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One nice trick is to kara cancel this into anti air upkicks to remove her standing frame. And as a tick, it's outclassed by moves like cr mk and close/far mp. Good priority, but not mashable like other jabs. Can work as an anti air from far away in some situations. 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. This does massive damage for a jab, sometimes as a trade anti air, the trade can be in Chun's favour. Close Standing Jab: (Base max activation range: 21)Ī quick rapid-fire jab, mainly used for combos and as a tick vs characters that can't crouch it.Choose whichever version you think it's best suited for your style.ĭisclaimer: To better understand the diagrams, read this. 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.īasically, O.Chun Li has better aerial tools but worse ground ones, mainly for standing strong whiffing on crouched characters and the lack of super.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 Li's flip kick combo for two hits, the start-up is faster by 2 frames and can be special cancelled.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 and neck breaker command normals have proximity requirements.O.Chun Li's Head Stomp can be performed with any downward direction.Diagonal Jumping Roundhouse hits lower.Neutral Jumping Roundhouse have much better priority.Diagonal Jumping Forward have much better priority but can not be used as a cross up attack.
SF2 CHUN LI PLUS
Neutral Jumping Forward has much better priority plus 6 more active frames.Diagonal Jumping Short have much better priority but do a little less damage.Diagonal Jumping Fierce has a much fatter hitbox, though the priority doesn't change much.Far Standing Forward have better priority.
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Close Standing Forward has a 3 frames slower startup and can't be special canceled.Crouching Short has a 2 frames slower startup and can't be special canceled.Far Standing Short hits high and so whiffs on crouching characters.Close Standing Short has a 3 frames slower startup and can't be special canceled.Far Standing Fierce has special cancel properties.Far Standing Strong hits high and so whiffs on crouching characters.Crouching Jab has a 1 frame slower startup.Close Standing Jab has a 1 frame slower startup.O.Chun Li has some differences in some of her normals:.Obvious stuff: O.Chun Li can not tech throws, does not have a new Upkicks special move and does not have a Super.To select O.Chun Li, choose Chun Li and then press ↓ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color. Has a big jump arc which is easy to see and punish.Has no solid reversal to escape things like Claw's wall dives or Fei's Chicken Wing trap.Upkicks will sometimes completely whiff, even at point blank range.
SF2 CHUN LI FULL
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Chun does well if she can keep the game on the ground, but if Claw can get his wall dive shenanigans going, Chun has no escape, and she must guess correctly which way to block, and that can be very difficult. However, if Chun gets put in the corner and Fei starts doing st.Fierce xx Chicken Wing (his 3-hit spin kick), it is a nightmare for Chun, and she has no easy way out. For example, against Fei she does really well as long as she's not in the corner. Some of her "even" matches are not even in the traditional sense. There are certain characters that she beats, certain characters she has even matches with, and certain characters who beat her.