Street Fighter Alpha 3 Chun-Li Guide- Version 0.3
By: LBL Copyright 2003.
9/19/03
Version 0.1- Initial version.
Version 0.2- Final version, fast ain't it?
Version 0.3- Final final version. Finally.
CONTENTS
I. SFA 3 BASICS
II. CHUN-LI
III. BASIC ATTACKS
IV. SPECIAL MOVES
V. SUPER COMBOS
VI. COMBOS
VII. STRATEGIES
VIII. VERSUS SPECIFIC CHARACTERS
IX. MISCELLANEOUS
X. THANKS SECTION
I. SFA 3 BASICS
-ISMs
In Alpha 3, after selecting your character, you get to select an "-ISM"
or mode of play. Each one has its strengths and weaknesses. This
guide is mostly written for playing Chun-Li in A-ISM, but the general
strategies should be adaptable for any ISM. Here's a description:
X-ISM: In this mode, your character loses the ability to air block,
alpha counter, taunt, and roll. They have a predetermined Super Move
that utilizes the entire super meter. Overall, X-ISM deals out and
takes in more damage per hit than A or V and have longer guard bars.
In X-ISM, Chun-Li will be dressed in her classic SF2 Chinese Dress
instead of her Alpha suit. She has different special moves in X-ISM
and plays rather well too. X-ISM is generally for beginners to the
game because the handicaps they have put them at an extreme
disadvantage against VCs, but X-Chun is one of the best X-characters.
A-ISM: This mode is like the previous Alpha games. A-ISM characters
can air block, perform alpha counters, taunt, etc. They have 3 levels
of super meter to work with. Level 1 supers are done with (the motion
for the move) + jab/short, level 2 with strong/forward, and level 3
with fierce/roundhouse. Also, if you have 2 levels of energy, you can
do a level 2 super with fierce/roundhouse. A-ISM is best for Chun-Li
since she'll have better defensive moves than in X-ISM, and her VCs
aren't that great.
V-ISM: V-ISM characters have all the ability of A-ISM characters, plus
certain controllable limbs at any distance, but they do not have super
moves. Instead, their energy bar is used for Variable Combos
(VCs/Custom Combos) that can be done by pressing a punch and kick
button of the same strength simultaneously (like jab + short). VCs can
only be done when the bar is at least 50% full. Upon activation, your
character is invincible proportional to how full your meter was.
Unlike in Alpha 2, your character does not speed up (considerably)
during a VC and you also can jump and move backwards. Also, your last
trailing image can also hit your opponent. The time between when you
strike and your shadow strikes is determined by which buttons you used
to activate the custom. Jab + Short will make the image hit almost
right after you hit the enemy, while Fierce + Roundhouse will delay the
image. Chun-Li does not particularly excel in V-ISM, because she lacks
a good mid-screen and all-purpose VC, and the ones she does have are
not that great. V-characters do the least damage per hit, but they're
VCs hugely makes up for this minor fact.
"Classic" Mode/No ISM: This not-so-secret-anymore "-ISM" is time
released in the arcades, but can be accessed thorough the World Tour
Mode on the Playstation. Supposedly, your characters act like X-ISM
characters except they can't recover from air juggles. But
consequently, it is near impossible to juggle these characters anyway.
"Classic" characters also do not have a super bar but do tremendous
damage with their attacks. You have no guard meter also. To access
this mode, hold down the Fierce + Roundhouse buttons before you begin a
game. There is no practical reason to choose this mode other than
novelty.
"Low Guard" Mode: This is another secret -ISM. Your character has only
1 block (not including the "curve" block) in his or her guard meter and
can therefore be guard crushed quite easily. To access this mode, hold
down the Jab + Short buttons before you begin a game. Afterwards, you
will be able to select from the 3 normal -ISMs. The only possible
reason to choose this mode would be for Karin's 99% throw/Vega 99%
airthrow glitches.
"Mazi" Mode: In this mode, if you lose just one round, you lose the
entire match. I think you take more damage in this mode too.
GUARD METER
New to Alpha 3 is the Guard Meter. Each time you block an attack, this
meter will deplete. The amount depleted depends on what strength of
attack you blocked and whether you blocked right before the attack was
about to hit you. The length of the meter depends on which character
and "-ISM" you are using. When the entire meter is depleted, your
character is temporarily stunned (even in the air). Afterwards you
will lose 1 "block" of the meter and it will reset. The Guard Meter
will refill automatically throughout the round. Your guard meter is
also used for Alpha Countering.
COUNTER HITS
If you hit an opponent with an attack while they're in the middle of
their own attack, you will do more damage and score a counter hit.
Counter hits are very useful as they stun the enemy longer than normal
and thus allow for certain moves to combo when they normally wouldn't
off a regular hit.
LEGEND
U- Up
D- Down
F- Forward
B- Back
DF- Down Forward
DB- Down Back
UF- Up Forward
UB- Up Back
QCF- A quarter circle forward (D, DF, F)
QCB- A quarter circle back (D, DB, B)
HCF- A half circle forward (B, DB, D, DF, F)
HCB- A half circle back (F, DF, D, DB, B)
DP- Dragon Punch motion (F, D, DF)
P- Punch, PP- 2 Punches
K- Kick, KK- 2 Kicks
(air)- this move can also be done in the air
LP- Light punch/Jab
MP- Medium punch/Strong
HP- Hard punch/Fierce
LK- Light kick/Short
MK- Medium kick/Forward
HK- Hard kick/Roundhouse
VC- Variable Combo/Custom Combo
AC- Alpha Counter
BASICS
Throw- F/B + PP (air), F/B + KK (air)
Tech Hit- F + PP when being thrown
More Damage/Less Damage- Rapidly shake joystick when doing/being hit
with a multi-hitting hold
Air Juggle Recover- PP when hit in air
Roll Recover- KK when hit in air or after airblocking
Alpha Counter- Block, then F + P&K of same strength (uses up one block
of the guard meter), Alpha counters use up 1 level of super energy
in A-ISM and 50% of the bar in V-ISM
Taunt- Push Start (or Select in Playstation)
II. CHUN-LI
Five years have passed since this game was first released. Four years
have passed since I last touched this FAQ. A lot of things have
changed, but I don't think my love for Streetfighter will ever end.
Waiver maybe, but never die completely. I do have to say that without
Kaillera, I don't think this FAQ would ever have been updated. For
those who don't know what Kaillera is, it's online emulation. Yes, you
can actually play a decent fighting game (or most any arcade game;
Simpsons or D&D anyone?) online these days. The experience isn't quite
the same, and you will soon grow to hate lag, trash-talkers, and sore
losers, but the positives outweigh the negatives.
I'll be a Chun user for life and she's my best character in SFA3. I
give you early warning though: you probably won't be liked much for
using and winning with Chun-Li. Your winning tactics will be called
skill-less, despite the fact that you win. You will accused of winning
with a scrub character; despite the fact that the game plans of most
body-splashing-random-fiercexN Zangiefs or most V-Akumas and V-Sakuras
are equally simplistic. But learn to ignore them as we all have. I
will admit that Chun is very easy to learn and probably one of the
easiest characters to pick up and use well for the amount of work you
put in to her (personally I think Zangief gives out a much bigger
reward for the same small amount of work to put into him).
"A trained monkey can win with Chun-Li" is not an uncommon phrase. But
this FAQ will hopefully take your Chun from monkey level, to at least
to chimpanzee level, and maybe even human level as well. Enjoy.
