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| align="center" colspan="2" | Simplified || align="center" colspan="2" | 3 || align="center" | 16 || align="center" colspan="4" | ∞ | | align="center" colspan="2" | Simplified || align="center" colspan="2" | 3 || align="center" | 16 || align="center" colspan="4" | ∞ | ||
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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. | 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=== | ===Throws=== |
Revision as of 02:00, 12 September 2012
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 and 1 frame slower recovery;
- 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;
- 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 flip kick and neck breaker command normals have proximity requirements;
- 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
Normal Moves
Ground Normals
Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.
- Close Standing Jab:
Damage | 16 | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes* | |||||
Frame Advantage | ? | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1 + 4 | 4 | 5 |
- Far Standing Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1 + 2 | 2 | 8 |
- Crouching Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | ? | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1 + 4 | 4 | 5 |
- Close Standing Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | ? | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1 + 4 | 4 | 4 |
- Far Standing Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | ? | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1 + 4 | 4 | 4 |
- Crouching Strong:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | ? | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1 + 4 | 4 | 5 |
- Close Standing Fierce:
Damage | 21 | ![]() |
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Stun | 10~16 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 20 | 11 | |
Simplified | 1 + 3 | 20 | 11 |
- Far Standing Fierce:
Damage | 21 | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes* | ||||||
Frame Advantage | ? | ||||||
Frame Count | 2 | 3 | 6 | 10 | 7 | 1 | |
Simplified | 1 + 5 | 6 | 18 |
- Crouching Fierce:
Damage | 19 | ![]() |
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Stun | 10~16 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1 + 6 | 6 | 19 |
- Close Standing Short:
Damage | 17 | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 5 | 4 | 1 | |
Simplified | 1 + 6 | 5 | 5 |
- Far Standing Short:
Damage | 17 | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 5 | 4 | 1 | |
Simplified | 1 + 6 | 5 | 5 |
- Crouching Short:
Damage | 12 | ![]() |
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Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 4 | 4 | 1 | |
Simplified | 1 + 6 | 4 | 5 |
- Close Standing Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | ? | |||||||
Frame Count | 3 | 3 | 3 | 6 | 3 | 4 | 1 | |
Simplified | 1 + 6 | 9 | 8 |
- Far Standing Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 5 | 4 | 4 | |
Simplified | 1 + 6 | 5 | 8 |
- Crouching Forward:
Damage | 16 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | 4 | 5 | 4 | |
Simplified | 1 + 4 | 5 | 4 |
- Close Standing Roundhouse:
Damage | 24 | ![]() |
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Stun | 10~16 | |||||||||
Stun Timer | 80 | |||||||||
Chain Cancel | No | |||||||||
Special Cancel | No | |||||||||
Frame Advantage | ? | |||||||||
Frame Count | 1 | 1 | 6 | 1 | 6 | 4 | 6 | 4 | 7 | |
Simplified | 1 + 9 | 6 | 21 |
- Far Standing Roundhouse:
Damage | 24 | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 3 | 3 | 4 | 8 | 7 | 7 | |
Simplified | 1 + 10 | 8 | 14 |
- Crouching Roundhouse:
Damage | 19 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 130 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1 + 6 | 6 | 19 |
Aerial Normals
- Neutral Jumping Jab:
Damage | 16 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 3 | 3 | 2 | ∞ | |
Simplified | 8 | ∞ |
- Diagonal Jumping Jab:
Damage | 14 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
- Neutral Jumping Strong:
Damage | 19 | ![]() |
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Stun | 5~11 | ||||||||
Stun Timer | 50 | ||||||||
Frame Count | 3 | 3 | 2 | 16 | 2 | 3 | 4 | ∞ | |
Simplified | 8 | 16 | ∞ |
- Diagonal Jumping Strong:
Damage | 17 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 3 | 8 | 3 | 4 | ∞ | |
Simplified | 6 | 8 | ∞ |
- Neutral Jumping Fierce:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||||
Stun Timer | 60 | ||||||||
Frame Count | 3 | 3 | 2 | 8 | 2 | 3 | 4 | ∞ | |
Simplified | 8 | 8 | ∞ |
- Diagonal Jumping Fierce:
Damage | 21 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 3 | 8 | 3 | 4 | ∞ | |
Simplified | 6 | 8 | ∞ |
- Neutral Jumping Short:
Damage | 16 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
- Diagonal Jumping Short:
Damage | 14 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
This does less damage than N.Chun but has awesome priority.
- Neutral Jumping Forward:
Damage | 19 | ![]() |
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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 | 17 | ![]() |
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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 | ![]() |
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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.
- Diagonal Jumping Roundhouse:
Damage | 21 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
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 | ![]() |
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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)
Damage | 17 | ![]() |
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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 | 17 | ![]() |
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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 | 5~11 | |||
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: (ChunLi and opponent in air, ↖/↙/←/→/↘/↗ + 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
All motions are listed under the assumption that O.ChunLi is facing right.
- 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:
Damage (Short) | 24 | ![]() |
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Damage (Forward) | 26 | ||||
Damage (Rh) | 27 | ||||
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 | 15 | ![]() |
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Stun | 7~13 | ||||||
Stun Timer | 90 | ||||||
Frame Count | 1 | 1 | 1 | 1 | 1 | 1... | |
Simplified | 42 |
- Strong Version:
Damage | 16 | ![]() |
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Stun | 7~13 | ||||||
Stun Timer | 90 | ||||||
Frame Count | 1 | 1 | 1 | 1 | 1 | 1... | |
Simplified | 40 |
- Fierce Version:
Damage | 17 | ![]() |
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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.
- 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:
Damage (Short) | 24 | ![]() |
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Damage (Forward) | 26 | ||||||||
Damage (Rh) | 27 | ||||||||
Stun | 7~13 | ||||||||
Stun Timer | 90 | ||||||||
Frame Count | 1 | 4 | 3 | 2 | 3 | 4 | 4 | 2 | |
Simplified | 17 | 4 | 2 |
- Active:
- Short Version:
Damage | 12/11 | ![]() |
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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 | 14/12 | ![]() |
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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 | 16/14 | ![]() |
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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 |
- 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 |
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.
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 | ∞ |
- 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 |
NOTE: Just like the ground version of the move, it has some active frames with a 1x1 sized hitbox.
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.