Super Street Fighter 2 Turbo/O. Chun-Li: Difference between revisions

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[[Super Street Fighter 2 Turbo|ST Main Page]]<br>
[[Super Street Fighter 2 Turbo#STCharacters|The Characters]]
[[Image:OChunLi.png|right|Old ChunLi's portrait in Super Turbo]]
[[Image:OChunLi.png|right|Old ChunLi's portrait in Super Turbo]]



Revision as of 22:42, 15 July 2011

ST Main Page
The Characters

Old ChunLi's portrait in Super Turbo

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.

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 Alternative
Chunli-old1.gif Chunli-old2.gif

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.
  • 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 be safe-jumped.
  • Has a hard time with fireball traps.

New & Old Versions Comparison

Here is the list of differences:

  • Obvious stuff: N.Chun can soften throws, has a new upkick special move and a Super move;
  • N.Chun has easier cross-up moves in her diagonal jumping Short and Forward kicks;
  • N.Chun's diagonal Short and Forward kicks have much worse priority;
  • N.Chun's neutral jumping Forward kick is active for a shorter period;
  • a few of N.Chun's weak attacks have faster start-up.

Move Analysis

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 16 OChunLi stcljab1&5.png OChunLi stcljab2&4.png OChunLi stcljab3.png OChunLi stcljab2&4.png OChunLi stcljab1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Count 2 2 4 4 1
Simplified 4 4 5


  • Far Standing Jab:
Damage 4 OChunLi stfarjab1&5.png OChunLi stfarjab2.png OChunLi stfarjab3.png OChunLi stfarjab4.png OChunLi stfarjab1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Count 2 2 4 3 1
Simplified 2 2 8


  • Crouching Jab:
Damage 4 OChunLi crjab1&5.png OChunLi crjab2&4.png OChunLi crjab3.png OChunLi crjab2&4.png OChunLi crjab1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 4 4 1
Simplified 4 4 5


  • Close Standing Strong:
Damage 19 OChunLi stclstrng1&5.png OChunLi stclstrng2&4.png OChunLi stclstrng3.png OChunLi stclstrng2&4.png OChunLi stclstrng1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 4 3 1
Simplified 4 4 4


  • Far Standing Strong:
Damage 19 OChunLi stfarstrng1&5.png OChunLi stfarstrng2&4.png OChunLi stfarstrng3.png OChunLi stfarstrng2&4.png OChunLi stfarstrng1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 4 3 1
Simplified 4 4 4


  • Crouching Strong:
Damage 16 OChunLi crstrng1&5 crfrc1&5.png OChunLi crstrng2&4.png OChunLi crstrng3.png OChunLi crstrng2&4.png OChunLi crstrng1&5 crfrc1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 4 4 1
Simplified 4 4 5


  • Close Standing Fierce:
Damage 21 OChunLi stclfrc1&3.png OChunLi stclfrc2.png OChunLi stclfrc1&3.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Count 3 20 11


  • Far Standing Fierce:
Damage 21 OChunLi stfarfrc1.png OChunLi stfarfrc2&4.png OChunLi stfarfrc3.png OChunLi stfarfrc2&4.png OChunLi stfarfrc5.png OChunLi stfarfrc6.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 2 3 6 10 7 1
Simplified 5 6 18


  • Crouching Fierce:
Damage 19 OChunLi crstrng1&5 crfrc1&5.png OChunLi crfrc2&4.png OChunLi crfrc3.png OChunLi crfrc2&4.png OChunLi crstrng1&5 crfrc1&5.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 3 3 6 8 11
Simplified 6 6 19


  • Close Standing Short:
Damage 17 OChunLi stclshrt1&5 stclfrwrd1&7.png OChunLi stclshrt2&4.png OChunLi stclshrt3.png OChunLi stclshrt2&4.png OChunLi stclshrt1&5 stclfrwrd1&7.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Count 3 3 5 4 1
Simplified 6 5 5


  • Far Standing Short:
Damage 17 OChunLi stfarshrt1&5 stfarfrwrd1&5.png OChunLi stfarshrt2&4.png OChunLi stfarshrt3.png OChunLi stfarshrt2&4.png OChunLi stfarshrt1&5 stfarfrwrd1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Count 3 3 5 4 1
Simplified 6 5 5


