Super Street Fighter 2 Turbo/O. Chun-Li

From SuperCombo Wiki
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.

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 3 4 4


  • 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

Command Normals

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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