III. BASIC ATTACKS
JAB
Crouching- Use to stop throw attempts, when getting up, and in linking
combos. In panic situations, like when you and your opponent recover
at the same time and are right next to each other, mashing on crouching
jab might save you.
Standing- Use as an anti-air to start a counter juggle. Like all anti-
airs, it's distance dependent, but you MUST learn this move. It is
your lifesaver, and many times your only hope, in V-Akuma and Zangief
fights. The standing jab is your "secret" anti-air, since they will
not expect it. And it is your mission to make sure they learn to fear
it.
Jumping- A weak downward punch. Don't use this, you have better air
options.
STRONG
Crouching- One of your zoning moves. Its priority is good; it is
cancelable into specials and your kick super, and links into itself on
counter hit. It is also a good anti-cross up when you are getting up
or caught crouching. If timed right, Chun can duck the cross up attack
and hits them on the way down with it. Also stick it out to hit
whiffed limbs or kara-cancel into her fireball.
Standing- A quick, outreached arm forward. It combos quite nicely and
has very good reach. It should also be used to hit whiffed limbs and
it also anti-airs most things that her crouching roundhouse cannot.
Finally, this move is Chun's BEST anti-cross up when she is standing.
Walk under them and nail them with a standing strong before they reach
the ground.
Jumping- An aerial upwards punch. Since her punch is aimed upwards,
this is not a good jump-in attack, but it's a good air-to-air attack,
especially after a counter hit juggle to keep them in the air. Use to
stop air attacks.
FIERCE
Crouching- A long-ranged ducking punch. Since it's pretty slow and not
cancelable, its uses are limited. Probably only good for guaranteed
damage when you can't reach them in time for anything else, or on sure-
fire counter hits (like vs. Dhalsim's standing roundhouse).
Standing (far)- A long-ranged standing punch. She will aim upwards.
Although this cannot cancel, it serves as an excellent anti-air move
when people jump at you from far away and you know your low roundhouse
can't hit it.
Standing (close)- One of THE abuseable Chun-Li move. This move is
incredibly meaty, meaning it will stay on the screen for a LONG time,
added to the fact that its priority is very very good. Use this after
a cross up in your mix ups, use this on someone getting up, use this to
combo, use this juggle in the corner. In V-ISM, this is one of her
controllable limbs. Learn it and love it.
Jumping- This is your best jump in when you have a guaranteed combo.
Air-to-air, it's okay. For air-to-air battles, it's better to jump
AWAY with this move to cover you.
SHORT
Crouching- A quick low ankle kick. Use in mainly in ticks.
Standing- A quick kick straight forward. Use to combo into her kick
super and to tick randomly. It's a pretty good anti-ticking move, as
it goes over most low attacks.
Jumping- Chun's notorious cross up and jump kick. It has ungodly
priority, able to hit most everything out of the air and beat out many
special move anti-airs as well (Charlie's Flash Kick). But it's main
and most deadly purpose is to cross up and it is VERY easy to do so
with it because it's hit box is so large. Cross up and cross up often
whenever you have the opportunity and if you are to ever meet someone
in the air, jumping short is your best bet to win.
FORWARD
Crouching- Chun-Li's infamous crouching forward, except it's not so
dangerous or menacing this time around. It's fairly fast and has very
good range, but it's not cancelable into anything. Use to poke at
someone when you know you can't get closer to do more damage and to
poke or maintain a safe distance.
Standing (far)- A kick upwards. It can anti-air, but only when fully
extended and only at the tip. Best used to maintain a certain distance
to gauge your other anti-airs.
Standing (close)- A short ranged, bent, vertical kick. It is
cancelable, but her strong is more practical. I heard it can be an
anti-air/anti-cross up for when your opponent is straight up on top of
you and right over your sprite, but that situation doesn't happen
enough to me for me to test it out. This is a controllable limb in V-
ISM.
Jumping (straight up)- This was her Alpha 2 jumping straight-up
roundhouse. Best used to intercept mid-air attacks or make them air-
block it to force them from getting closer to you.
Jumping- Her classic air kick which looks exactly like her jumping
short. Like the short, it has extreme air-to-air priority and will
beat almost everything it meets in the air. It's best use is probably
as a safe jump AWAY move, to nail long range fast jumpers (like
Rolento's jumping jab).
ROUNDHOUSE
Crouching- Chun-Li's sweep and one of her most hated moves by her
opponents because it is almost stupidly too good. The priority on this
move is godly. It is basically your poke, your anti-poke, your anti-
air, and set-up move all in one. You can ALMOST use it as freely as
you want against beginners or the stupid, but you MUST learn what it
can and cannot beat. It's semi-slow on recovery, so don't be baited
into using it in bad situations.
Standing (far)- A new roundhouse kick. Very nice speed and range.
This is a good zoning move, best used at its max range. This will keep
them from jumping (because if they tried they'd jump right into it) and
it will pass over some low attacks as well. Use discretion though,
because it is not failsafe and hardly abuseable. Best used to keep
them on the ground.
Standing (close)- Well, this is her old standing roundhouse originating
all the way back to Super Street Fighter 2. It's a completely vertical
kick and decent anti-air, because it's a bit slow coming out. Just be
careful of what distance this or her far roundhouse will come out.
This is a controllable limb in V-ISM.
Jumping (straight up)- This is like her old jumping straight up
roundhouse. Chun will awkwardly stick one leg out at a 90 degree angle
and do a flip kick. Basically an air defense, although not to useful
IMO.
Jumping- A double hitting air kick. This should NOT be used as a jump-
in attack because it often misses and is virtually impossible to hit
deep with. Use this in air juggles after a counter hit for it's double
hitting ability to keep them in the air and guessing whether to flip
out or not.
IV. SPECIAL MOVES
WALL JUMP
Chun-Li can jump off of wall corners.
TAUNT- Push Start (or Select in Playstation) [1 hit]
Chun-Li will tilt forward and smile with one arm behind her back and
one leg in the air. She will do a little slap with the other hand and
say, "Gomen Ne!" [Sorry]. Like most taunts, you should only use this
when far away and preferably after hitting them with a super move.
Chun-Li's taunt is one of the few that actually damages the opponent,
so if you really want to piss someone off, try to hit (or better yet
kill) them with the taunt. Surprisingly it can anti-air (not well, but
better than expected), so that's a good insulting way to kill someone.
BODY PRESS THROW- F/B + PP (air)
This is her classic throw she's had since she first appeared. You will
need to learn to add her throws in her mix up/cross up games and her
air-throw is a potent weapon to intercept jumping opponents that attack
late or don't air recover flip when countered.
ALPHA COUNTER (A-ISM)- Block, then F + P&K of same strength [1 hit]
This looks like she's throwing a fireball/her Palm Thrust (in X-ISM).
Like all Alpha Counters, it does pathetic damage and its priority is
not too hot, but don't underestimate ACs. They are your friend in
stopping blocked VCs from hurting you and can are almost never
expected, which make them great for round-winning hits when both
players have no energy.
ALPHA COUNTER (V-ISM)- Block, then F + P&K of same strength [1 hit]
Chun will do her crouching forward. This Alpha Counter is much better
suited to deal with blocked ground attacks rather than blocked jump-
ins. Same uses apply: to save you from blocked VCs, blocked death, or
unexpected game-winning hits.
STOMP KICK- (air) Hold D + forward [1+ hit]
Use this after you've bounced off a wall. It has good priority, but is
hardly a good combo starter (this isn't Marvel vs. Capcom). Try to hit
airborne opponents with this as it can be done multiple times in the
air for good damage. Also good for a mix up jump in.
