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.

She's one of the most (if not the most) easier character to play in the game : all of her main combos are easy, her instant air stomp is easier to perform than with N.Chun, she don't have to deal with charge partition, no just frame, etc.

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.

She can use her great air LK and MK to counter DPs if you're far enough.

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
Chunli-old1.gif Chunli-old2.gif

--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.
  • Cr.mk is an incredible multi purpose move.
  • 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] 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 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. Does massive damage for a jab, you can trade when using this as an anti air, and still have the trade be in Chun's favour.

  • Far Standing Jab:
Damage 4[0] 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 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] 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 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] 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 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] 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 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. Otherwise it's the same, good reach, and nice frame advantage.

  • Crouching Strong:
Damage 18[1] 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 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] OChunLi stclfrc1&3.png OChunLi stclfrc2.png OChunLi stclfrc1&3.png
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] 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 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). Good as an anti air.

  • Crouching Fierce:
Damage 22[2] 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 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] 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 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. Does unusually high damage for a light attack.

  • Far Standing Short:
Damage 20[0] 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 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. Useful for setting up frame traps, does unusually high damage for a light attack.

  • Crouching Short:
Damage 14[0] 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 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. Does above average damage for a light attack.

  • Close Standing Forward: (Base max activation range: 41)
Damage 24[1] 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 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] 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 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] OChunLi crfrwrd1.png OChunLi crfrwrd2.png OChunLi crfrwrd3.png
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] 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 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] 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 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] 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 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. It also sets up a built-in safe jump against Sagat, and it will randomly also be a safe jump against Claw (sometimes Chun will land without hitting him).

Aerial Normals

  • Neutral Jumping Jab:
Damage 18[2] 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(-2)
Stun Timer 40
Special Cancel No


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] OChunLi djjab1&5 djstrng1&5 djfrc1&5.png OChunLi djjab2&4 djstrng2&4 djfrc2&4.png OChunLi djjab3.png OChunLi djjab2&4 djstrng2&4 djfrc2&4.png OChunLi djjab1&5 djstrng1&5 djfrc1&5.png OChunLi njstrng8 njfrc8 djjab6 djstrng6 djfrc6.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel No


Frame Count 3 3 40 3 4
Simplified 6 40

Safejumps aside, this isn't much use, outclassed by j mp.

  • Neutral Jumping Strong:
Damage 22[2] 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 djjab6 djstrng6 djfrc6.png
Stun 5~11
Stun Timer 50(+10)
Special Cancel No


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] OChunLi djjab1&5 djstrng1&5 djfrc1&5.png OChunLi djjab2&4 djstrng2&4 djfrc2&4.png OChunLi djstrng3.png OChunLi djjab2&4 djstrng2&4 djfrc2&4.png OChunLi djjab1&5 djstrng1&5 djfrc1&5.png OChunLi njstrng8 njfrc8 djjab6 djstrng6 djfrc6.png
Stun 5~11
Stun Timer 50(+10)
Special Cancel No


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] 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 djjab6 djstrng6 djfrc6.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel No


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] OChunLi djjab1&5 djstrng1&5 djfrc1&5.png OChunLi djjab2&4 djstrng2&4 djfrc2&4.png OChunLi djfrc3.png OChunLi djjab2&4 djstrng2&4 djfrc2&4.png OChunLi djjab1&5 djstrng1&5 djfrc1&5.png OChunLi njstrng8 njfrc8 djjab6 djstrng6 djfrc6.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel No


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] OChunLi njshrt1 njfrwrd1&5 djrh1.png OChunLi njshrt2 njfrwrd2&4 djrh2.png OChunLi njshrt3.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel No


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] OChunLi djshrt1&5 djfrwrd1&5.png OChunLi djshrt2&4 djfrwrd2&4.png OChunLi djshrt3.png OChunLi djshrt2&4 djfrwrd2&4.png OChunLi djshrt1&5 djfrwrd1&5.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel No


Frame Count 3 3 40 3
Simplified 6 40

This does less damage than N.Chun but has awesome priority.

  • Neutral Jumping Forward:
Damage 22[2] 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(+10)
Special Cancel No


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] OChunLi djshrt1&5 djfrwrd1&5.png OChunLi djshrt2&4 djfrwrd2&4.png OChunLi djfrwrd3.png OChunLi djshrt2 djfrwrd2&4.png OChunLi djshrt1 djfrwrd1&5.png
Stun 5~11
Stun Timer 50(+10)
Special Cancel No


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] 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
Special Cancel Yes




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. This also doesn't require the opponent to be standing to be blocked, which is also unique. Old Chun Li's version of this move has much better priority.

