ryu, O.Ken, and Guile. She has solid ground and aerial attacks, but her anti-air moves either require a charge, pressing buttons in a row or early input. As she is a charge character, she has trouble keeping projectiles coming against motion characters.
--NKI
Strengths & Weaknesses
Based on NKI's list for N.Chun.
Strengths
- st.Strong is an extremely good poke. Its hitbox is abnormally high though (at head level), so it's harder to harass crouching opponents with it.
- j.Forward and j.Short are the best diagonal jumping attacks in the game.
- Lightning Legs will cleanly beat nearly every ground move in the game.
- Good throw range.
- Throw does a lot more damage than it probably should.
- Good dizzy combos.
- Fast walking speed.
- Very agile (can jump off walls, do attacks after head stomp).
- Is good at both turtling and rushing down.
- Has normal moves that can cause full knockdowns.
Weaknesses
- Cannot soften throws.
- Has no super.
- Can easily be safe-jumped.
- Has a hard time with fireball traps.
Moves Analysis
Disclaimer: To better understand the diagrams, read this.
Normal Moves
Ground Normals
- Close Standing Jab: (Base max activation range: 21)
Damage | 18[0] | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes* | |||||
Frame Advantage | +5 | |||||
Frame Count | 2 | 2 | 4 | 1 | 1 | |
Simplified | 1 + 4 | 4 | 4 |
A quick rapid-fire jab, mainly used for combos and as a tick vs characters that can't crouch it. Old Chun Li's version takes an extra frame to come out, but it's still useful.
- Far Standing Jab:
Damage | 4[0] | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +3 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1 + 2 | 2 | 8 |
Similar to close jab in some aspects, the priority is good, so you can rapid fire it (mash) to beat some moves like Blanka ball, and Honda headbutt. Can work as an anti air from far away in some situations.
- Crouching Jab:
Damage | 4[0] | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | +4 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1 + 4 | 4 | 5 |
Good priority, but not mashable like other jabs. And as a tick, it's outclassed by moves like cr mk and close/far mp. Note that as old Chun Li this attack has one additional frame of startup.
- Close Standing Strong: (Base max activation range: 36)
Damage | 22[1] | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | +10 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1 + 4 | 4 | 4 |
Ok as a trade anti air, but mainly used for the awesome frame advantage, you can mix them up really well after this, either with throw, or sweep/cr mk to hit them low. Links into just about anything. Only Cammy and Blanka can crouch under this.
- Far Standing Strong:
Damage | 22[0] | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | +10 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1 + 4 | 4 | 4 |
Note that O.Chun's hits at head level, not at mid/body-level like N.Chun's does. As a result, it's typically harder for O.Chun to keep pressure with this move since several characters can duck it.
- Crouching Strong:
Damage | 18[1] | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | +9 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1 + 4 | 4 | 5 |
Good range and frame advantage, not much reason to use this over standing versions of mp though. The priority is also much worse than cr lp.
- Close Standing Fierce: (Base max activation range: 41)
Damage | 24[1] | ![]() |
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Stun | 10~16 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | -9 | |||
Frame Count | 3 | 20 | 11 | |
Simplified | 1 + 3 | 20 | 11 |
This move should be used in combos, or as a meaty, otherwise it is quite unsafe. Cancel to fireball or super in combos, or use as a meaty for massive frame advantage, and to set up frame traps. This can usually work as a ground crossup if you are behind them when grounded, but it's not much use in that aspect.
- Far Standing Fierce:
Damage | 24[0] | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes* | ||||||
Frame Advantage | -2 | ||||||
Frame Count | 2 | 3 | 6 | 10 | 7 | 1 | |
Simplified | 1 + 5 | 6 | 18 |
The fact that O.Chun's is special cancelable is a nice touch. It's possible to string some combos together that aren't possible with N.Chun (though hers is super cancelable).
- Crouching Fierce:
Damage | 22[2] | ![]() |
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Stun | 10~16 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -3 | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1 + 6 | 6 | 19 |
Good range with decent priority, but very sluggish, punishable if whiffed. Probably best to use safer attacks.
- Close Standing Short: (Base max activation range: 36)
Damage | 20[1] | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +3 | |||||
Frame Count | 3 | 3 | 5 | 4 | 1 | |
Simplified | 1 + 6 | 5 | 5 |
Compared to N.Chun, this has an extra 3 frames of startup, and also cannot be special cancelled. It can still be a viable tick, but these nerfs make it much less useful.