FLIPPING NECK BREAKER- Hold DF + roundhouse [1 hit]
Do you remember this move in Champion Edition where no one knew what
side she would come down on? Well, it's not quite as confusing as it
used to be, but it's still good. For one thing, it's a top town, and
so opponents must block this high. You can use this to flip over
fireballs and hit people. It can also be used to start juggles. Be
careful though, it's quite slow and can be punished by smart opponents.
Also be careful of not accidentally doing this when you want to sweep
instead. Finally, it's a good move to use to ESCAPE your opponent's
cross ups.
FLIP KICK- Hold DF + forward [1 hit]
Another returning move. Its usefulness is limited, however, because
even if it hits, by the time she flips back to the ground some
opponents may have already recovered. It's best not to use it too
much. But it can be used for mobility, such as to avoid a jumping
opponents jumping attack by flipping away and attack them in their
recovery.
LIGHTNING KICK- Rapidly tap K [1+ hit]
Chun-Li's trademark move, well I think so. Tack this on in combos to
drain off their energy. It's most likely to be blocked, but that's
it's main purpose anyway. It's a good juggle if you hit someone out of
the air with a jumping forward and they don't flip, they'll fall right
into the Lighting Kick for another juggle.
RISING KICK- Charge D, then U + K
[Short- 1 hit; Forward- 2 hits; Roundhouse- 3 hits]
Basically her air-defense. It's quite reliable as far as anti-airs go.
If you want to anti-air with this, use the short version because it has
the most invincibility and do it AS LATE AS POSSIBLE. You can wake up
with this move when getting up if you expect them to stick something
out. Just be careful of being baited. Again, I suggest the short
version if you intend to use it as a wake up. For combos, use the
Roundhouse version because it hits the most.
[Note: X-ISM Chun-Li can only do the Rising Kick as a Reversal.
Meaning the only times she can do this move is when getting up, right
after blocking, or right after landing when after getting hit in the
air.]
KIKOKEN- HCF + P (A&V-ISM only) [1 hit]
Okay, so everyone's fireball except for the shotos (Sakura included)
got raped in terms of damage (just look at poor Rose). There's still a
few uses for this guy though. First, be careful of her recover time!
Chun probably has the worst recovery time on a fireball in the game, so
only throw one out when you know that it will be safe like if you know
they will block it/get hit by it. Never combo it when they are in the
corner, they will recover in time and nail you. Jab will go 95% of the
screen, strong will go about 80% of the screen, and fierce will only
travel 60% of the screen before disappating. Combo it only when you
know it will push them back far enough so you can recover in time.
Kara-cancelled fireballs are good to use when you are up close, more on
that later.
AXE KICK- HCB + K (A&V-ISM only) [1 hit]
Chun-Li's main top-down. It's very quick with minimal (but still
existing) delay afterwards. Use this on turtling opponents who keep
blocking low or on someone getting up. The first few frames of this
move are invincible and therefore it can be used to pass through
fireballs easily. Because of it's invincibility, it can also be used
as an unorthodox anti-air and anti-poke move too. Time it as late as
possible to take full advantage of her invincibility to pass through
their attacks and you will nail them in their recovery (I've seen this
move beat out Rose's Level 3 Aura Soul Throw super!). Try not to be
too predicable or abusive with this though, because its slight start up
delay might give it away. Also if blocked or hit, you will both
recover at the same time, so make sure you stick out something FAST
afterwards (low jab, maybe strong).
PALM THRUST- Charge B, then F + P (X-ISM only) [1 hit]
I think they just forgot to program the fireball in, but that's just
me. Use this in your X-ISM combos, plain and simple as it is very
damaging. It has recovery time when blocked, so be careful of it.
SPINNING BIRD KICK- Charge B, then F + K (air), (X-ISM only)
[Short- 2 hits; Forward- 2 hits; Roundhouse- 3 hits]
Her old useless helicopter kick is back, except this time it's not
useless! Although you can't combo with it, this is a very important
move for X-ISM Chun-Li. First, it's a good air-defense tool when used
properly. It's first few frames are invincible, and can be used as a
surprisingly good wake up move. Second, it has got to be the best
chipper in the game! Catch someone airblocking this move and watch the
life drain. It's a good anti-air, but only vs. certain characters
(Dhalsim). Just don't be too reliant on this move because it can be
ducked under and punished easily when expected. The air version is
basically useless.
V. SUPER COMBOS
KIKOSHO- QCF, QCF + P
[Level 1: 5 hits; Level 2: 7 hits; Level 3: 10 hits]
Puffball super. Used to anti-air, plain and simple. Level 1 is
vulnerable low, Level 2 is vulnerable low towards the end, Level 3 is
completely safe in the front. Just be careful of people jumping over
you making you miss completely. Try to do it as late as possible for
the full hits too. It has ever so slight start up in the beginning, so
make sure they are not TOO close to the ground when you start it,
otherwise they'll land and be able to block.
SENRETSU KYAKU [Thousand Burst Kick]- Charge Back, then F, B, F + K
[Level 1: 5 hits; Level 2: 6 hits; Level 3: 7 hits]
Kick super, and you don't have the luxury of her easy QCFx2 Houyokusen
motion. Nope, you're stuck with the charge motion Senretsu here. It has
fantastic range (the Level 3 goes almost across the entire screen) with
no recovery time afterwards and is pretty damaging as well. That means
that if it is blocked, you set up a mindgame as to whether to attack
(crouching HK, MP, etc), throw, Rising Kick, wait, etc. It has lots of
invincibility frames in the beginning and can easily pass through both
regular and super fireballs. You can wake up with this if you suspect
your opponent will try a ground attack. Finally, this is her combo
super, so learn how to fast. This is her X-ISM super.
HAZAN TENSHO KYAKU [Supreme Heaven Kick]- Charge DB,then DF, DB, UF + K
[Level 1: 7 hits; Level 2: 8 hits; Level 3: 9 hits]
Anti-air super #2. The motion for this super gives everyone a hard
time. Everyone has their own methods, but the motion I have the most
consistent success with is found in Greg Dawson's Z/A-ISM Combo FAQ.
Basically, if you know how to do Spinning Piledriver motions (360s),
you're set. Charge down-back, then do the Spinning Piledriver motion
starting at towards, then sweeping to up (270). This is the better
anti-air super because the Kikosho can sometimes get beaten (like vs.
Zangief). This will almost never be beaten by any non-VC jump in. The
only downside is that it has a difficult motion and if blocked or miss
will leave you more open. Just crouching is often jump bait, so if you
are comfortable with this motion, fire this super off right before
their attacks hit you and enjoy the supreme satisfaction of seeing them
hit.
VI. COMBOS
Cut down to the basics:
1) Jumping MK, standing MK, Lightning Kick
Easy 3 hitter. Jump in with MK and ram on it. The standing MK is
needed to combo, but this is more of a set up. If the Lightning Kick
is blocked, it's a good set up to make them jump at you afterwards.
2) Jumping MK or HP, standing HP or crouching MP, Kikoken or Palm
Thrust
Crouching MP is easier, standing HP is more damaging. Be careful of
the recovery time on the Kikoken even when it hits, so don't use it
when they are in the corner.
3) Jumping MK or HP, crouching MP, HK Rising Kick
Use this when you have a surefire jump in combo and you don't have
enough meter to tack on a super. You must charge for the Rising Kick
as soon as you begin jumping.