  • Diagonal Jumping Roundhouse:
Damage 24[2] 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(-1)
Stun Timer 60(+20)
Special Cancel No


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.
Strangely enough, the frame in between kicks can hit too: if you look closely, you'll noticed a red dot around her waist, thats a 1x1 px hitbox!

Command Normals

  • Flip Kick: (On ground and close, ←/↖/↑/↗/→ + Forward. Base max activation range: 41)
Damage 22[0] + 22[0] 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 + 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. You can also cancel the first hit into specials.

  • Neck Breaker: (On ground and close, ←/↖/↑/↗/→ + Roundhouse. Base max activation range: 41)
Damage 20[0] 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 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. It hits crossup depending of the timing, so you can use it as a loop as long as your opponent does not guard it. Despite chun being airborne for the active part, it is treated like a ground normal, thus, in addition to standing block, it can also be crouch blocked, if chun lands the active part deep, then it actually has to be blocked low. This can also evade tick throws, since it puts Chun on an airborne state right from the first startup frame.

  • Head Stomp: (On air, ↙/↓/↘ + Forward)
Damage 20[0] 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
Special Cancel Yes


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 OChunLi throwb.png OChunLi throw.png OChunLi throwf.png
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. Be careful when throwing a cornered opponent at the corner, if they tech most characters can actually punish you as Chun Li is still recovering.

  • Air Shoulder Throw: (Min activation height: 48/48 upwards/downwards, ←/↖/↙/↓/↘/↗/→ + Strong/Fierce)
Damage 34 OChunLi airthrow.png
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

  • Kikouken a.k.a. Fireball: (Charge ←, → P)

Detailed Input: (Charge ←/↙/↖ for at least 61f, [7~14f] → [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:
OChunLi fb1.png OChunLi fb2.png OChunLi fb3.png OChunLi fb4.png OChunLi fb5.png
Frame Count 1 1 1 1 1
Simplified 5
  • Active:
  • Jab Version:
Damage 17[1] OChunLi fb6.png OChunLi fb7jab.png OChunLi fb8jab.png OChunLi fb9jab.png OChunLi fb10jab.png OChunLi fb11jab.png
Stun 7~13
Stun Timer 90

Frame Count 1 1 1 1 1 1...
Simplified 42
  • Strong Version:
Damage 18[1] OChunLi fb6.png OChunLi fb7strng.png OChunLi fb8strng.png OChunLi fb9strng.png OChunLi fb10strng.png OChunLi fb11strng.png
Stun 7~13
Stun Timer 90

Frame Count 1 1 1 1 1 1...
Simplified 40
  • Fierce Version:
Damage 20[1] OChunLi fb6.png OChunLi fb7frc.png OChunLi fb8frc.png OChunLi fb9frc.png OChunLi fb10frc.png OChunLi fb11frc.png
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
OChunLi fbjab.png OChunLi fbstrng.png OChunLi fbfrc.png

Chun Li throws a blue ball of energy that dissipates in the air after some time. This move works very well as an anti-air tool. Even if it trades, you score a full knockdown, which you can use to apply your strong wake-up game. Chun has the best startup for a fireball in the game by far, which helps tremendously stopping advance moves like Honda's headbutt.

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).

Due to a glitch, it's possible to change the recovery of any Kikouken to that of a Fierce by either whiffing or kara-canceling a Fierce or Roundhouse normal. You can read more about it here.

  • Hyakuretsu Kyaku a.k.a. Lightning Legs: (Press K five times in quick succession)

Detailed Input: (The maximum time between each input is 15/12/9f (Short/Forward/Rh). Every K input of the same strenght is added to the input counter and everytime the counter is updated the timer is also reseted to its maximum value. The timer is decremented each frame. If the timer reaches 0, the counter is reseted to 0. To get the move out, first you need 5+ inputs within the required frequency, then the move will come out on the 5th or later K input that is within that frequency and is also entered during a moment in which a special move can come out i.e. with no move out or during a normal move startup frames so it can come out as a kara cancel)

  • Startup:
OChunLi ll1&12.png OChunLi ll2&11.png
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 OChunLi ll3.png OChunLi ll4.png OChunLi ll5.png OChunLi ll6&10.png
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
OChunLi ll7.png OChunLi ll8.png OChunLi ll9.png OChunLi ll6&10.png
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:
OChunLi ll2&11.png OChunLi ll1&12.png
Frame Count (Short) 2 2
Simplified (Short) 4
Frame Count (Forward) 4 4
Simplified (Forward) 8
Frame Count (Rh) 6 6
Simplified (Rh) 12

Chun Li unleashes several kicks. This move is a very important tool in her arsenal: since her leg is invulnerable and her vulnerability is moved backwards, it will beat most other attacks in melee range. Thus, in important strategy is to engage melee combat and, while your opponent is worried about throws, Strong punches and Forward kicks, which should pressure him to prevent you from gaining ground with him own attacks, use Lightning Legs, punishing his attempt to attack you. If the Lightning Legs become active, almost every attack will probably be defeated. It can be used in a similar fashion as a safe wake-up attack, if you adjust your distance according to the enemy character so as to avoid his reversal.