- Far Standing Short:
Damage | 20[0] | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +3 | |||||
Frame Count | 3 | 3 | 5 | 4 | 1 | |
Simplified | 1 + 6 | 5 | 5 |
Like far standing strong, this too whiffs on most crouching opponents. In contrast, this move doesn't project her lowest hurtbox toward the opponent, which means it's less risky in footsies against characters with good sweeps.
- Crouching Short:
Damage | 14[0] | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +4 | |||||
Frame Count | 3 | 3 | 4 | 4 | 1 | |
Simplified | 1 + 6 | 4 | 5 |
Old Chun Li's version of cr lk has 2 additional startup frames, and cannot be special cancelled, despite this, it is still an ok tick on occasion.
- Close Standing Forward: (Base max activation range: 41)
Damage | 24[1] | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +1 / +4 | |||||||
Frame Count | 3 | 3 | 3 | 6 | 3 | 4 | 1 | |
Simplified | 1 + 6 | 9 | 8 |
This has 3 additional startup frames as old Chun Li, and the first part can no longer special cancel, making it much less useful overall. Second part still acts as an ok anti air in some situations.
- Far Standing Forward:
Damage | 24[0] | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +5 | |||||
Frame Count | 3 | 3 | 5 | 4 | 4 | |
Simplified | 1 + 6 | 5 | 8 |
No hurtbox on her head like N.Chun, this move is now a better anti air in some situations.
- Crouching Forward:
Damage | 18[1] | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes* | |||
Frame Advantage | +9 | |||
Frame Count | 4 | 5 | 4 | |
Simplified | 1 + 4 | 5 | 4 |
Easily one of the best pokes in the game. Spammable AND special cancelable. One of the main reasons it's very annoying playing against a competent chun.
- Close Standing Roundhouse: (Base max activation range: 56)
Damage | 28[1] | ![]() |
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Stun | 10~16 | |||||||||
Stun Timer | 80 | |||||||||
Chain Cancel | No | |||||||||
Special Cancel | No | |||||||||
Frame Advantage | -5 | |||||||||
Frame Count | 1 | 1 | 6 | 1 | 6 | 4 | 6 | 4 | 7 | |
Simplified | 1 + 9 | 6 | 21 |
Chun's panty teasing high sidekick. It's a trade anti air(no pre projected hurtboxes before becoming active but poor priority with big hit/hurtboxes afterwards) so if you want to beat a move cleanly you have to use Close Forward instead, which has good priority up close. But against some high priority air normals your only option may be a trade so this move is useful, and it can be used that way against most air normals as long as you time it correctly, minus against some very high priority normals like Cammy's Aerial Strong or against characters with very low jumps, like Boxer. Another difference to keep in mind is that the hitbox of this move is more centered than Close Forward, this is important against ambiguous crossup moves like a crossing up air tatsu for example. This also allows Chun to actually beat/trade with FeiLong's Chicken Wing corner trap, but it's difficult to use because the timing is very strict: you have a 1 frame window (with "reversal timing") for it to beat it cleanly and another 1 frame window to get a trade, anything slower than that and the move will come out too late and Chun will eat the Chicken Wing and probably a combo as well. And since you'll most likelly be playing on a frame-skipping turbo speed, the timing becomes even more strict, leaving Old Chun Li with only one usable counter to the Chicken Wing corner trap: kara-cancelled low normal into Spinning bird kick.
- Far Standing Roundhouse:
Damage | 28[0] | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +0 | ||||||
Frame Count | 3 | 3 | 4 | 8 | 7 | 7 | |
Simplified | 1 + 10 | 8 | 14 |
Decent anti air, but takes a while to come out.
- Crouching Roundhouse:
Damage | 22[2] | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 130 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -3 | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1 + 6 | 6 | 19 |
Good range, useful for beating/trading with fireballs, and a good punish in general. Just try not to whiff it, as it leaves Chun quite open.
Aerial Normals
- Neutral Jumping Jab:
Damage | 18[2] | ![]() |
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Stun | 1~7(-2) | ||||
Stun Timer | 40 | ||||
Frame Count | 3 | 3 | 2 | ∞ | |
Simplified | 8 | ∞ |
Stays active the whole jump, ok to shield yourself from lower priority attacks.
- Diagonal Jumping Jab:
Damage | 16[2] | ![]() |
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Stun | 1~7(-2) | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
Safejumps aside, this isn't much use, outclassed by j mp.