4) Cross up LK, standing HP/MP/crouching MP, Kikoken
Simple cross up combo if you know it will all hit. Although in truth
it is better NOT to combo into the fireball and continue with your
cross up mind games after the fierce/strong.
5) Jumping MK or HP, standing HP/MP/crouching HP, Senretsu Kyaku,
[juggle]
JUGGLE
1. HK Rising Kick
2. crouching HK
3. Palm Thrust
4. Air throw
5. Hazan super
6. Taunt (!)
Comboing her Senretsu kick super is going to take practice. All I can
say is make sure you don't do the motion sloppy, and can "feel" the
motion of toward, back, toward before you press the kick. The juggles
at the end are all location and distance dependent, and whether or not
they flipped or not. Use judgment on which one is appropriate.
6) Jumping or crossup LK, standing LPx3, standing LK, Senretsu Kyaku
Her 1337 combo. I dunno how practical it is to do in a real match, as
I have better luck comboing her kick super off of strongs, but if you
can do it, more power to you. Juggle as necessary afterwards.
V-ISM COMBOS
V-ISM Chun-Li ain't great. She has 2 decent and practical VCs, one of
which isn't all that practice IMO. But if you must pick her:
1) (corner) VC3, HP Kikoken xN
You must do the fireballs repeatedly and RAPIDLY. Her best and most
useful VC. Beware of Alpha counters, which can be mostly avoided if
you do the fireballs from max distance.
2) (anti-air) VC1, crouching HK xN
Ghetto bootleg CvS2 style VC. You have to catch them in the air, and
then just rhythmically hit roundhouse for the hits. You can do a nice
chunk of damage before they fall to the ground.
DRAMATIC BATTLE COMBO
Dramatic Battle allows you to choose 2 characters to fight 1 computer
character (and the odds are HEAVILY on your side since you have 2
health meters while the CPU only has 1). A second player can control
your second character. If you've beaten both the Ken/Ryu and Juli/Juni
scenarios, you'll be able to choose your own 2-fighter teams. Choose 2
Chun-Li's in any -ISM, find a buddy to control the 2nd Chun-Li, and get
ready to perform the 99-hit Lightning Kick Combo of Death!
LIGHTNING KICK DEATH COMBO [a.k.a. Meatgrinder]
Surround the enemy with a Chun-Li on both sides, then let loose with
the Lightning Kick! The forward version is easiest to use. The
opponent will be pushed back and forth between the Chun-Lis and can't
escape! The maximum number of hits the combo meter registers is 99,
but if you begin this "combo" on a healthy opponent, you'll get more
than 99 hits. I really have to thank the person on Gouki's Page of
Whatever's Message Board for this one. (Sorry, I forgot your name. Who
first posted it? I believe it was one of the regulars.) I read his
post about him and his sister doing this for 60+ hits and tested to see
if I could get more hits. Actually, you can do this combo with 2 E.
Hondas or 2 Gens (or a combination of Chun-Li/E. Honda/Gen), but Chun-
Li's Lightning Kick is more stylish than those stupid slaps (IMO).
VII. STRATEGIES
BEST ANTI-AIR ATTACKS
Crouching HK
Standing far HP
Standing far MP
Standing LP
Jump straight up MP
LK Rising Kick
Kikosho super
Hazan super
Air throw
BEST JUMPING ATTACKS
Jumping/cross up LK
Jumping MK (good for combos or jumping away)
Jumping HP (combo starter when guaranteed)
Jumping MP (juggle and anti-air)
Jumping HK (juggle)
BEST TICKING ATTACKS
Standing close HP (meaty)
Standing MP (anti-air, anti-poke, anti-crossup)
Crouching HK (all purpose)
Crouching MP (anti-poke)
Crouching MK (reach)
1. Probably the 3 best moves you need to immediately learn when playing
Chun-Li is: her cross up LK, her standing close HP, and her crouching
HK. We'll first look at the all important cross up jumping LK. First
the most opportune time to cross up is when you knocked someone down
and they're getting up. First, it's just easier to time a cross up on
someone getting up, and second it's hard for anyone to know which way
to block. Another good time to try for a cross up is when you see
someone crouch. Crouching opponents are easier to cross up too and you
should take advantage of that (just make sure you're not being baited
to jump). You can cross up a standing opponent, but it is considerably
harder to time and judge the distance. Just make yourself aware of
when to cross up and try to often. Also remember that her jumping LK
in general is a great move to jump in with because it has awesome
priority. If you mistime your cross up, a jumping LK isn't such a bad
thing either. Just don't be to jump happy, or you'll be antiaired
easily.
2. The standing close HP. This attack is so meaty and has so much
priority, and it annoys so many people. It's great to combo with, but
it's real use is in conjunction with her cross up. Cross up with her
jumping LK, do a close standing HP when you land, and let the mindgames
fly. This is also a great move to use on someone as they are getting
up. If they mistime their wake up, it'll get eaten by Chun's meaty
standing fierce and you begin the cross up/mind game nightmare all over
for them. Plus just a few repetitions of cross ups and standing
fierces will drain their guard bar FAST. So use standing close HP
after a cross up, as a meaty attack when they wake up, to punish
recovering moves (missed uppercuts for example), and to begin the cross
up/mind game cycle all over again. Generally don't combo a fireball
afterwards because continuing the cross up game is more useful and
damaging in the long run.
3. The crouching HK. Her sweep, her glorious, wonderful sweep. You'll
love this move, your opponents will hate this move, but you must know
when to use this and when not to. Thankfully, most of the time, it's
okay and safe to use it. This is a good poke, it's an awesome anti-air
(her best all purpose), and great to use in conjunction with her cross
up games (cross up LK, standing HP, crouching HK does a lot of damage
if hit and a lot of guard bar crushing if blocked and can be repeated
again). But you NEED to know what moves beat this and learn not to be
TOO reliant on it as an anti-air. In general, it's a good move to
stick out because it beats so many things.
4. The standing and crouching MP. You have achieved monkey skill level
with just the cross up LK, standing close HP, and crouching HK and will
probably win a good share of games with just those 3 moves alone. You
need the standing and crouching MP to bring your game a step up into
chimpanzee level though. First, the standing MP move is very fast and
is a great poke. Sometimes it's better to use than a standing HP after
the cross up LK because you can do 2 or 3 standing/crouching MPs in
place of 1 standing HP, leading to more mind games. Plus its good (and
necessary) to mix up your attacks. Standing MP barrage is just that.
Continue to walk up and poke them with standing MP, and then mix up
into a throw or begin her cross up game all over again. Her crouching
MP is good to stick out after you've gone out of range from making them
block a standing HP or standing MP after the cross up. It will stop
most things they try to stick out to hit you. It's also just a good
poke and anti-poke in itself.
5. Throw, both ground and air. Throws themselves are used to punish
the overly defensive and thus are GREAT in Chun-Li's mix up arsenal
because most of the time they'll be blocking your non-stop crossup,
standing MP barrage offense. Putting a throw in here or there will
keep them on their toes and make them edgy. The expect a standing
HP/MK or crouching MP/MK/HK and get a thrown instead. When they start
expecting the throw, you go back to sticking your high priority normals
in their face. Air throws are good for surprises. Jump at them and
air throw them once and a while and they will almost never suspect it.
Actually, it usually prompts them to attempt to return the favor, which
you can easily anti-air. Just remember to include throws in your
gameplan.