This move has a special property in the sense that it will never combo into itself. This is to say that, regardless of one of the kicks hitting the opponent (read "not blocked"), further hits will simply whiff, and as he recovers from hitstun, he will always be able to block the remaining kicks. However, if blocked, further attacks will not whiff. This means this move does relatively more damage than other attacks on block.

This move looks like the Hyakuretsu Harite (Hundred Hands Slap) from E. Honda, but it works differently. The main advantage is that Chun Li's legs are fully invulnerable, thus giving the move priority over any attack that does not have a very long range. However, it has three disadvantages: it cannot be steered horizontally (as O.Honda can), it cannot work as a horizontal dash that keeps charge, and it demands five presses to come out, instead of just four. This makes it much harder to use in combos.

  • Spinning Bird Kick: (Charge ↓, ↑ K)

Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [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 OChunLi sbk1.png OChunLi sbk2.png OChunLi sbk3.png OChunLi sbk4.png OChunLi sbk5&8.png OChunLi sbk6.png OChunLi sbk7.png OChunLi sbk5&8.png
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] OChunLi sbk9&17shrt 9&17&25&33&41rh.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 7~13
Stun Timer 90

Frame Count 4 3 2 2 1 1 1 1
Simplified 15
OChunLi sbk9&17shrt 9&17&25&33&41rh.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 2 1 2 2 3 4 4 2
Simplified 20
  • Forward Version:
Damage 16[1] / 14[1] OChunLi sbk9&17&25&33frwrd.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 7~13
Stun Timer 90

Frame Count 4 4 3 3 2 2 1 1
Simplified 4 16
OChunLi sbk9&17&25&33frwrd.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 1 7
OChunLi sbk9&17&25&33frwrd.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 2 1 1 2 2 3 3 4
Simplified 2 16
OChunLi sbk9&17&25&33frwrd.png
Frame Count 2
  • Roundhouse Version:
Damage 18[1] / 16[1] OChunLi sbk9&17shrt 9&17&25&33&41rh.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Stun 7~13
Stun Timer 90

Frame Count 5 4 4 3 3 2 2 2
Simplified 25
OChunLi sbk9&17shrt 9&17&25&33&41rh.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 8
OChunLi sbk9&17shrt 9&17&25&33&41rh.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 1 1 1
Simplified 8
OChunLi sbk9&17shrt 9&17&25&33&41rh.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png OChunLi sbk15&23shrt 15&23&31frwrd 15&23&31&39rh.png OChunLi sbk16&24shrt 16&24&32frwrd 16&24&32&40rh.png
Frame Count 1 1 1 1 1 2 1 1
Simplified 9
OChunLi sbk9&17shrt 9&17&25&33&41rh.png OChunLi sbk10&18shrt 10&18&26frwrd 10&18&26&34&42rh.png OChunLi sbk11&19shrt 11&19&27frwrd 11&19&27&35&43rh.png OChunLi sbk12&20shrt 12&20&28frwrd 12&20&28&36&44rh.png OChunLi sbk13&21shrt 13&21&29frwrd 13&21&29&37&45rh.png OChunLi sbk14&22shrt 14&22&30frwrd 14&22&30&38&46rh.png
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:
OChunLi sbk25&27shrt 34&36frwrd 47&49rh.png OChunLi sbk26shrt.png OChunLi sbk25&27shrt 34&36frwrd 47&49rh.png OChunLi sbk28shrt 36frwrd 50rh.png OChunLi sbk29shrt 37frwrd 51rh.png OChunLi sbk30shrt 38frwrd 52rh.png OChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 6
Simplified 21
  • Forward Version:
OChunLi sbk25&27shrt 34&36frwrd 47&49rh.png OChunLi sbk35frwrd 48rh.png OChunLi sbk25&27shrt 34&36frwrd 47&49rh.png OChunLi sbk28shrt 36frwrd 50rh.png OChunLi sbk29shrt 37frwrd 51rh.png OChunLi sbk30shrt 38frwrd 52rh.png OChunLi sbk31shrt 39frwrd 54rh.png
Frame Count 2 3 2 2 3 3 6
Simplified 21
  • Roundhouse Version:
OChunLi sbk25&27shrt 34&36frwrd 47&49rh.png OChunLi sbk35frwrd 48rh.png OChunLi sbk25&27shrt 34&36frwrd 47&49rh.png OChunLi sbk28shrt 36frwrd 50rh.png OChunLi sbk29shrt 37frwrd 51rh.png OChunLi sbk30shrt 38frwrd 52rh.png OChunLi sbk53rh.png OChunLi sbk31shrt 39frwrd 54rh.png
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. Old Chun Li's SBK is better as an anti crossup attack, and this early part that can cause a knockdown. Much better as a reversal, but still quite slow, so you can be safejumped easily, due to also lacking upkicks.