- Neutral Jumping Strong:
Damage | 22[2] | ![]() |
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Stun | 5~11 | ||||||||
Stun Timer | 50(+10) | ||||||||
Frame Count | 3 | 3 | 2 | 16 | 2 | 3 | 4 | ∞ | |
Simplified | 8 | 16 | ∞ |
Good priority, but aside from having double the active frames, neutral jump hp outclasses this.
- Diagonal Jumping Strong:
Damage | 20[2] | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 50(+10) | ||||||
Frame Count | 3 | 3 | 8 | 3 | 4 | ∞ | |
Simplified | 6 | 8 | ∞ |
Good air to air, and good jump in from the right range. Though old Chun Li generally has better options.
- Neutral Jumping Fierce:
Damage | 26[2] | ![]() |
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Stun | 11~17(-1) | ||||||||
Stun Timer | 60(+20) | ||||||||
Frame Count | 3 | 3 | 2 | 8 | 2 | 3 | 4 | ∞ | |
Simplified | 8 | 8 | ∞ |
Great horizontal priority and reach, fantastica air to air, and works as an anti air in some situations if you react in time.
- Diagonal Jumping Fierce:
Damage | 24[2] | ![]() |
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Stun | 11~17(-1) | ||||||
Stun Timer | 60(+20) | ||||||
Frame Count | 3 | 3 | 8 | 3 | 4 | ∞ | |
Simplified | 6 | 8 | ∞ |
Like jump mp but a different hitbox, in some situations it may be better to use this instead. Old Chun Li's version of this move has a slightly better hitbox.
- Neutral Jumping Short:
Damage | 18[2] | ![]() |
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Stun | 1~7(-2) | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
Good priority, beats a handful of moves, and is a great defensive tool.
- Diagonal Jumping Short:
Damage | 16[2] | ![]() |
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Stun | 1~7(-2) | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
This does less damage than N.Chun but has awesome priority.
- Neutral Jumping Forward:
Damage | 22[2] | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50(+10) | |||||
Frame Count | 3 | 3 | 16 | 3 | ∞ | |
Simplified | 6 | 16 | ∞ |
This stays active a bit longer than N.Chun's version. And the priority is significantly better.
- Diagonal Jumping Forward:
Damage | 20[2] | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50(+10) | |||||
Frame Count | 3 | 3 | 16 | 3 | ∞ | |
Simplified | 6 | 16 | ∞ |
The move has amazing hitboxes, and will beat pretty much any other aerial attack it encounters. It will also beat the new shotos' Shoryukens unless they hit deep, and also beats most anti-air normal moves. Though it can no longer be used as a crossup.
- Neutral Jumping Roundhouse:
Damage | 26[2] | ![]() |
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Stun | 10~16 | ||||||||
Stun Timer | 80 | ||||||||
Frame Count | 1 | 2 | 5 | 4 | 4 | 4 | 6 | ∞ | |
Simplified | 3 | 9 | ∞ |
This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up. This is a rare case of normal moves that cause a full knockdown. Old Chun Li's version of this move has much better priority.
- Diagonal Jumping Roundhouse:
Damage | 24[2] | ![]() |
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Stun | 11~17(-1) | |||||||
Stun Timer | 60(+20) | |||||||
Frame Count | 3 | 3 | 6 | 4 | 6 | 6 | ∞ | |
Simplified | 6 | 6 | 4 | 6 | ∞ |
Can be a decent air to air in some situations, just be careful as it leaves you quite vulnerable to air to airs, and anti airs. Old Chun Li's version of this move has both hits with the hitboxes lower down, making it either better or worse depending on the situation.
Command Normals
- Flip Kick: (On ground and close, ←/↖/↑/↗/→ + Forward. Base max activation range: 41)
Damage | 22[0] + 22[0] | ![]() |
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Stun | 0~5 + 0~5 | ||||||||
Stun Timer | 40 + 40 | ||||||||
Special Cancel | Yes* / No / No | ||||||||
Frame Count | 2 | 2 | 5 | 4 | 4 | 4 | 6 | 29 | |
Simplified | 1 + 4 | 9 | 4 | 39 |
Unlike the N.Chun's version of this move, the second active part combos after the first one, so it knocks down almost every time. It also has faster start-up, so it is a much better move. O.Chun can not do this move from far away like N.Chun can.
