==========================
| Chun Li FAQ |
| By |
| Sabre |
==========================
Version 1.0
E-mail:
[email protected]
Revision History:
Version 1.1 (6/15/98) -- Haven't update this much because I was
working on my MVC FAQ. I fixed some
stupid format mistakes and added a little
here and there. Not much though.
Version 1.0 (5/31/98) -- Start writing my first FAQ, any inputs
and contributions will be appreciated!
Will add more combo, strategy, and partner
info later on.
Copyright 1998 by H. C. Yu
Copyright information: Please…
(1) DO NOT use this FAQ for your commercial use.
(2) DO give credits where they're due.
Why use Chun Li?
To kick Wolverine's and Spiderman's behind HARD!!! Isn't that
enough?
=======================================================================
Table of Contents:
Introduction
Special Moves
Super Moves
Combos
Strategy
Partner
Introduction:
MVC is the most balanced Vs game put-forth by Capcom so far. Every
character is good and deadly in the hands of experts. There is not a
single character that is characterized as "disadvantaged," besides the
secret character Roll of course. Amidst all these excellent characters,
I consider Chun Li to be the best overall character. Though her style
of fighting might seem "weird" to many players, practices will pay off!
Chun Li has always been referred to as cheap, because of her
defense and chipping potentials. Indeed, she was a bit cheap in XVSF
and MVSF; however, in MVC, her cheapness is taken out in many ways. In
the first game, her Lightning Kick Super was everyone's nightmare due to
the insane amount of blocking damage it took off. To top it off, she
can't be hit afterwards! Also, Spinning Bird Kick has no recovery time
at all, and the Super Bird Kick does amazing damage! Chun Li was just
way too cheap in this game. In the second game, MVSF, Chun Li still
enjoyed the invulnerability of blocked Lightning Kick Super. However,
she lost the invulnerability of blocked Spinning Bird Kick and Super
Bird Kick. In exchange for this lost advantage, Chun Li gained
invulnerability of blocked Axe Kick. Now the third game, Chun Li again
lost something in exchange for something else. Lightning Kick Super no
longer is invulnerable if blocked - Chun Li will indeed be punished if
this super is blocked! To make up this loss, Capcom gives Chun Li a new
air super that is, IMO, the best looking super of the game. That's all
about the major changes in Chun Li and yes, she still has that
impenetrable roundhouse launcher for defense.
In this FAQ, I'll discuss Chun Li's specials and supers in detail
and reveal some ass-kicking strategy in using her well. BTW, did I
mention that she's the perfect character to use to kick those
Wolverine's and Spiderman's butt?!
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Specials:
*Since you are all familiar with controls, I won't list the joystick
motion involved!
Kikoken IMO a rather useless move. This fireball is
too slow to be of any use at all. Fireball
fights are long gone in history; besides, Chun
Li's fireball isn't that fast. Yes, this
fireball can be comboed, but why bother? I
almost never use this move, I'd be surprised if
I ever use it in any match!
Mini-Kikosho Another bad move that shouldn't be there.
Originally designed as air defense, this
move often gets Chun Li killed! This is
usually a messed up move because it's so
easy to perform, so be careful. I usually use
it in ground combo, but only when I feel
flashy!
Spinning Bird Kick This is an OK move. It's usually best if used
in combos instead of as air-defense. As
mentioned earlier, this move lost its
invulnerability a LONG time ago. Chun Li
will be punished if blocked. I rarely use this
move.
Lightning Legs Chun Li's signature move since SFII ! This
move still chip off good deal of damage,
especially if the player is good enough to whip
it up whenever he wants. I have trouble doing
this move for some reason, and it doesn't come
out unless in a combo. Anyway, Chun Li now has
a little lag time afterwards, so don't use it
as though there's no tomorrow! This move is
great as OTG combos and air combos. A useful
move, but not the best.
Axe Kick IMO Chun Li's best special! This is an
overhead hit that'll nail any crouching
opponent. Sadly, it doesn't OTG anymore, but
that's OK still. Chun Li's game-play involves
some poking, especially low hits. Tag in an
Axe Kick after any low hit will often frustrate
your opponent. BTW, did I mention that this
move has virtually no lag time? One caution
though, different kick buttons will have
different range, so experiment a little bit.
Also, don't be too predictable with this move.
If opponent reads your strategy, he or she can
switch, or in some case counter, while Chun
Li's doing this move.
Neck Kick: Another excellent overhead move. Same strategy
as Axe Kick in general. This move has little
lag time as well, but beware of those cheap
throws because Chun Li is right up in their
face if blocked.