  • Aerial Spinning Bird Kick: (Charge ↓, ↑, K in air)

Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

OChunLi asbk1.png OChunLi asbk2.png OChunLi asbk3.png OChunLi asbk4.png OChunLi asbk5&14.png
Frame Count 2 4 3 2 4
Simplified 15
Damage 12[1] OChunLi asbk6.png OChunLi asbk7.png OChunLi asbk8.png OChunLi asbk9.png OChunLi asbk10.png OChunLi asbk11.png OChunLi asbk12.png OChunLi asbk13.png
Stun 7~13
Stun Timer 90


Frame Count (Short) 3 3 3 3 3 3 3 2
Simplified (Short) 3 20
Frame Count (Forward) 3 3 3 3 3 3 3 2
Simplified (Forward) 3 20
Frame Count (Rh) 2 2 2 2 2 2 2 2
Simplified (Rh) 2 14
OChunLi asbk5&14.png OChunLi asbk15.png OChunLi asbk16.png OChunLi asbk17.png OChunLi asbk18.png
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)
OChunLi asbkl1&3.png OChunLi asbkl2.png OChunLi asbkl1&3.png OChunLi asbkl4.png OChunLi asbkl5.png OChunLi asbkl6.png OChunLi asbkl7.png OChunLi asbkl8.png
Frame Count 3 3 2 2 3 3 4 5
Simplified 25
  • Landing, complete: (When Chun lands after the last hitting frame)
OChunLi asbkcl1&3.png OChunLi asbkcl2.png OChunLi asbkcl1&3.png
Frame Count 2 5 3
Simplified 10

Now that you can't use it for meter building, this move is even less useful. Ok for avoiding some attacks, that's it. Unlike in hyper fighting/turbo, you can't do this after a headstomp.

Misc Animations

Jump Animations

  • Neutral Jump:
OChunLi bj1&13 nj1&11 fj1&13.png OChunLi bj2 nj2 fj2.png OChunLi bj3&11 nj3&9 fj3&11.png OChunLi nj4&8.png OChunLi nj5&7.png OChunLi nj6.png OChunLi nj5&7.png OChunLi nj4&8.png OChunLi bj3&11 nj3&9 fj3&11.png OChunLi bj12 nj10 fj12.png OChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 12 5 4 8 4 5 7 1 7*
Simplified 2 1 45 1 7*
  • Back Jump:
OChunLi bj1&13 nj1&11 fj1&13.png OChunLi bj2 nj2 fj2.png OChunLi bj3&11 nj3&9 fj3&11.png OChunLi bj4 fj10.png OChunLi bj5 fj9.png OChunLi bj6 fj8.png OChunLi bj7 fj7.png OChunLi bj8 fj6.png OChunLi bj9 fj5.png OChunLi bj10 fj4.png OChunLi bj3&11 nj3&9 fj3&11.png OChunLi bj12 nj10 fj12.png OChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 10 6 5 4 3 4 5 6 3 1 7*
Simplified 2 1 46 1 7*
  • Forward Jump:
OChunLi bj1&13 nj1&11 fj1&13.png OChunLi bj2 nj2 fj2.png OChunLi bj3&11 nj3&9 fj3&11.png OChunLi bj10 fj4.png OChunLi bj9 fj5.png OChunLi bj8 fj6.png OChunLi bj7 fj7.png OChunLi bj6 fj8.png OChunLi bj5 fj9.png OChunLi bj4 fj10.png OChunLi bj3&11 nj3&9 fj3&11.png OChunLi bj12 nj10 fj12.png OChunLi bj1&13 nj1&11 fj1&13.png
Frame Count 2 1 10 6 5 4 3 4 5 6 1+ 1 7*
Simplified 2 1 44+ 1 7*