- Neck Breaker: (On ground and close, ←/↖/↑/↗/→ + Roundhouse. Base max activation range: 41)
Damage | 20[0] | ![]() |
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Stun | 10~16 | ||||||||
Stun Timer | 80 | ||||||||
Frame Count | 4 | 4 | 5 | 6 | 7 | 8 | 2 | 14 | |
Simplified | 1 + 36 | 14 |
This move is good for shenannigans, or to simply force the enemy to block on wake-up, as it can avoid many moves in that situation. It does high stun, but the timer bonus is very short, so odds are it will hit and dizzy, or the enemy will recover from any dizzy damage by the time he gets up again. O.Chun can not do this move from far away like N.Chun can.
- Head Stomp: (On air, ↙/↓/↘ + Forward)
Damage | 20[0] | ![]() |
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Stun | 2~8 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 1 | 2 | 16 | 8 | 4 | 5 | ∞ | |
Simplified | 3 | 16 | ∞ |
It is possible to use this move as an instant overhead. Simply jump and immediately do a head stomp, and the enemy will have to block high to avoid getting hit. Note that O.Chun can perform this move with any downward direction, as opposed to only neutral down like N.Chun.
Throws
Holding towards or back and pressing Strong or Fierce punch will produce O.Chun Li's throw. She can also air-throw this way. The direction on the joystick determines the direction the enemy gets thrown at.
- Shoulder Throw: (←/↖/↑/↗/→ + Strong/Fierce)
Damage | 38 / 32 | ![]() |
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Stun | 7~13 | ||||
Stun Timer | 100 | ||||
Range | (from axis) | 48 | |||
(from throwable box) | 23 |
Although both the Strong and Fierce ground throws look identical, they're actually quite different for some weird reason. The Fierce throw deals an ordinary 22% damage, but the Strong throw does 26% damage, which is unusually high. Since the Strong throw has no other drawbacks, use it instead of the Fierce whenever possible.
- Air Shoulder Throw: (Min activation height: 48/48 upwards/downwards, ↖/←/↙/↓/↘/→/↗ + Strong/Fierce)
Damage | 34 | ![]() | |
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range | (from axis) | 58 | |
(from throwable box) | 33 |
The air-throw versions are the same and do approximately 23.5% damage. Very good range for an air throw.
--Raisin (March 12, 2007), some info courtesy T.Akiba
Special Moves
- Hyakuretsu Kyaku a.k.a. Lightning Legs: (Press K repeatedly)
- Startup:
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Frame Count (Short) | 1 | 3 |
Simplified (Short) | 4 | |
Frame Count (Forward) | 3 | 4 |
Simplified (Forward) | 7 | |
Frame Count (Rh) | 4 | 6 |
Simplified (Rh) | 10 |
- Active:
Short | Forward | Rh | ![]() |
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Damage | 28[2] | 30[2] | 32[2] | ||||
Stun | 5~11 | ||||||
Stun Timer | 100 | ||||||
Frame Count (Short) | 4 | 4 | 4 | 4 | |||
Frame Count (Forward) | 2 | 2 | 2 | 2 | |||
Frame Count (Rh) | 1 | 1 | 1 | 1 |
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Frame Count (Short) | 4 | 4 | 4 | 4 |
Frame Count (Forward) | 2 | 2 | 2 | 2 |
Frame Count (Rh) | 1 | 1 | 1 | 1 |
NOTE: What I put there as the active part is a complete cycle but not the minimal duration (if you keep mashing, after the last animation frame it will go back to the first one, and this will be repeated while you keep the mashing). The minimal durations (if you only input the 5 Kick presses needed) are: a full cycle plus the 3 next animation frames for Short Version, 2 full cycles minus the last animation of a cycle for the Forward Version and almost 3 full cycles for the Roundhouse Version, lacking only the last animation like the Forward version.