6. The mix up. Okay, so you have your weapons: cross up LK, standing
HP, crouching HK, standing MP, crouching MP, and throws. Now you use
your imagination and mix them all up to confuse and frustrate your
opponent to death. You might try the basic: cross up, standing HP,
crouching HK, and repeat the process with another cross up. Maybe
after the cross up you go directly into a throw instead. Maybe you
want to do TWO cross ups one right after the other before you start
mixing up stuff on the ground. Maybe cross up LK, standing MP, walk up
throw? The possibilities are endless and you need to experiment to
keep them off guard and guessing what you'll do next. Don't forget you
have her Axe Kick overhead, Flipping Neck Breaker overhead, Head Stomp,
and other special moves I haven't mentioned that you can always
implement into your mix up games as well.
7. The wake up game. Okay, so you've unfortunately been knocked down
and you're getting up. What are your options? Well, you could wake up
with a LK Rising Kick. That will hit them if they try to attack you
with anything that doesn't have invincibility including jump ins. You
could try waking up with super. Kikosho and Hazan will nail them
whether they jumped at you or where close to you on the ground,
Senretsu will only get them for full damage if they were still on the
ground. Maybe they are waiting for you to wake up with something so
they can punish you? In that case, you could get up and immediately
throw them. You need to learn what your opponent tends to do and wake
up accordingly.
8. The wake up game part 2, their wake up. Okay, so you're doing your
job and you knocked them down (be it through a throw or hitting them
with your crouching HK). What to do? Begin a cross up is usually the
best option because it's hard to anti-air right and leads to big damage
if it's successful. You can also do a meaty standing HP to begin your
cross up/mind games again whether it hits or not. But what if they
have a full meter or a reliable dragon punch? You could get
uppercutted, supered (Ken's Shinryuken), or worse VCed. This is where
you want to bait them and look like you're moving into attack, but
actually do nothing. If they eventually learn to throw your baits,
next time actually go for the cross up or meaty attack. And finally
don't forget the random walk up throws and the scrubilicious super
right over their body when they get up. Doing a super right on top of
them at the last minute is a beginner tactic, but it sure as hell isn't
expected and bound to get someone at least once for a good-sized
humiliating chunk of life. Again, watch what your opponent does and
adapt. Do they always wake up with supers? Wait it out and bait them.
Do they always do nothing? Go for the cross up or walk up throw? Do
they actually learn and mix up what they do when they wake up? Well,
then it's a guessing game for both players, and that's where the game
gets really fun.
9. Punishing mistakes. Okay, so your opponent just missed a fierce
Uppercut. What's the best course of action? Well, I would probably go
for a standing HP, and begin a cross up game. What if I block Ken's
Uppercut super? I would most likely start charging as I'm blocking, and
punish with a crouching MP xx Senretsu on their way down. Point is,
you have to know what you can do, do it quickly, and do it in time.
Sakura activates her VC and misses her uppercut, what to do? Obviously
something fast that will hit her out of her VC as quickly as possible.
Crouching MP maybe? Just know to react fast and know your distances is
what I'm trying to say.
10. Kara-canceling. It's not a huge part of my game, but it's pretty
useful when I use it sparingly. Basically kara-cancelling is used to
cancel ANY whiffed normal move into a special move or super. It's
really hard to do with moves that don't cancel normally (like Chun's
crouching MK), but it is easy to do with normally cancelable moves
(like Chun's crouching MP). Basically I when both me and my opponent
are up close, but not at point blank range, I like to kara cancel my
low MPs into MP Kikokens. What it does is if they stick out any moves,
the low strong will most likely eat it up, and if they tried to jump at
me when I stuck out the low strong, they will be hit or forced to block
the fireball, keeping them grounded. It's a useful tool to implement
in your ground games.
11. Juggling. Chances are, you'll probably get lots of good juggling
opportunities when using Chun. Why? Well her meaty standing HP on
counter hit sets up for very nice and painful juggles, and if you mix
up like I do, you'll get quite a few of those. Her counter hit
standing LP anti-air sets up for juggles too. Also counter hit jumping
LK or MK when they are in the air leads to juggles. So what to do when
they juggle? Well, you have to see and take note of what your opponent
likes to do. If they don't recover at all, well happy birthday to you.
You have plently of time to walk up and hit them with another fierce,
roundhouse, super, air throw, etc. If they flip, you would probably
want to walk towards them and nail them again with an anti-air
crouching HK or standing HP or jumping MP or jumping HK leading to
another juggle. If they're the roll happy type, remember that you can
throw them out of their rolls and crouching HK them too before they
finish rolling. Just don't let them roll behind you and mess you up.
12. Jump bait. Chun has a lot of damaging anti-airs, but you need
people to jump at you for them to work, right? Well, most good players
won't blindly jump at you, you gotta trick them, or bait them to jump.
You will soon learn most good people will like to jump at you or cross
up you when you crouch. In fact, one of the best times for you
yourself to cross someone up is when they crouching. So what good
anti-air options do you have if they jump at you when you're crouching?
Well, you have your crouching HK, crouching MP, and Rising Kick. But
they can get beat out consistently at certain ranges. The best
damagers for a baited jump while you're crouching are your Kikosho and
Hazan supers. That will teach them. Also, a blocked Lightning Kick
combo usually baits people into jumping at you too. Take advantage if
the opportunity arises.
13. Putting it all together. There's no one way to play Chun-Li, and
everyone plays her differently. Just make sure you're always mixing
things up, be aware of your opponent's super bar and what he/she can do
with it at the moment, and play smart (you know, like don't jump at V-
Akuma with a full bar, don't try to crouching HK anti-air Zangief for
the 100th time when its failed 99 times earlier, etc.). Ignore
everyone's and anyone's complaints about your fighting style and win.
VIII. VERSUS SPECIFIC CHARACTERS
1. RYU
Fireballs: Know what distances are safe to jump over and crossup/combo
him and what distances allow him to uppercut you in time. If you need
to get close, but you're at a distance where he can uppercut you if you
jump, remember her Axe Kick can go through fireballs. He really
doesn't have an excellent counter to your cross ups except a timed
Dragon Punch, Hurricane Kick super, or VC. If he's meterless, I say go
for the cross up despite the uppercut threat, it's more in your favor.
Hurricane Kick: you can duck it and crouching HK it right at the END,
before he lands. Don't mistime because he recovers quick and can hit
your crouching HK on recovery. His jumping HK beats your crouching HK
anti-air cleanly 90% of the time or trades in his favor. Use another
anti-air like standing MP or standing far HP. On his jump in Hurricane
Kick, either walk under it and hit it with standing MP or use time your
standing MP to hit it our of the air. If you get caught in his cross
ups, Flipping Neck Breaker out or Alpha Counter the normal after his
cross up jumping MK. Obviously avoid jumping at metered V-Ryu,
although his midscreen is screwed up more times than the other V-top
tiers. Alpha Counter blocked VCs if you're being drained of life. Use
your crouching MP to catch his whiffed pokes. When you do your cross
up game, I suggest using more standing and crouching MPs rather than
your crouching HK. Ryu's sweep is faster than yours and can
consistently beat yours if you try it after you make him block a
standing HP.
