Date: Sun, 1 Feb 1998 16:29:24 -0500


M a r v e l  S u p e r h e r o e s
       v s.  S t r e e t f i g h t e r

  ___| |                       |    _)
 |     __ \  |   | __ \        |     |
 |     | | | |   | |   |_____| |     |
\____|_| |_|\__,_|_|  _|      _____|_|

                 __ \        |               _)
  Faq Version    |   |  _ \  __ \   __|  _` | |
      A          |   | (   | | | | |    (   | |
   © 1997       ____/ \___/ _| |_|_|   \__,_|_|
      & 1998
=================================================================
Chun-Li Dohrai Faq
Written by Aoi
Marvel Superheroes vs. StreetFighter
version 1.5
http://frontiernet.net/~aknight
http://frontiernet.net/~aknight/gamerave/faqs/msfchun-li.txt
e-mail: [email protected]
Newsgroups I frequent: rec.games.video.arcade & alt.games.sf2
==================================================================


This faq took a while to write because I had to practice on the
toughest, cheapest players on campus. The people in this area are
very good and play time versus the CPU is available but not enough.
I got the CPU to myself alot when I compiled information for my
Tekken faqs. Mainly cause people saw me play and played me and I
went through matches without much mercy. Welp I got that done to
me when practicing Chun-Li. Most people here promptly picked
Ryu and Ken or Cyclops and Ryu as a team. Alot of the old match-ups
from X-Men vs. StreetFighter and did the same old cheap crap. Anyways
I got better as I went on practicing Chun-Li and I became pretty
formiddable against them. I compiled alot of information in the past
month and a half or so and have alot of information to share here.


I planned for this faq to be massive. Hoping to cover all aspects
of Chun-Li. I haven't seen any other Chun-Li faqs out there, not
even for the StreetFighter series. It's a shame no one spent the
time to give people in depth information about her. Oh well, guess
I'll be the first to do so. I have experimented with different partners
for Chun-Li seeing who's moves work best with hers and who can back
her up well at all times. I have come up with some of the best
possible partners (my opinions and observations), strategies, tactics
whatever for Chun-Li and have compiled her best combos into
this massive Chun-Li faq for Marvel Superheores vs. StreetFighter.


I n t r o d u c t i o n

I never really realized how awesome Chun-Li was until playing this game,
Marvel Superheroes vs. StreetFighter. I played her in StreetFighter 2,
StreetFighter Alpha and a few other SF games but not as much as now.
She was always one of my favorites but Ken was my character of choice
for a long time since the original SFII. Chun-Li doesn't have easy air
combos like Wolverine, hers are actually some of the hardest because of
the slower timing. She is very dangerous. She has it all flashy combos,
speed she is an overall character. Where she lacks in power comes through
in her combos.

I have developed a play style that is more or less a mixture of all
aspects of one on one fighting games. It just involves deception,
quick reflexes, poking, getting in their face then quickly retreating
and watching their reaction to certain pressure tactics. Basically
I find their weaknesses and then favor that with deceptive combos
and such. If they catch on I quickly find another weakness by
means of pressure tactics. I just dub it the 'pressure/eclectic'
style. People say it's cheap cause they think I poke too much but
basically all I do is use pokes as bait then when someone tries
to attack I just find a weakness in the attack and go for it. Cheap,
I think not more like using yer head logically. :)

So you think you want to learn Chun-Li? Well first you need to learn
the basics of the game. Mosey on down to the legend section and
study the moves. Chun-Li is not for the meek. You gotta move in,
play keep away and learn her mostly flashy but moderately difficult
combos. She's worth the play time so read on.

On another not this faq was written in notepad and edit.com, the
generic DOS editor. So use a courier type font to read this.
You can view this in your favorite editors like notepad or edit.com,
but I would advise that you print from your internet browser or
edit.com. Notepad screws up the alignment for some reason, but Netscape
and Explorer adjust everything just right.

C o n t e n t s :

o Version History
o Statistics
o Legend
o Special Moves
o Super Moves
  - Rating Meter for special/super moves
o Magic Series
o Buffering (cancelling/2-in-1)
o Counterattacking
o Combos
  - Characters with Super Armor
  - Ground & Ground to air combos
  - Launchers for air combos
  - Air combos
  - Air Throws/Air Throw Combos
  - Police Van Combos
o Against Cyber-Akuma
o Best teammates for Chun-Li
o Chun-Li's Ending
o Miscellaneous stuff/move meanings
o Cool Stuff
o Taunts
o Some winning quotes...
o Infinities
o Against certain characters
o In Conclusion....
o Credits
o Places to find this faq
o From the author...

