O. Chun-Li (ST)

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The Characters

Old ChunLi's portrait in Super Turbo

Introduction

Why play Old Chun when New Chun has a fantastic super and a decent reversal/situational Anti Air in Upkicks? Certainly there are a few things that OG Chun doesn't have, but what she does have can change her play style quite a bit.

The Spinning Bird kick 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
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.
  • 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


  • 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


  • 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


  • 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


  • 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.

  • 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


  • 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


  • 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).

  • 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


  • 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


  • 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.

  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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

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


Frame Count 3 3 2
Simplified 8


  • Diagonal Jumping Jab:
Damage 16[2] OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djjab3.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 3
Simplified 6


  • 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 djstrng6 djfrc6.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 3 3 2 16 2 3 4
Simplified 8 16


  • Diagonal Jumping Strong:
Damage 20[2] OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djstrng3.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 3 3 8 3 4
Simplified 6 8


  • 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 djstrng6 djfrc6.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 3 3 2 8 2 3 4
Simplified 8 8


  • Diagonal Jumping Fierce:
Damage 24[2] OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djfrc3.png OChunLi djjab2 djstrng2&4 djfrc2&4.png OChunLi djjab1 djstrng1&5 djfrc1&5.png OChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Stun 11~17(-1)
Stun Timer 60(+20)


Frame Count 3 3 8 3 4
Simplified 6 8


  • 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


Frame Count 3 3
Simplified 6


  • Diagonal Jumping Short:
Damage 16[2] OChunLi djshrt1 djfrwrd1&5.png OChunLi djshrt2 djfrwrd2&4.png OChunLi djshrt3.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 3
Simplified 6

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)


Frame Count 3 3 16 3
Simplified 6 16

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

  • Diagonal Jumping Forward:
Damage 20[2] OChunLi djshrt1 djfrwrd1&5.png OChunLi djshrt2 djfrwrd2&4.png OChunLi djfrwrd3.png OChunLi djshrt2 djfrwrd2&4.png OChunLi djshrt1 djfrwrd1&5.png
Stun 5~11
Stun Timer 50(+10)


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 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




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 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)


Frame Count 3 3 6 4 6 6
Simplified 6 6 4 6

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.

  • 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.

  • 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


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 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 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

  • Hyakuretsu Kyaku a.k.a. Lightning Legs: (Press K repeatedly)
  • 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


  • 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:
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

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. 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).

  • 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:
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.

  • Aerial Spinning Bird Kick: (Charge ↓, ↑, K, in air)
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 11 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

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.