2. KEN
Most Kens are what I term: Bezerkers. They will go into bezerk mode,
air Hurricane Kicking like crazy, randomly Dragon Punching or supering,
throwing in top down kicks, etc. Unfortunately, berserkers fair better
than they should because Ken's Hurricane Kick is very good and recovers
quickly, his supers are damaging and easy comboable, and his top down
kick is fast and can catch you off guard. But if you take these
bezerkers on calm and collectively, you should always win. The
Hurricane Kick: It's a good jump in, and hard to anti-air, and eats
your crouching HK, and eats all your air-to-air moves; so NEVER try to
crouching HK his jump ins because his Hurricane will beat it and his
jumping HK will beat it and never try to attack Ken in the air when he
has the opportunity to bust out an air Hurricane Kick. Anti-air ground
Hurricane Kicks with a crouching HK towards the end like Ryu. Counter
air Hurricane Kicks and jump ins with standing MP. If your Ken likes
to Hurricane Kick behind you, either walk under and standing MP or
crouching MP to hit him before he recovers. Fireballs, not as bad as
Ryu's, but again learn the distances. Dragon Punch, don't get hit by
the fierce version, it hurts. But a baited Dragon Punch is good opener
to begin your cross up game. Speaking of cross up games, be careful
that his Shinryuken super can stop your cross ups, but he has to time
it perfectly. Also if you're caught in his cross up, try Flipping Neck
Breakering out of there or if he goes for a top down, be aware and
quickly crouching MP to hit it. Most Kens are played in A-ISM, I don't
have much experience with V-Kens. The main thing in this fight is to
be aware of his air Hurricane Kick.
3. AKUMA
First let's deal with the lesser threat Akuma, A-Akuma. It's very
similar to the Ken fight, except his Hurricane Kick isn't as good.
It'll still eat your jumping attacks and crouching HK, so deal with it
with standing MP. The air fireball isn't a big problem to deal with,
you can jump up and hit him with a jumping LK if you see it coming.
And the Raging Demon is joke, you can jump out on reaction or even kick
super (either one)/Rising Kick it if you're charged. Okay, now the V-
Akuma menace. The Dive Kick: if he uses it from far away, standing MP
anti-air it; if he uses it from close up, standing LP (yes, standing
jab) it, then juggle afterwards on counter hit. Akuma's LOVE to jump
at you when you crouch, so crouching while you have the meter to
Kikosho is great jump bait. I good zoning strategy I was taught was to
use standing HK to keep him at a good distance and crouching HK his
follow ups after you zoned with the standing HK. Again, never jump at
V-Akuma capable of Vcing you for big damage; although I give you
permission to if he's not in the corner, has only 50% and you have
enough life that you think you can survive the VC and empty his bar for
the next round. Remember: standing MP or LP the Dive Kick or Demon
Flips, standing HK zone, crouching HK counter-poke, crouch jump bait
anti-air. When he's meterless, cross up into mindgames like you're
MvC2 Magneto!
4. SAKURA
Just remember: DO NOT JUMP AT THIS BITCH WHEN SHE CAN VC. Her standing
HK is beaten by your crouching MK, crouching MP, or crouching HK. Her
jump ins can be anti-aired as usual, and crouching HK actually anti-
airs most of her jump ins clean. In the air, just be careful of her
jumping LK, it rivals yours as an air-to-air attack, though yours
should beat it more often. Once she's meterless, go crazy with your
cross up games. Use your standing and crouching MP more on the ground
to beat her pokes. If she misses her VC, make sure to Alpha counter to
avoid block damaged and guard crushes. More info on this fight would
be helpful, since I don't know it too well.
5. ZANGIEF
I absolutely HATE this match. I don't get it, so many people complain
Chun-Li is a scrub character and turn a blind eye to Zangief, when he's
just as scrubtacular as Chun, IMO moreso. But what simple little he
has, it's good, very very good. And worse, it works very well against
Chun. So what will most Zangief's do? Repeaded body splash or jumping
fierces to get close. Standing or crouching fierces on the ground to
hit your pokes. KKK Lairat any and all jump ins. Kick into SPD, FAB,
or get close enough to VC. The bad thing about the match? Your anti-
airs are very VERY VERY distance dependent in this match, and a failed
anti-air means you're dead. If there was only one match in the game
where I had to convince you to learn proper anti-air distances, it'd be
this one. First I want to give you this analogy that has greatly
helped me in this match up. Think of Zangief as Sentinel, and think of
Chun-Li as Storm. And in SFA3's universe, Storm must run away from
Sentinel. That is your mentality: Zangief should work his fat Russian
ass off to get anywhere near Chun-Li and it is your job to run away and
whittle down his health and the timer in the process.
Anti-airs. You cannot use crouching HK liberally in this match. In
fact, I'd say 90% it'd get beaten clean and lead to your death. The
only times it'd hit is in those guaranteed times when Zangief becomes
desperate at trying to get near you and jumps from way farther than he
should, then you can crouching HK his (probably) jumping roundhouse
without trading. So you have these options: Standing far HP, standing
far MK, standing LP, standing MP, Kikosho, air throw. Use standing HP
when Zangief jumps from around YOUR crouching MK range and learn this
distance. If he splashes, he will get hit clean and you can chase
after him with a juggle crouching HK or jumping MK into Lightning Kick
chip. BUT, his jumping HP will beat your jumping HP, here you have to
time it so that he lands on a fully extended standing MK and at the tip
of your foot. And remember that lovely crouching jump bait. Crouch
and watch him try to splash him and bust out your Kikosho. This is
scary, but you must learn this too: walk under him when he splashes and
either standing MP him or better yet standing LP him for a counter hit
into a jumping juggle. You must the distance of when it is safe to
walk under a splash, because it is one of the key ways to run away and
also one of the key ways to damage him.
Okay, this match is all about running away and running that timer down
while keeping Gief away in the process. If you want to play it
completely safe, try not to get into this anti-air distance guessing
game, and just run away. When you predict he's gonna jump (and you
must be right on this), meet him with a jumping MK which will beat
anything he has in the air and then mash on MK for Lightning Kicks when
you land. If he doesn't flip, he'll fall into it, if he does, you're
safe and can continue to run away. When you reach the corner, wall
jump and AIRBLOCK his KKK Lairat and continue to run away. Trust me,
he'll try to Lairat you, and you'll airblock it to safely reach the
ground. Once you land, you can safely get in ONE crouching *MK*
(that's one crouching forward) before you run away again. When he
starts wising up to your wall jumping and airblocking his Lairat, then
instead of airblocking it after a wall jump, walk up and throw him. In
fact, walk up throws will catch a LOT of Zangief players off guard
because they don't expect people to do that.
For zoning, standing HK is good once in a while to keep Zangief at a
distance. Don't do more than one standing HK in a row because after
the first one, most Giefs will take it as a signal to jump in: which
should be a signal for you to walk under him and standing MP, LP, run
to the other side, etc. Never NEVER NEVER NEVER EVER try your cross up
games on Zangief because his KKK Lairat eats ALL your jumpins clean,
(well, not never ever, but at least not until you taught him NOT to KKK
Lairat blindly, and you can only stop him from KKK Lairating by
continually airblocking them.) Remember airblocking his jumping attacks
allows you to counter roll (push KK), use that to surprise him. And
your jump back HP will beat his splash if you find yourself in that
position.
V-Zangief, well not only do you have his damn midscreen Lairat VC to
worry about while running away, he's got a set up blocked Glowing Hand
VC that leads into his SPD etc. If he does the Glowing Hand VC, block
the first Glowing Hand and **IMMEDIATELY** Alpha Counter to prevent the
SPD. There's so much I can write about this match, cause I've fought
it so many times and I'm constantly learning. I hope this will give
you a foundation for this uphill battle. Did I mention I hate Zangief
with a passion?
6. DHALSIM
I think this is a pretty even match. Dhalsim's drills eat most of
Chun's anti-airs and he anti-air Chun very well too. But, Chun can </pre><pre id="faqspan-2">
nullify most of Sim's long limbs with her standing MP and Level 1
Senretsu, and once she DOES get in and gets her cross up game going,
it's very difficult for Sim to get her off his back. First test your
waters. See if your Dhalsim knows how to anti-air you or not. They'll
most likely be using the chop or Yoga Thrust (or the better ones, chop
comboed into Yoga Thrust). You have to standing MP poke and bust out
Level 1 Senretsus your way to get close to him and get that all
important cross up. Once you do get the cross up, stay on him like
glue by using your standing and crouching MP after the cross ups rather
than the standing HP and crouching HK (they are too laggy and allow for
him to escape easier). Don't jump at a full metered Sim, his Flame
Super anti-airs really well. Keep a look out for his limb patterns. A
lot of Sims like to end their poke patterns with a standing HK to
prevent jump ins. Be on the lookout for when they stick it out and
counter with your crouching HP (yes, crouching fierce) to major counter
his standing roundhouse. Once you get your cross up game going, be on
the look out for Sims who try to escape by air throwing your next cross
up attempt or teleporting. Air throws can be anti-aired on the way
down or attacked early/late; teleports if predicted correctly will give
you another cross up/mix up attempt. Just remember that once you're
in, you do not want to let this freak escape you. Rush him down and
don't let up; you want his stupid wife to be constantly crying and
never clapping.
7. GUY
This is a good match for both characters. Both are highly offensive,
both rush down like crazy, and both can nullify each others best
attacks. Things to keep in mind: Guy's crouching kicks go under your
crouching HK and hit it clean, so don't use it too much unless you are
guaranteed the hit. Guy's elbow drop will beat your crouching HK anti-
air, so don't use it then. Guy's Rushing Punch super gives him a frame
advantage after you block it, and he will most likely: Hurricane Kick
super your retaliation attempt or throw you if he thinks you'll block;
try your best to predict what he'll try to do and act accordingly (most
likely he'll try the Hurricane Kick first then the throw the second
time, you can alternatively AC him to avoid the scenario if you like).
Guy can Final Fight chain into his Kick super or air throw you into his
kick super in the corner, so don't let these things happen (especially
be on the lookout for the throw into super when you're in the corner).
He has an unblockable super throw that he will most likely use on you
getting up; thankfully it has REALLY bad range and you can tell it's
coming by the way he poses for a split second when the screen flashes
and hit him out of it with crouching MP. Plus if you see the screen
flash when he's that close on you while you're getting up, you can
safely assume he's trying for the unblockable and crouching MP to hit
him out. After a successful cross up, Guy is usually so small that
your crouching CLOSE HP doesn't come out, but rather the far one, which
leaves you open. So what do you have? Well your cross up games still
work, but you have to be careful jumping around too much because his
Hurricane Kicks and special air grap gets you easily. But once you do
cross him up, he has little to do afterwards. Go for the standing and
crouching MP barrage after the cross up rather than the usual standing
HP and crouching HK (remember, ease up on the crouching HK in this
match). Crouching and standing MP in general are very good poke tools
and beat most of his best pokes cleanly. Standing HP and standing MP
should be your main anti-airs. Senretsu through his crouching MK sweep
attempts or slides. Lots of Guy players love they're meaty crouching
MK when you're getting up: Senretsu/Rising Kick wake up time! And
don't forget crouching to jump bait him into elbowing: Kikosho!
Standing and crouching MP will win you this fight, don't let up when
you got him blocking them.
8. CHARLIE
This match should be in your favor. Your jumping LK will beat his jump
ins and anti-airs clean, and he can't really stop the cross ups into
your standard mix ups once you start going. Crouching HK works very
well in this fight to anti-air him. Shouldn't be too much of a
problem.
9. KARIN
Should be Chun's fight, but just a few things to keep in mind. After a
blocked hop kick, be prepared for a possible punch super. There is no
way for Karin to know whether or not to bust out the punch super or
not, it's all anticipation on her part. But most Karin's will bust it
out anyways since most people do indeed try to attack her after they
block a hop kick. Just be careful of that trap. V-Karin as her OTG
throw VC, but she really can't get in that well on Chun to be able to
use it in the first place. Your anti-airs (crouching HK and standing
MP) knock her out of the air her clean, even her jumping short. And
she can't really stop your cross ups and mix up game. Just be careful
of the Hop Kick trap and you'll be okay, and possibly her flying
overhead after a blocked Rekka Ken chain (but you can clearly see her
flying in the air and can react to it in time if you see it coming).
10. GEN
Offensive monster. Things to watch out: Waterfall kick anti-air, you
can't beat it, don't try to. Standing HK anti-air, and if you flip,
you get juggled again, repeat; make sure you ROLL instead of flipping
if you get caught in that. His cross up into super, which hurts. Make
sure you anti-cross up him with your standing and crouching MP when
necessary. Crouching HK works on most of his jump ins, the ones that
don't use standing MP. Once you get him in your cross up game, use
more standing and crouching MPs rather than your standing HP or
crouching HK. More help on this match would be appreciated because
it's a hard one for me too.
11. BISON
You kinda have to play this one by ear. I don't have a set strategy,
because most Bisons are very random and Magneto-like. Your jumping LK
and MK should beat most of his air-to-air attacks, and crouching HK is
a good poke and friend. Once you get the cross up game and
standing/crouching MP barrage started, he can't really do anything
about it other than maybe teleport away, which if you predict will just
start the process all over again for him. You can standing MP his
stomps and jump ins cleanly.
12. SAGAT
Sagats bezerk too. A lot of them like to just keep jumping at you with
his short and mindlessly try to combo into his Tiger Raid super whether
his attacks hit or not. Against his jump ins, go for standing MP as
the anti-air rather than your crouching HK. Be careful of flipping out
into a Tiger Shot super. He can't really stop the cross ups either
once started. Just be mindful of the bezerkers. V-Sagat, don't let
him get you in the corner. Fight him mid-screen.
13. CHUN-LI
Mirror match, and one I hate. I used to lose this mirror match so much
on Kaillera, but I've gotten sound advice from a very well respected
player and have now fair much MUCH better. There are some really nasty
Chuns on the net, most don't know how to handle the mirror match, and
some take it personally when they lose too. I'm guessing they probably
realize that (gasp!) they might not have the best Chun on the net; not
to say mine is, but she's pretty damn good. Part of me wants to
divulge how to deal with them, but then I'd almost be debunking my own
Chun in a way. I guess email me for the vs. Chun strats if you need
them.
IX. MISCELLANEOUS
_/_/_/_/_/_/
_/ COLORS _/
_/_/_/_/_/_/
In the arcade, your character's color is limited to what -ISM you
selected, and determined by what button you chose your -ISM with (punch
or kick). The Playstation version allows any colors to be chosen for
all ISMs, and is determined by what button you used to select your
character. Chun-Li has 2 new colors in the Playstation version of
Alpha 3 that were not available in the arcade. Chun also has 2
different outfits (one for X-ISM, the other for A&V-ISM).