  • Crouching Short:
Damage 12 OChunLi crshrt1&5.png OChunLi crshrt2&4.png OChunLi crshrt3.png OChunLi crshrt2&4.png OChunLi crshrt1&5.png
Stun 0-5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Count 3 3 4 4 1
Simplified 6 4 5


  • Close Standing Forward:
Damage 21 OChunLi stclshrt1&5 stclfrwrd1&7.png OChunLi stclfrwrd2&6.png OChunLi stclfrwrd3.png OChunLi stclfrwrd4.png OChunLi stclfrwrd5.png OChunLi stclfrwrd2&6.png OChunLi stclshrt1&5 stclfrwrd1&7.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Count 3 3 3 6 3 4 1
Simplified 6 9 8


  • Far Standing Forward:
Damage 21 OChunLi stfarshrt1&5 stfarfrwrd1&5.png OChunLi stfarfrwrd2&4.png OChunLi stfarfrwrd3.png OChunLi stfarfrwrd2&4.png OChunLi stfarshrt1&5 stfarfrwrd1&5.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Count 3 3 5 4 4
Simplified 6 5 8


  • Crouching Forward:
Damage 16 OChunLi crfrwrd1.png OChunLi crfrwrd2.png OChunLi crfrwrd3.png
Stun 5-11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Count 4 5 4


  • Close Standing Roundhouse:
Damage 24 OChunLi stclrh1.png OChunLi stclrh2.png OChunLi stclrh3.png OChunLi stclrh4.png OChunLi stclrh5.png OChunLi stclrh6.png OChunLi stclrh7.png OChunLi stclrh8.png OChunLi stclrh9.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 1 1 6 1 6 4 6 4 7
Simplified 9 6 21


  • Far Standing Roundhouse:
Damage 24 OChunLi stfarrh1.png OChunLi stfarrh2.png OChunLi stfarrh3.png OChunLi stfarrh4.png OChunLi stfarrh5.png OChunLi stfarrh6.png
Stun 10-16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Count 3 3 4 8 7 7
Simplified 10 8 14


  • Crouching Roundhouse:
Damage 19 OChunLi crrh1&5.png OChunLi crrh2&4.png OChunLi crrh3.png OChunLi crrh2&4.png OChunLi crrh1&5.png
Stun 5-11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Count 3 3 6 8 11
Simplified 6 6 19

Aerial Normals

  • Neutral Jumping Jab:
Damage 16 OChunLi njjab1 njstrng1&7 njfrc1&7.png OChunLi njjab2 njstrng2&6 njfrc2&6.png OChunLi njjab3 njstrng3&5 njfrc3&5.png OChunLi njjab4.png
Stun 1-7
Stun Timer 40
Frame Count 3 3 2
Simplified 8


  • Diagonal Jumping Jab:
Damage 14 OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djjab3.png
Stun 1-7
Stun Timer 40
Frame Count 3 3
Simplified 6


  • Neutral Jumping Strong:
Damage 19 OChunLi njjab1 njstrng1&7 njfrc1&7.png OChunLi njjab2 njstrng2&6 njfrc2&6.png OChunLi njjab3 njstrng3&5 njfrc3&5.png OChunLi njstrng4.png OChunLi njjab3 njstrng3&5 njfrc3&5.png OChunLi njjab2 njstrng2&6 njfrc2&6.png OChunLi njjab1 njstrng1&7 njfrc1&7.png OChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 5-11
Stun Timer 50
Frame Count 3 3 2 16 2 3 4
Simplified 8 16


  • Diagonal Jumping Strong:
Damage 16 OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djstrng3.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 5-11
Stun Timer 50
Frame Count 3 3 8 3 4
Simplified 6 8


  • Neutral Jumping Fierce:
Damage 22 OChunLi njjab1 njstrng1&7 njfrc1&7.png OChunLi njjab2 njstrng2&6 njfrc2&6.png OChunLi njjab3 njstrng3&5 njfrc3&5.png OChunLi njfrc4.png OChunLi njjab3 njstrng3&5 njfrc3&5.png OChunLi njjab2 njstrng2&6 njfrc2&6.png OChunLi njjab1 njstrng1&7 njfrc1&7.png OChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 11-17
Stun Timer 60
Frame Count 3 3 2 8 2 3 4
Simplified 8 8