- Recovery:
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Frame Count (Short) | 2 | 2 |
Simplified (Short) | 4 | |
Frame Count (Forward) | 4 | 4 |
Simplified (Forward) | 8 | |
Frame Count (Rh) | 6 | 6 |
Simplified (Rh) | 12 |
- Kikouken a.k.a. Fireball: (Charge ←, →, P)
Detailed Input: (Charge ← for at least 61f, [0~7f] → [0~10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
- Startup:
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Frame Count | 1 | 1 | 1 | 1 | 1 |
Simplified | 5 |
- Active:
- Jab Version:
Damage | 17[1] | ![]() |
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Stun | 7~13 | ||||||
Stun Timer | 90 | ||||||
Frame Count | 1 | 1 | 1 | 1 | 1 | 1... | |
Simplified | 42 |
- Strong Version:
Damage | 18[1] | ![]() |
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Stun | 7~13 | ||||||
Stun Timer | 90 | ||||||
Frame Count | 1 | 1 | 1 | 1 | 1 | 1... | |
Simplified | 40 |
- Fierce Version:
Damage | 20[1] | ![]() |
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Stun | 7~13 | ||||||
Stun Timer | 90 | ||||||
Frame Count | 1 | 1 | 1 | 1 | 1 | 1... | |
Simplified | 38 |
- Total Distance Traveled:
Jab: 222 pixels after 75 frames | Strong: 176 pixels after 45 frames | Fierce: 150 pixels after 31 frames |
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You can change the recovery of any Kikouken to that of a Jab by kara-canceling a Jab or Short. Similarly to Strong Kikouken with Strong or Forward. The fastest recovery is obtained by kara-canceling a Fierce or Roundhouse. Note that O.Chun has a reversal bug with this move; if you use a Kikouken as a reversal, it will come out as the last strength of the most recent one you used, regardless of button strength pressed (similar to T.Hawk's Rising Hawk reversal bug).
- Spinning Bird Kick: (Charge ↓, ↑, K)
Detailed Input: (Charge ↓ for at least 60f, [0~7f] ↑ [0~10/9/7/2f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
- Startup:
Short | Forward | Rh | ![]() |
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Damage | 28[2] | 30[2] | 32[2] | ||||||||
Stun | 7~13 | ||||||||||
Stun Timer | 90 | ||||||||||
Frame Count | 1 | 4 | 3 | 2 | 3 | 4 | 4 | 2 | |||
Simplified | 17 | 4 | 2 |
- Active:
- Short Version:
Damage | 14[1] / 12[1] | ![]() |
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Stun | 7~13 | ||||||||
Stun Timer | 90 | ||||||||
Frame Count | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | |
Simplified | 15 |
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Frame Count | 2 | 1 | 2 | 2 | 3 | 4 | 4 | 2 |
Simplified | 20 |
- Forward Version:
Damage | 16[1] / 14[1] | ![]() |
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Stun | 7~13 | ||||||||
Stun Timer | 90 | ||||||||
Frame Count | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | |
Simplified | 4 | 16 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 1 | 7 |
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Frame Count | 2 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Simplified | 2 | 16 |
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Frame Count | 2 |
- Roundhouse Version:
Damage | 18[1] / 16[1] | ![]() |
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Stun | 7~13 | ||||||||
Stun Timer | 90 | ||||||||
Frame Count | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 2 | |
Simplified | 25 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 8 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 8 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
Simplified | 9 |
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Frame Count | 2 | 2 | 3 | 3 | 3 | 3 |
Simplified | 16 |
NOTE: This move has some oddities... First of all: in the active part, you see that little red dot near the center of the pushbox? At fist i thought it was just an imperfection in the sprites but that is actually a 1x1 sized active hitbox. So, in that cyclic(Active) part, the move is active all the time. The only exception is the Forward version, which has some gaps, all in the same animation frame(first one in the tables), so in that case i separated the cells in the Simplified Frame count. There is some oddities as well in the recovery part, like for the Short version it has a different pushbox in the second animation frame, and the Rh version having an extra animation frame before the landing frame. My guess is that this move was probably implemented in the game by a capcom Trainee or the programmer was lazy that day, lol.
- Recovery:
- Short Version:
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 6 |
Simplified | 21 |
- Forward Version:
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 6 |
Simplified | 21 |
- Roundhouse Version:
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 4 | 6 |
Simplified | 25 |
The damage is different depending on which way Chun Li is facing. The higher damage values are related to the attack boxes when she is facing backwards during the spinning part.
- Aerial Spinning Bird Kick: (Charge ↓, ↑, K, in air)
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Frame Count | 2 | 4 | 3 | 2 | 4 |
Simplified | 15 |
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Frame Count | 3 | 2 | 3 | 3 | ∞ |
Simplified | ∞ |
NOTE: Just like the ground version of the move, it has some active frames with a 1x1 sized hitbox.
- Landing, partial: (When Chun lands before the last hitting frame)
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Frame Count | 3 | 3 | 2 | 2 | 3 | 3 | 4 | 5 |
Simplified | 25 |
- Landing, complete: (When Chun lands after the last hitting frame)
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Frame Count | 2 | 5 | 3 |
Simplified | 10 |
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. 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. 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.