Head Stomp A rather useful move. This is an excellent
jump-in move because very few attacks will pass
through this move. Chun Li can confuse
opponents by mixing in triple jumps and Head
Stomps. I use this mainly as combo lead-ins.
-----------------------------------------------------------------------
Supers:
Lightning Kick Super This is my personal favorite super! It combos
fairly easily, and does amazingly good damage -
nearly half life if you keep jamming on the
buttons! This can be OTG, but can be avoided.
If by any chance Chun Li missed or blocked by
this move, PRAY HARD!
Air Demon Possibly the coolest looking super in the game!
This super combos into air combos, and does
solid damage. The combo is a bit tricky
because sometimes the CPU can block the super!
BTW, if this is blocked, Chun Li's up for the
opponent's mercy!
Kikosho IMO a rather useless super. I think it can be
OTG but I've never used it. This super is a
bit weak, and leaves Chun Li extremely
vulnerable if blocked! BTW, if anticipated,
you can snuff those Wolverine stomp or even
cross up some players.
Super Bird Kick The damage this super inflicts has been toned
down a lot! It's still comboable, but does
about average damage. I only use this move for
variations in my combos, so people won't call
me cheap.
-----------------------------------------------------------------------
Combos:
Ground Combos -
(1) Head Stomp -> J. Roundhouse -> D.S. Short -> C. Forward -> C.
Roundhouse -> Lightning Leg(OTG)
*This combo is Chun Li's bread and butter ground combo.
Lightning Leg OTG often connects and is fairly safe, even if
missed.
(2) Head Stomp -> J. Roundhouse -> D.S. Short -> C. Forward -> C.
Fierce -> Axe Kick
*The Axe Kick at the end will not count as part of the combo, but
will often nail the opponents. Even if the combo is blocked,
finish the combo for a little chipping damage. Hey, if they
blocked wrong during the process, they'll get nailed!
(3) D.S. Jab -> S. Strong -> Mini Kikosho
*Not a spectacular combo, but works.
(4) D.S. Jab -> C. Short -> C. Strong -> C. Forward -> C. Roundhouse
(5) Head Stomp -> J. Roundhouse -> D.C. Short -> S. Roundhouse ->
Roundhouse Spinning Bird Kick
(6) D.C. Short -> C. Forward -> Roundhouse Spinning Bird Kick
Air Combos -
(1) Head Stomp -> J. Roundhouse -> D.S. Short -> S. Roundhouse ->
S.J. Jab -> S.J. Short -> S.J. Strong -> Head Stomp -> Head Stomp
-> Lightning Leg
*The bread and butter air combo! It looks pretty awesome and
does solid damage. The last part of the combo requires some
practicing and might miss sometimes.
(2) J. Jab -> J. Fierce -> D.S. Short -> S. Roundhouse -> S.J. Jab ->
S.J. Short -> S.J. Strong -> S.J. Forward -> S.J. Roundhouse
(3) J. Forward -> J. Roundhouse -> D.S. Short -> S. Roundhouse ->
S.J. Jab -> S.J. Short -> S.J. Strong -> S.J. Forward -> Strong
air throw
*Tagging an air throw at the end is often risky and tough to
accomplish. Practice will make perfect!
(4) Head Stomp -> J. Roundhouse -> D.S. Short -> S. Roundhouse ->
S.J. Jab -> S.J. Short -> S.J. Strong -> Head Stomp -> S.J. Jab
-> S.J. Short -> S.J. Strong -> Head Stomp -> S.J. Jab -> S.J.
Short -> S.J. Strong Head Stomp -> S.J. Jab -> S.J. Short -> S.J.
Strong -> Head Stomp -> Repeat…
*This combo is listed in Mig's page and IT WORKS! I'm currently
working on repeating the sequence indefinitely. So far, my best
number is about 40 hits. I'm still trying to find a trick to do
it consistently. I'll definitely let you guys know once I
master it. For now, keep practicing!
(5) Head Stomp -> J. Roundhouse -> Lightning Leg
*This combo chips A LOT of damages! It's just wrong!
Super Combos -
(1) Head Stomp -> J. Roundhouse -> D.C. Short -> C. Forward -> C.
Fierce -> Lightning Kick Super
*This is her bread and butter super combo! Keep on jamming the
buttons for maximum damage. This combo can be extremely deadly
- nearly half life sometimes!
(2) Head Stomp -> J. Roundhouse -> D.S. Short -> S. Roundhouse ->
S.J. Jab -> S.J. Short -> Air Demon
*Her other bread and butter super combo! Cancel into Air Demon
very fast, or sometimes the CPU will block. Human opponents
will have very little chance of blocking. This combo looks cool
and does good damage.