Chun has a considerably fast prejump. In contrast to it, she has a huge arc on her jump which does make her a little easier to react. This is specially true against characters with DP moves: Ryu for instance can punish her with his DP most of the time.
Chun, just like Claw, has the abillity to do wall jumps. Thats why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

  • Wall Jump: (In air near corner/wall, any direction away from the corner/wall)
OChunLi wj.png
Frame Count 6

It should be noted, that like Claw, Chun has a command wall jump, you can actually do this during an air normals startup, active, or recovery frames. And you can do another normal after jumping off the wall. Likewise, you can air throw, then jump off the wall, and attack or air throw again. If you're quick enough, the wall jump itself can actually be cancelled into an air sbk, it retains the directional momentum of your original jump arc, say you jump backwards, and cancel the walljump to air sbk, you will still travel backwards.

This is useful for getting out of the corner, or to avoid attacks from the opponent. You can bounce off someone with a headstomp, and then jump off the wall if you're able to reach it.

The Basics

Old Chun has a good air game, but compared to N.Chun her ground game isn't as strong. She can use her air kicks to pressure opponents well, and her sbk is a fairly decent anti crossup tool as you can escape. She still has a good low/throw game, and still the same mad damage on medium punch throw. However her nerfed far mp(whiffs on crouchers), and lack of throw tech make her ground game less safe and abusable. And worst of all she loses the incredible super. If you really like jumping in, and being in the air, this is a good choice of character, otherwise you'd be better of using N.Chun.

Advanced Strategy

Always kara-cancel your LP/LM kikokens. To do it, just press HK before the punch. So, you charge backward, then press forward and immediatly HK, then immediatly HP. If you heard a HK sound, it worked.
Always charge down-backward when you're performing LL to be ready to SBK anti-air or Kiko. Beware though, kiko is not safe from that distance so it should be used only in reaction to a fireball.
Chess-mate situation : when the opponent is almost dead, force him to jump with your kikos and jump with LK.
If Your opponent do a vertical jump over your kikoken, walk forward and anti-air with farMK. farHP can also work but it's slightly harder to use.
O.Chun can meaty neckbreaker loop as long as the opponent don't guard it because if it's well timed, it's an ambiguous cross up. Be careful though, it's not safe if he is standing (he just have to jump backward and hits you), so stop as soon as he guarded.
Against shotos, try to counter hit their hadoken on startup with farMK.
Try to play mid-closely against shotos otherwise you'll get hado/DP trapped. Those match-ups are hard.
Trivia : Jenety (O.Chun Li Japanese player) developped an efficient play style completely without Kikoken.

Combos

Useful combos :

- jHK, clHP xx LL. 3hits + 1 chip. Very easy to perform, and the motion is exaclty the same even if O.Chun lands crossup. High damaging and dizzying combo. Do it when the jump in is guaranteed, like over a fireball. High chance to stun just by it-self, so it worthy to try from time to time at the begining of the round against fireball characters in long FT. Pretty safe in guard but be careful to not begin a second LL loop.

- jHP, clHP xx Kikoken(HP). 3hits. Can be chosen instead of the previous one, the advantage is a better recovery. It's better to use it on corner for two reasons. First it combos better. Secondly it's a pressing dedicated combo because you can quiclier follow with something after the kiko. Easier with the negative edge for the kiko.

- crMK, crMK. 2hits. Can be used in meaty or as a jump punition when the opponent lands on some situations.

- crMK xx LL. 2hits/3hits with a jump move before. Easier with MK version since it's the same button.

- sLP, crLP xx LL. 3hits + 1 chip. Easy to perform and useful to punish a whiffed DP or so, or on stun when you don't have time to do a jump combo. More damaging than a simple throw so it's a good alternative. Not working on Blanka.

- crMP, clHP. 2hits. Alternative for the previous one, but if you're not fast enough the clHP become a farHP that can whiff.

Safe jump : - jMK, crMK, crMK xx Kiko. Useful even in guard for spacing.

Character specific (to hard to get so it's not very useful) : On Zangief, jHP landed crossup (it doesn't hit cross up though), clMP, crMK, farHP. 4 hits and stun (almost?) guaranteed.

Stylish but not very useful combos :
- jMP, clMP, neutral jump HK. Unsafe on hit.
- Old Chun Li specific combo : j(any aerial move, better to use a medium for less pushback), flip kick xx Kiko/LL. The flip kick can be cancel after the first hit so it looks fun (especially with the kiko), but there are better options. Can still be used to finish the round. Since O.Chun can't cancel her clMK (N.Chun can), the flip kick cancel is an alternative.

Other : O.Chun can cancel her farHP, it's most of the time not a combo but can help to safer. Not working on some crouching characters though.

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.

Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief