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 |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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Stun | 10-16 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Count | 3 | 20 | 11 |
- Far Standing Fierce:
Damage | 21 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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Stun | 5-11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Count | 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 Count | 1 | 1 | 6 | 1 | 6 | 4 | 6 | 4 | 7 | |
Simplified | 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 Count | 3 | 3 | 4 | 8 | 7 | 7 | |
Simplified | 10 | 8 | 14 |
- Crouching Roundhouse:
Damage | 19 | ![]() |
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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 | ![]() |
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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 | 16 | ![]() |
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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 | 17 | ![]() |
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Stun | 1-7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
- 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 | 16 | ![]() |
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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 | 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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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.
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) | ![]() |
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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) | ![]() |
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.