(3) Head Stomp -> J. Roundhouse -> Air Demon
*Heh, this is a beginner combo. 'Nuff said!
(4) Head Stomp -> J. Roundhouse -> D.C. Short -> S. Roundhouse ->
Super Bird Kick
(5) Head Stomp -> J. Roundhouse -> D.C. Short -> C. Forward -> C.
Roundhouse -> Lightning Kick Super (OTG)
*This is an OTG combo, thus can be avoided. So, beware!
(6) J. Jab -> J. Fierce -> S. Short -> C. Roundhouse -> Kikosho (OTG)
(7) D.C. Short -> C. Roundhouse -> Team Super (OTG)
*A safer version of combo 6 because even if Kikosho is blocked,
it's hard to hit Chun Li if blocked/avoided because it's a Team
Super.
-----------------------------------------------------------------------
Strategy:
Chun Li is very balanced in this game. She has excellent priority,
quick footwork, and power. She can adapt into several types of
game-play. She can play hit and run with style, or combo like a B!$*@ !
Her only weakness lies in having no effective keep-away tactics. For
now, I'll break down her game-play into offense and defense. In each
section, I'll discuss how she can excel in that category. In the
future, I'll most likely add more categories.
Offense -
Super combos are Chun Li's forte, especially and first two "bread
and butter" combos! They are fairly easy to perform, and inflicts
above-average damage. Ground combos are a bit weak, but are great for
chipping damages. Air combos are descent, and does solid damage. For
me, I basically stick to those "bread and butter" combos, because they
do good damage without exposing Chun Li into harm (except the super
combos of course).
One thing to remember when using Chun Li is to take advantage of
her speed and priority. Chun Li is one of the fastest characters in the
game, so put that aspect of her into good use. Constantly mix up
dash-in combos with jump-in combos, and don't hesitate to get right up
in their face with a throw! Personally, I despise walk-up throws, but
that's necessary sometimes. Air throws are fair, and with Chun Li's
high priority, are easy to perform.
Defense -
If forced to play defense, Chun Li has no problem of whatsoever!
S. Roundhouse, her launcher, is an excellent air defense. Very few
attacks will pass it through. Even if the attack goes through, it'll
often end up trading hits! Once launched, the opponent is at the mercy
of air combo, infinity, or even Air Demon super combo! Spinning Bird
Kick and Mini Kikosho can also act as air defense, but are riskier and
less effective than her launcher.
Chun Li can often snuff those dash-in attacks with C. Short à C.
Forward. This will often pose problem for those Wolverine and Spiderman
players, because dash-ins are their main combo starters! If they
managed to block those two low pokes, finish with a Short/Forward Axe
Kick or Neck Breaker for a little chipping damage. I repeat, DO NOT try
Lightning Leg attack!
Also, take advantage of her triple jump ability! Chun Li can stay
up in the air for a LONG time! If you sense the situation is getting
hairy, take it up to the air and triple jump to safety!
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Partners:
Wolverine: This is possibly my number one team - very few people
can beat me when I pulled off this combination!
Wolverine is also very powerful, and is a combo machine.
The advantage of this team is speed and super combos.
Both characters have quick foot-speed, and can pull off
damaging super combos easily. This team might be
considered cheap, because both characters can chip
blocking damage without exposing themselves to
counter-attacks very often.
Spiderman: Another of my favorite, I'm pretty good with the two
characters. Again, this team combines both speed and
power. I usually use Spiderman to pull off those cheesy
over-powered air combos and Chun Li to pull off those
powerful super combos. Remember, take advantage of the
speed and priority of these two characters!
Strider Can you notice a pattern of my game-play? I thirst for
speed and combos! Strider is another combo maniac with
blinding speed. His forte lies in ground combos,
chipping damage, and possibly air combos. I stick to
ground combos a lot, because they are very powerful and
safe. Air combos are flashy as well, but don't do as
much damage. Sadly, Strider has no super combos. Heck,
that's what Chun Li is there for, isn't it? One caution
though, Strider gets killed very easily - he takes too
much damage! Again, take advantage of the speed and
priority of these two.
Cap America Cap can be deadly if used correctly. He is strong, and
Has high priority. He has flashy air combos, deadly
super combos, and extremely damaging team super combos.
Although he isn't as fast as Chun Li, Cap America makes
up the lost with power and strength.
-----------------------------------------------------------------------
Credits and Thanks:
My buddies over at UCR and Tilt for letting me whip their butts for
practice (J/K)!
Migs Rustia, who has an excellent site at
http://www.geocities.com/Area51/Vault/5027
Edward T. Ma for his format of doing his great FAQ.
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