ARCADE COLORS
X-ISM COLORS
1. PUNCH- Sky blue Chinese dress (Her classic SF2 punch costume)
2. KICK- Pink Chinese dress (Her classic SF2 kick costume)
A-ISM COLORS
1. PUNCH- Blue athletic suit with blue top (standard Alpha suit)
2. KICK- Pink athletic suit with pink top
V-ISM COLORS
1. PUNCH- Purple athletic suit with white top (XvSF Alpha kick costume)
2. KICK- Green athletic suit with white top
PLAYSTATION COLORS
X-ISM COLORS
1. SQUARE- Sky blue Chinese dress
2. X button- Pink Chinese dress
3. TRIANGLE- Purple Chinese dress
4. CIRCLE- Green Chinese dress
5. R1 button- Forest green Chinese dress
6. R2 button- Yellow Chinese dress
A-ISM and V-ISM COLORS
1. SQUARE- Dark violet athletic suit with violet top (new color)
2. X button- Teal athletic suit with teal top (new color)
3. TRIANGE- Blue athletic suit with blue top
4. CIRCLE- Pink athletic suit with pink top
5. R1 button- Purple athletic suit with white top
6. R2 button- Green athletic suit with white top
_/_/_/_/_/_/_/_/_/_/_/_/
_/ OFFICIAL STORYLINE _/
_/_/_/_/_/_/_/_/_/_/_/_/
Chun-Li is the ICPO's special detective assigned to Shadaloo.
With management corruption, she was powerless as an official.
So, she works in cooperation with Charlie to defeat Shadaloo.
Now they take separate paths as they attempt to find M. Bison.
_/_/_/_/_/_/_/_/_/_/
_/ GAME DIALOGUE _/
_/_/_/_/_/_/_/_/_/_/
(Mid-boss, with Birdie, 5th round)
Chun-Li: Excuse me... May I have a moment of your time, Mr. Birdie?
Birdie: You...? What does an agent of Interpol want with me?
Chun-Li: We have confirmed that you are involved with Shadaloo!
Now... Tell me where the Shadaloo bases and M. Bison are!
Birdie: Heh heh heh... And what if I refuse?
<after the fight>
Chun-Li: This is what happens when you don't cooperate! Now, talk!
Birdie: Blast it!!
I'll never talk! Now bug off! I have business in Thailand...
...oops!
Chun-Li: I appreciate your cooperation, kind sir!
(Fight with Cammy, 9th round)
Chun-Li: ....?! Who are you?!
Cammy: You... must not interfere... We were born... to serve...
...to serve... Master Bison...!
Chun-Li: What's the matter...?! Are you okay...?!
Cammy: No... I will... destroy you...! Fear... Death! Murder!
(Fight with Juli and Juni, 10th round)
Bison: Hmm... A problem has arisen... She has become aware of
herself.
Chun-Li: How could you do such a thing to a little girl...!!
Bison: Relax my dear, [sic] The show must go on...
Now my pretty dolls... Entertain my guest...! Attack!
(Fight with Shin Bison, 11th round)
<This battle has a special introduction sequence. Bison will be
floating down to the ground surrounded by Psycho energy flames. Chun-
Li
is holding a gun pointed in his direction. After the dialogue is over,
Chun tosses the gun aside (why I have no idea) and the match starts.>
Chun-Li: These children... They are innocent! How could you?!
Your acts are unforgivable, Bison!!
Bison: Ha ha ha ha ha ha!! You amuse me child!
Okay then... I'll let you earn the right to be my guinea pig!
_/_/_/_/_/_/
_/ ENDING _/
_/_/_/_/_/_/
Chun-Li: Drug trafficking... Illegal arms possession and
manufacturing... That list of charges is enough.
I'm arresting you now! What...?!
<Bison gets up>
Bison: Wa ha ha ha ha! I am immortal!
As long as hatred and fear exist... I will live forever...!
Now is the time that you will be erased from existence!
I will bestow terror upon the weaklings of this world!
I'll prove my strength by destroying you with fear!
<He flies off>
Bison: Mwa ha ha ha ha!!
<The next scene shows Charlie in a jet>
Charlie: Chun-Li! Can you hear me? This is Charlie!
It seems that our situation is critical!
Bison is planning to use Psycho Power to destroy the capital!
Chun-Li: I'll pursue him...
Charlie: You sneak into the base and try to find a way to stop him.
<Outside the base>
Chun-Li: This is Shadaloo's top secret base.
Something must be here!
There must be something I can do to stop this madman!
<Inside>
Chun-Li: Maybe...?! Maybe I can use this!
<Outside a robot comes to life and shoots a laser at Bison who is still
flying through the air>
Bison: Mwa ha ha haa! You are weak!
Witness your destruction! Whaaat...?!! No...It can't be...!
Nooooooooo!!
<Bison blows up and the place gets nuked. The next scene is Charlie's
jet>
Charlie: Chun-Li, can you hear me?! This is Charlie!
We did it! We did it...!!
He couldn't have survived such a large explosion!
Yes...! At last...We've destroyed him!
<Outside where Chun-Li finds a dizzied Cammy>
Chun-Li: Are you okay?
Cammy: Ugh...Oh...What happened to me?
Chun Li: It's okay now. The nightmare has ended!
But my job is not yet finished.
My fight to strike down the evil individuals like M. Bison...
has just begun...
Yes... This is only the beginning!
_/_/_/_/_/_/_/_/
_/ WIN QUOTES _/
_/_/_/_/_/_/_/_/
"Fighting ability is important... Handcuffs only go so far!"
"My strength must have been something you weren't ready for!"
"So do you have anything to say in your defense?"
"Speed is sometimes more important than strength!"
"Oops! I'm sorry if I hit you there too hard."
"I need a vacation! Being an inspector isn't easy."
_/_/_/_/_/_/_/_/_/_/_/_/
_/ INTRODUCTION POSES _/
_/_/_/_/_/_/_/_/_/_/_/_/
A&V-ISM: Chun will clean off the sole of her shoe, tap it three times
on the ground, and begin to fight.
X-ISM: Chun will clasp her hands together and bow at her opponent.
_/_/_/_/_/_/_/_/
_/ WIN POSES _/
_/_/_/_/_/_/_/_/
Chun-Li has 4 different win poses. However, only three of them can be
manually selected by holding down a specific button after winning a
round.
1. LP or LK (Respectful Bow)
Chun-Li will face forward with her legs apart and arms crossed in front
of her, then bow to the player.
2. MP or LK ("Ha ha ha ha! Yai Ta!"
Chun-Li will jump up and down laughing, make a peace sign, and end by
saying "Yai Ta!" (Okay!)
3. HP or HK (Chun-Li Kicks)
Chun-Li will kick 3 times and hold a pose. The pose is the same one
she uses when she starts the Senretsu Kyaku in the Vs. series.
4. Win a perfect veictory ("Gomen Ne!")
This is Chun-Li's "secret" win pose and she will only do it after
winning a perfect victory which cannot be selected. It is the same as
her taunt.
X. THANKS
1. John Lakin
He gave me cool combos, VCs, missing quotes, strategies, and the entire
ending. Thanks a lot.
2.
[email protected]
The person who prompted me to write a Chun-Li FAQ. He was really nice
and complimented me on my FAQs. Really without him, this FAQ might've
never existed.
3. Greg Dawson
If you hadn't noticed, Greg is a major contributor to all of my FAQs.
Mucho thanks to him (especially for teaching me how to do the Hazan).
Go read his stuff!
4. The Mysterious Person on GPOW
A lifetime ago I used to visit Gouki's Page of Whatever's Message
Board. One day, I read a post that described the Dramatic Mode Death
Combo. I forgot who posted it though. Thanks anyway.
5. Apoc
For all the help on the SFA3 threats and taking time to answer my PMs.
Thanks for the Chun help, and ALL the info was gold. Thanks.
6. Kaillera comp
All the worthy competitors on Kaillera who gave me good matches and a
fun way to pass my boredom. ggs.
-----------------------------------------------------------------------
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