  • Diagonal Jumping Fierce:
Damage 21 OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djfrc3.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 11-17
Stun Timer 50
Frame Count 3 3 8 3 4
Simplified 6 8


  • Neutral Jumping Short:
Damage 16 OChunLi njshrt1 njfrwrd1&5 djrh1.png OChunLi njshrt2 njfrwrd2&4 djrh2.png OChunLi njshrt3.png
Stun 1-7
Stun Timer 40
Frame Count 3 3
Simplified 6


  • Diagonal Jumping Short:
Damage 17 OChunLi djshrt1 djfrwrd1&5.png OChunLi djshrt2 djfrwrd2&4.png OChunLi djshrt3.png
Stun 1-7
Stun Timer 40
Frame Count 3 3
Simplified 6


  • Neutral Jumping Forward:
Damage 19 OChunLi njshrt1 njfrwrd1&5 djrh1.png OChunLi njshrt2 njfrwrd2&4 djrh2.png OChunLi njfrwrd3.png OChunLi njshrt2 njfrwrd2&4 djrh2.png OChunLi njshrt1 njfrwrd1&5 djrh1.png
Stun 5-11
Stun Timer 50
Frame Count 3 3 16 3
Simplified 6 16

This stays active a bit longer than N.Chun's version.

  • Diagonal Jumping Forward:
Damage 16 OChunLi djshrt1 djfrwrd1&5.png OChunLi djshrt2 djfrwrd2&4.png OChunLi djfrwrd3.png OChunLi djshrt2 djfrwrd2&4.png OChunLi djshrt1 djfrwrd1&5.png
Stun 5-11
Stun Timer 50
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.


  • Neutral Jumping Roundhouse:
Damage 22 OChunLi njrh1.png OChunLi njrh2.png OChunLi njrh3.png OChunLi njrh4.png OChunLi njrh5.png OChunLi njrh6.png OChunLi njrh7.png OChunLi njrh8.png
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.

  • Diagonal Jumping Roundhouse:
Damage 21 OChunLi njshrt1 njfrwrd1&5 djrh1.png OChunLi njshrt2 njfrwrd2&4 djrh2.png OChunLi djrh3.png OChunLi djrh4.png OChunLi djrh5.png OChunLi djrh6.png OChunLi djrh7.png
Stun 11-17
Stun Timer 40
Frame Count 3 3 6 4 6 6
Simplified 6 6 4 6

Command Normals

  • Flip Kick: (On ground and close, ←/→ + Forward)
Damage 19+19 OChunLi fk1.png OChunLi fk2.png OChunLi fk3.png OChunLi fk4.png OChunLi fk5.png OChunLi fk6.png OChunLi fk7.png OChunLi fk8.png
Stun 0-5
Stun Timer 40
Frame Count 2 2 5 4 4 4 6 29
Simplified 4 9 43

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)
Damage 17 OChunLi nb1.png OChunLi nb2.png OChunLi nb3.png OChunLi nb4.png OChunLi nb5.png OChunLi nb6.png OChunLi nb7.png OChunLi nb8.png
Stun 10-16
Stun Timer 40
Frame Count 4 4 5 6 7 8 2 14
Simplified 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 17 OChunLi hs1&4.png OChunLi hs2&5.png OChunLi hs3.png OChunLi hs1&4.png OChunLi hs2&5.png OChunLi hs6.png OChunLi hs7.png
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.

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(+2)/32(+2) OChunLi throwb.png OChunLi throw.png OChunLi throwf.png
Stun 5-11
Stun Timer 100
Range (from axis) 48
Range advantage 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: (ChunLi and opponent in air, ↖/↙/←/→/↘/↗ + Strong/Fierce)
Damage 34(+2) OChunLi airthrow.png
Stun 7-13
Stun Timer 100
Range (from axis) 58
Range advantage 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

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. 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.

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