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Version 1.0
-----------

o First release, tons of info.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Statistics
----------

Catch Copy: Strongest Woman in the World
Nationality: Chinese
Residence: Beijing, China
Fighting Style: Wushu Kung-Fu
Date of Birth: March 1, 1969
Blood Type: A
Height: 170 cm (5'7)
Weight: Secret
Measurements: B 34" - W 22" - H 35"
Likes: Her father Dohrai, rice
Hates: Vega, Bison and anyone else who doubts her fighting abilities

One night Chun-Li's father suddenly disappeared and was later believed
to have been captured by M. Bison, who entered a fighting tournament
looking for new soldiers. Chun-Li also entered and fought her way to
M.Bison. Although she won the battle, Bison got away bragging about
how he killed her father. She caught up to him later, but Bison got
away again and hospitalized her.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

For this faq/movelist I'll use the ABC-XYZ format for the buttons
and the graphical joystick patterns for the joystick motions. Keep
this in mind because whenever I explain a combo, etc. I'll use A,B,C,X,Y,Z
throughout the entire faq.

Legend
------


       O  O  O       A       B       C
        \ | /       Jab   Strong  Fierce
       O- N -O
        / | \        X        Y         Z
       O  O  O     Short   Forward  Roundhouse




D a s h...... -O, -O or O-, O-


S u p e r  J u m p..... | O
                        O |

S w i t c h  O u t..... C + Z


T e a m  C o u n t e r.... O- / | + C + Z (while blocking)
                             O  O

                           |  \
T e a m  S u p e r........ O,  O, -O + C + Z


A d v a n c i n g  G u a r d.... All 3 punch buttons (while blocking)


T e a m  A t t a c k............ B + Y


T a u n t....................... Press Start


General Combo Legend
--------------------

The combo legend is important when reading the combos because of the
abbreviations. So just glance at the connotations for a few minutes
and proceed to the combos!

, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
OC. stands for offensive crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing (for Chun Li, Blackheart and Omega Red only)
F. stands for Flying (for Dhalsim, and Bison only)
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


S p e c i a l  M o v e s
------------------------

Chun-Li is pretty easy to use if you are a shotokan veteran, because alot
of her once charge moves are either dragon punch motions or fireballs. Her
only remaining charge move is the Mini- Kikosho. You still have to know her
range and play her like any other version of StreetFighter, but just switch
up the control motions that you do.

Kikoken.... | \ -O + a punch button
-------     O  O

Axe Kick.... |  / O- + a kick button
--------     O O

Vertical Spinning Bird Kick.... -O | \ + a kick button
---------------------------        O  O

Lighting Leg Kicks..... Tap a kick button repeatedly
------------------
(also can be done in the air)

Mini Kikosho........ charge O- , -O + a punch button
------------

Head Stomp.......... down + Y (in the air)
----------

Neck Throw.......... d/f + Z
----------


S u p e r  M o v e s
--------------------


Kikosho......  | \ -O + 2 punch buttons
-------        O  O

Hazan Tenshou Kyaku...... -O | \ + 2 kick buttons
------------------          O  O

Sen Retsu Kyaku......... | \ -O + 2 kick buttons
---------------          O  O



^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

R a t i n g  M e t e r  f o r  S p e c i a l  M o v e s
-------------------------------------------------------

The rating meter is just an analysis of all of Chun-Li's moves and
their importance (priority) in a match. The moves will be described
and given a rating. Please understand that the ratings are from my
experiences. You may disagree and may have worthwhile explainations
as to why you don't agree with the ratings here, but who's faq is this? :)

Since she only has a few special moves to work with I will rate from
1-3. 1 being average, 2 being high and 3 being top priority.

-----------------------------------------------------------------------

  Move Name:             Command:                       Rating:
   Kikoken          | \ -O + a punch button                3
                    O  O

The Kikoken is Chun-Li's full screen fireball. It has rather slow
execution and couldn't really compete with Ryu's constant barrage
of fireball's, but it does serve well as a fireball shouldn't keep
away. It also allows Chun-Li average recovery and can combo. The Kikoken
can also juggle. It sounds easy, but is rather difficult what you can do is
after successfully connecting with a vertical spinning bird kick have it
where you execute the move in the center of the screen 2-in-1 the Kikoken
before you land and by the time they descend it should hit. Does nothing
big damage wise, but is just fun to do and quite hard to pull off
consistently.

 -----------------------------------------------------------------------

   Move Name:             Command:                       Rating:
    Axe Kick        |  / O-  + a kick button                2
                    O O

The axe kick is an alright Chun-Li move and it goes over low attacks, but
if it is blocked and the person your playing has any brain cells they will
jump at the opportunity to throw her. You could buffer the head stomp after
the axe kick simply by holding down while she is about to do the axe
kick then immediately lift up on the joystick to jump and then press down
and medium kick. While stomping them you can buffer in the lighting leg kicks
with either kick but preferrably the roundhouse kick for more hits. This keeps
aspiring throwers at bay if they continually try to throw you after the axe
kick.

