Chun-Li FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact:
[email protected]
===============
Version History
===============
Version 1.0
January 27, 2002
Everything.
Version 1.1
January 28, 2002
Sent in an incomplete FAQ that was half Chun Li, Half King FAQ. Haha
silly me.
=================
Table of Contents
=================
I. Introduction
II. Profile
III. Annotations and Abbreviations
IV. General Moves
V. Special Moves
VI. Desperation Moves
VII. General Notes
VIII. Strategies
IX. Combos
X. Miscellany
XI. Notes and Credits
===============
I. Introduction
===============
This FAQ is for the Street Fighter Queen Chun-Li. She has been in
virtually every Capcom fighting game involving Street Fighter.
The move lists and descriptions I got from sitting next to my machine
and watching the move several twenty times on training mode. The
Translations I transliterated directly from the Cantonese names, so
they might be a bit off or sound funny.
===========
II. Profile
===========
Full Name: Chun-Li
Age: ?
Birthday: ?
Nationality: China
Height: 5.5 ft
Weight: ?
From: Street Fighter
==================================
III. Annotations and Abbreviations
==================================
UB U UF UB= Up-Back U= Up UF= Up-Forward
\ | / B= Back N= Neutral F= Forward
B--N--F DB= Down-Back D= Down DF= Down-Forward
/ | \
DB D DF
LP= Light Punch MP= Medium Punch HP= Hard Punch
LK= Light Kick MK= Medium Kick HK= Hard Kick
P= Any Punch K= Any Kick
PP= Two Punches Simultaneously KK= Two Kicks Simultaneously
PPP= All Three Punches KKK= All Three Kicks
QCF= Quarter Circle Forward (D, DF, F)
QCB= Quarter Circle Back (D, DB, B)
DPM= Dragon Punch Motion (F, D, DF)
RDP= Reverse Dragon Punch (B, D, BD)
HCF= Half Circle Forward (B, DB, D, DF, F)
HCB= Half Circle Back (F, DF, D, DB, B)
360= Spin Joystick in Full Circle
Super Jump= Tap Down, then Up or any Up direction quickly to do a
further, large jump. A trail will appear behind the opponent if done
correctly.
Dash= Tap Forward or Back twice quickly to move quickly in that
direction.
Throw= When near an opponent, press either Forward or Back and Hard
Punch or Hard Kick to execute a throw attack.
Throw Escape= When being grabbed for a throw, Press either Forward or
Back and Hard Punch or Hard Kick to escape.
Evasion= Press Light Punch and Light Kick simultaneously. Depending
on the groove, the character will perform an action that will evade
most moves for the duration of the action.
Taunt= Press Select to do a special taunt.
Grooves
*******
C-Groove:
---------
This mode is similar to the Alpha Series as well as Capcom Groove in
the original game. The character has a gauge at the bottom of the
screen, which is divided into three sections, shown by a larger area
as the level increases. Attacking and performing moves will increase
this gauge.
Depending on the Level, Different levels of Super Combos can be
performed:
Level 1- Super Combo Command + LP or LK
Level 2- Super Combo Command + MP or MK
Level 3- Super Combo Command + HP or HK
The higher the level, the more powerful it usually will be. The
levels are cumulative, so doing a level 2 super on with a Level 3
gauge will leave the bar with 1 level left.
Dash- Tap either Forward or Back Twice quickly to do a small dash in
that directly.
Rolling- Press LP and LK simulatenously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.
Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack. Note that it requires 1 level of the Super
Gauge to perform this move.
Air Block- Press Back whilst in the air to block. Super moves cannot
be air blocked.
Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.
A-Groove:
---------
This mode is similar to the Custom Combo Groove, the V-ism from
Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo
Gauge, which can be filled up by attacking. At 50% full, a Level 1
Super combo can be performed. When full, a Custom Combo can be
performed.
Level 1- Super Combo Command + Button
Level 2- Custom Combo - HP and HK Simultaneously
Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.
Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.
Rolling- Press LP and LK simulatenously to perform a rolling dodge
which can pass through most Special and Super Attacks, as well as the
opponent.
Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack. Note that it requires 1 level of the Super
Gauge to perform this move.
P-Groove:
---------
This Groove is the most similar to the Street Fighter 3 system. It
includes the Parry Command as well as a single level Super gauge
which fills up when attacking.
Super Combo- Super Command +Button
Note that there is only one level in P-Groove, and that it will be a
Level 3 combo.
Parry- The Instant the opponent makes contact with a hit, Tap forward
for High Attacks, and Down for low attacks. The opponent will Parry
the away the opponent, leaving them open for a counterattack. The
timing window has been decreased significantly though, making it
harder to perform.
Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.
Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.
Small Jump- Tap Up, or any Up Directional to do a small jump.
S-Groove:
---------
This groove is similar to the Extra mode from the King of Fighters
series, as well as the original SNK-Groove from the Original Capcom
vs. SNK.
The Super Gauge is filled by Charging, Pressing the HP and HK
simultaneously. The Character will begin charging up their powers
and their gauge will start increasing. Note that the character
cannot move or perform any attacks whilst doing this. When the Bar
is full, the character is slightly stronger as well as being able to
do a Level 1 Super Combo. Note that the bar will start decreasing
once it reaches the maximum and the opportunity to perform Super
combos will end when the bar is empty.
When the Character takes enough damage, the Vitality Gauge will begin
flashing. At this point the Character can do unlimited Level 1 Super
moves, and if the Super Gauge is also full, a Level 3, MAX Super
Combo.
Run- Tap Forward or Back Twice to run towards the enemy.
Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.
Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack. Note that it requires 1 level of the Super
Gauge to perform this move.
Dodge- Press LP and LK simultaneously to do a quick dodge animation.
The character does not move, but has the same properties as the roll.
Small Jump- Tap Up, or any Up Directional to do a small jump.
N-Groove:
---------
This Groove is similar to the Advance Mode from the King of Fighters.
The character can perform Super combos when they have 'stock.'
The super Gauge is filled by attacking. When full, the Super gauge
will reset but a Counter will appear in the box next to it,
indicating the character now as 'stock.' The Character can perform
as many Level 1 super Combos as there are number of stock.
The character can 'Power MAX' by pressing HP and HK together. It
will cost a single stock unit, but the character will become more
powerful. In addition, MAX level moves can be performed.
Run- Tap Forward or Back Twice to run towards the enemy.
Safe Fall- Press All Three Punch Buttons whilst landing to recover on
the ground.
Rolling- Press LP and LK simulatenously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.
Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack. Note that it requires 1 level of the Super
Gauge to perform this move.
Small Jump- Tap Up, or any Up Directional to do a small jump.
K-Groove:
---------
This groove is he most similar to that of Samurai Spirits (Showdown.)
the gauge fills up as the character gets hit and receives damage or
performing Just Defense. When the gauge fills up, the character will
be in Rage MAX mode, which allows the character to perform MAX Super
combos as well as dealing more damage. Note that the bar will start
decreasing once it reaches the maximum and MAX mode will end when the
bar is empty.
Just Defense- Tap Back right before the enemy makes contact with
their hit. If done successfully, the character will take no Guard
damage as well as gain some vitality. The character will also
recovery sooner and be able to counterattack.
Run- Tap Forward or Back Twice to run towards the enemy.
Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.
Small Jump- Tap Up, or any Up Directional to do a small jump.
=================
IV. General Moves
=================
Standing-
*********
Light Punch- Quick slap like moves. Come out as fast as button can
be tapped. Mainly used in combo starting.
Medium Punch- Jab to the gut. Comes out pretty fast. Up close it
becomes a two hit slap, where she slaps back and forth. Pretty cool
looking.
Hard Punch- Lunging Right Fisted punch. Comes out pretty fast. Good
poke and has good range too. Becomes two palmed strike to the
midsection up sloe.
Light Kick- A quick sidekick to the enemy. Makes a great poke, and
can be mashed into Hyakuretsu Hyaku. Up close it becomes a weird
back kick. Combos into other moves.
Medium Kick- A slightly higher version of the LK. Up close it
becomes a turning roundhouse to the face. Combos into Super Moves.
Hard Kick- Jumping high kick. Comes out fast and is pretty confusing
to look at. She can be maneuvered during the move, and the move has
longer range than it appears. Up close it becomes a hard striking
knee. Not as good for a poke.
Jumping-
********
Light Punch- A flying downwards punch. Pretty typical move really.
Medium Punch- Same as LP
Hard Punch- Switches arms. Looks exactly the same otherwise. Higher
priority and damage I suppose.
Light Kick- A jumping high kick. Good for meeting jumping opponents
in the air, but has short range. Jumping towards the opponent it
becomes a standard Jump kick.
Medium Kick- Does a flying split kick with her other leg. Same
properties as her LK really but with more damage. Becomes same
looking jump kick when jumping towards the opponent.
Hard Kick- Does a two way splits when jumping up. Looks like she is
jumping for joy. Good range and priority. The weird property is
that it can hit both sides of her. When Jumping towards the enemy it
becomes a two part jump kick, combining the LK and MK attack
together. Looks a bit like Kyo's Shiki 75 Kai.
Crouching-
**********
Light Punch- A clap. She slaps her hands together to slap the
enemy's legs. It can combo but is pretty slow for a LP move.
Medium Punch- Spins forward and does a lying down punch onto the
opponents ankles. Hits extremely low and pretty fast in coming out.
Looks cool too.
Hard Punch- A crouching Punch. She turns so her other arm punches
the enemy in the knee. Does not combo and as short range.
Light Kick- Sticks is front leg out along the ground, hitting the
opponent's ankle. Does not move very fast but jamming the button
will turn it into the Hyakuretsu Kyaku regardless of directional pad.
Medium Kick- Does a slight spin and hits opponent with a sweep like
move (does not knock down.) This is probably Chun-Li's premier poke.
Good range and incredible priority. I have beat many Super combos
coming as a Counter and still beat them. Abuse this and pray your
opponent is not armed.
Hard Kick- Her famous looking sweep. She hoist herself up with one
arm and spins both legs towards the enemy. She does not fully extend
her leg though, but it has a large hit range, probably the largest in
the game. It reaches up to the waist of the enemy and can be used as
anti-air for lower priority moves.
================
V. Special Moves
================
Command Moves
-------------
Tenshin Shuu Kyaku (Rolling Eagle Talon Kick) (DF+HK)
Chun Li does a flip over the opponent and dos a palm or knee (can't
tell) onto the opponents back.
Yousou Kyaku (Hawk's Talon Kick) (in Air, D+MK)
Chun Li extends one leg downwards in an attempt to step on the
opponents head.
Sankaku Tobi (Triangular Jump)- Jump against wall, then Opposite
direction.
Chun Li leaps to a wall and if done, will bounce off and jump higher.
Roundhouse kick - (F+MK)
Chun Li does a roundhouse kick. Looks real~ slick. Similar to what
we see in movies. And she kicks high too, so there, Microsoft.
Throws
------
Koshuu Tou - (Tiger Throw?) - (B or F+HP)
Chun Li grabs the opponent can pushes them backwards into the ground.
Ryuusei Raku - (Shooting Star Drop) - (B or F+HP in air)
An aerial version of the Koshuu Tou. She lands with the opponent and
does the throw as normal.
Special Moves
-------------
Kikou-Ken (Chi Fist) - (QCF+P)
Chun-Li's standard projectile. The Light punch version reaches
nearly full screen, where as HP reaches just in front of her. Has a
slight start up delay but comes out fast. Nothing special really.
Don't expect it to win any fireball wars though.
Hyakuretsu Kyaku (Hundred Straight Kick) - (tap K)
Chun-Li does a series of Rapid kicks which last as long as the Kick
button is being pressed. Kick button used determines how fast the
kicks move and frequency of button taps, where the higher the
strength, the faster the button presses and kicks. Good for mashing
and random button mashing combos. Ok priority and has same range as
the MK.
Spinning Bird Kick - (Charge D, then U+K)
Chun Li flips upside down and does a series of spinning kicks. Chun
Li's trade mark move from her earliest days. It does multiple hits
but can be ducked and cannot travel over any projectile. It is
vulnerable at startup but has good priority when being performed. It
can be beaten by most air attacks though. Does good block damage and
can be done in combos. Kick used determines how far it travels,
where LK does 1/4 screen, and HP goes 2/3 screen.
===================================
VI. Super Moves/Desperation Attacks
===================================
Kikoushou (Chi Palm) -
"Haaaaaaaa Kikou-Shou!" -(QCF, QCF+P)
Chun-Li emits a large globe of chi. Unlike pervious versions all
levels are the same size as character sized globe. The level varies
how long the attack lasts for. Negates all projectiles as well as
defeats all attacks within range. It is a great defensive move, as
it covers her entire front. Good for combos too. Doesn't have much
recovery on it either. Some super projectiles maybe able to pass
through it.
Houyokusen (Phoenix's Fanning Wings)
"Iku Wa Yo!" - (QCF, QCF+K)
Chun Li dashes forward and does a series of Hyakuretsu Kyaku onto the
enemy. Level 3/Max has slight invincibility start up. Strength of
button determines distance as well as number of hits done. It
changed from Charge motion to the fireball motion, so it maybe good
or bad depending on how you play. Good for a counter since it comes
out fast and as good range. It also has pretty good priority, and
can combo. The initial rush is very fast, so it can catch many
people by surprise, assuming they didn't notice the "super spark"
animation.
==================
VII. General Notes
==================
This version of Chun Li seems to have been taken from the Street
Fighter III version. She loses a few moves though, making her close
to her Super Street Fighter II days.
================
VIII. Strategies
================
As one can tell, Chun Li is mostly kick orientated. She is a poking
character, since her moves are fast and have very good priority.
Jumping around and pecking the opponent to death is the way to go.
Character Stratagies:
---------------------
Versus;
Gouki/Ryu/Ken
-------------
Chances are the shotokans will be a common enemy. The Double Strike
is a good way to teach them not to throw fireballs. Many Street
Fighter II player should remember this match. Their Dragon punch is
always your bane, so try not to be predictable. The Kikouken really
is no match for the Hadoken, so don't enter any fireball wars. Chun
Li's normal moves usually are higher priority, but be cautious when
poking.
Kusanagi Kyo
------------
Kyo players will try to stay in close range and whip out their
combos. Chun Li does have the faster pokes so it should be a hard
match. Kyo's Super moves are pretty powerful though, so keep an eye
out.
Terry Bogard
------------
Fly around an poke him to death. He is well balanced but no where as
fast as Chun Li is. The Power Geyser is a deadly counter against
your jumps. The crouching MK is a good move since it can beat a lot
of his move. Kikoushou if he gets too close for comfort. Block his
Burn knuckles and give him a Houyokusen in return. The crack shoot
is pretty easy to beat with almost any move.
Sagat
-----
Most Sagat players I have seen revolve their game around the tiger
shots. With rolling and other ways of dodging them, his ground game
has weakened quite a bit. Nonetheless he still has some powerful
defensive moves. Try to weave in and out of his attacks and combo
him.
Geese Howard
------------
This can be a hard battle. His counters can make poking dangerous,
and his normal moves are probably even higher priority than Chun
Li's. Do note that players cannot really perform the counter on the
spot, but instead, predict most of the time. Try doing a Crouching
LK out of his range several times. If he whiffs a low counter,
counter it.
Vice
----
Vice is now back to her powerful KoF '98 incarnation. She has all
her grappling moves, including her air-follow ups. Vice players need
to stay in between close and mid range, so your best bet is to zone
them. Being a grappler, you can't really beat them up close, so use
the crouching MK to keep he away as well as annoy her. She can roll
past and do a lot of damage though, so keep moving around. Vice
might whiff a throw or two, so counter quickly since the window of
opportunity is pretty small.
Yagami Iori
-----------
He can Ya Otome jump ins as well as do a lot with his jumping HK.
Iori is pretty slow though, and Chun Li should be able to out poke
him. The spinning bird kick is pretty useless since his Standing HK
can beat it most of the time. Keep moving and poking.
==========
IX. Combos
==========
=============
X. Miscellany
=============
Win Quote:
----------
"Victory is nice, but I have no time to celebrate..."
"You cannot measure someone strength by their honour..."
"Once this tournament is over, then I will..."
"What were you thinking? You can't show off if you don't have any
skills."
Special Intros:
---------------
-Vs Benimaru- Benimaru throws a heart into the air and Zaps his air
up.
-Vs Yamazaki- Hon-Fu appears but gets a Snake arm to the butt.
-Vs Mai- Sees another Chun-Li. Mai takes of her disguise and Chun Li
looks confused.
Comment:
--------
-Well animated in this game.
-Lost a lot of attacks.
-She does kick high and she is the original. So there Microsoft.
=====================
XI. Notes and Credits
=====================
-Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All
Characters mentioned relating to the game are as such property of
Capcom.
-Translations for "Koshuu Tou," "Houyoku Sen," referenced from Mr.
Chris "KMegura" MacDonald's "Street Fighter III 3rd Strike: Fight for
the Future FAQ/Movelist" Hosted at Gamefaqs.com
-Mr. Jeff Veasey at
Http://www.Gamefaqs.com for hopefully hosting
this FAQ.
-W.W for a getting beat by my Chun Li.
-L.N for the NGPC sessions back then.
-N.H; You aren't the Queen of Street Fighter, but you are my Queen.
-If, for any part, I may have borrowed or referenced information that
originally stemmed from your work, PLEASE do notify me and I will
immediately remove or a credit the work from this FAQ.
This document Copyright 2002 by Kenny "kenshi" Tam, and may not be
duplicated or reproduced (in part or in full) for profit without the
explicit permission of the author. Chances are it will be rare if
anyone would want to use this crappy FAQ.
This document is supposed to appear on
http://www.gamefaqs.com.
http://www.psxcodez.com
http://www.DLH.net
http://www.gamespot.com