The best bet is to use it as a ground combo finisher and if you suspect a low
attack use this. Also the recovery on this move isn't that great about the
same as SF Alpha.

 -----------------------------------------------------------------------

   Move Name:               Command:                         Rating:
  Vertical Spinning     -O | \ + a kick button                  2
     Bird Kick             O  O

The spinning bird kick has gone a long way since SF2. It has gotten better
but if you miss you can forget it. The one and only time I use this move
is in combos and as a anti-air defense move. This is my favorite move, but
you absolutely have to know when to use this move. Cause if you miss when
using either forward or roundhouse kick, Chun-Li will continue to ascend
leaving her very vulnerable. I have a hunch that if you are playing anyone
who has air supers, they can peg her hard. It has never happened to me but
I am almost sure Ryu can with the air shinkuu hadouken and Sakura can with
the Haru-Ichiban. The hurricane kick that goes straight upwards. There are
others but I think if timed right air supers can nail her. That is why it
important not to over use this move except in combos and in the right
situations.

-----------------------------------------------------------------------

   Move Name:               Command:                          Rating:
 Lightning Leg kicks     tap a kick button repeatedly             3

The lightning legs is Chun-Li's only original move from SF2. This moves combos
very well and is the ultimate defensive and offensive move. In other words
there is no apparent flaws with this move. She can do it in the air making
it a great air combo finisher and it takes mad damage from their meter.

-----------------------------------------------------------------------

   Move Name:               Command:                          Rating:
   Head Stomp               down + Y (in air)                    3

The head stomp is very useful and links perfectly with the lightning leg
kicks. You can do 3 stomps in succession. I generally use the head stomp
after successfully connecting with a crouching Z (roundhouse). You can also
you the head stomp as a poke tactic. One way that I use it is to super jump
then head stomp once then quickly triple jump up to saftey. Then air dash
around and follow them then poke again with the head stomp. After poking with
the head stomp you can decide when it is best to 2-in-1 the lightning leg
kicks.


-----------------------------------------------------------------------


   Move Name:               Command:                          Rating:
   Neck Throw               d/f + Z                              3

The neck throw is very, very useful and is almost underrated. Use this
after utilizing ground poke tactics like: standing A,B, neck throw, etc.
The neck throw can be done in the air and is one of Chun-Li's best
defensive-offensive moves. It's serves as both.


-----------------------------------------------------------------------

    Move Name:               Command:                          Rating:
   Mini Kikosho     charge O- , -O + a punch button               2

The mini kikosho's main objective is to be used in combos. It is sort of like
Dan's fireball but is a little wider and bigger which means it will hit more
often than his. Also she has two fireballs this one and the Kikoken so no one
can really complain about that.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

R a t i n g  M e t e r  f o r  S u p e r  M o v e s
-------------------------------------------------------



-----------------------------------------------------------------------

  Move Name:             Command:                       Rating:
   Kikoshou          | \ -O + 2 punch buttons               3
                     O  O

The Kikoshou is a great super cause it encases Chun-Li is a huge bubble
aura of energy. The only drawback is the range, it surrounds Chun-Li
and it doesn't go across the screen. It works best up close, as a
anti-air super, anti-anything. You cannot penetrate it or touch Chun-Li
until the super has ended. The best super to team this up with is a
long range super like Bison's (especially the Psycho Crusher), Ryu's
(Shinkuu Hadouken), long range dragon punching supers like Ken, Akuma,
and Captain America's.

-----------------------------------------------------------------------

  Move Name:             Command:                       Rating:
Hazan Tenshou Kyaku   -O | \ + 2 kick buttons               3
                        O  O

The Hazan Tenshou Kyaku is a super vertical spinning bird kick. It is
a good anti-air super. It combos off the crouching medium kick pretty
well and also her launcher. I am still looking for great linker for
this super. It does 8 hits altogether. This super is very powerful
having the ability to take down the biggest, strongest characters and
allowing juggling opportunities and follow-ups. The most important
thing is to know what this super links off of and when to use it. It
is like it's regular counterpart, the Vertical Spinning Bird Kick with
the same stipulations except is a little harder to combo because you
have to press two kicks to get the move off which isn't bad but can
change your timing just a little. Nothing big.

-----------------------------------------------------------------------

  Move Name:             Command:                       Rating:
Sen Retsu Kyaku      | \ -O + 2 kick buttons               2
                     O  O

The Sen Retsu Kyaku is a great super and works well as a 2-in-1 OTG super.
Usually I do it after the crouching short in OTG combos. The only drawback
to this super is the delay after the super is finished. Chun-Li retracts
her leg and holds it for like 1.5 seconds. I don't usually get hit after
performing this super if it is blocked but the lag time afterwards is
noticeable and you should be aware that it is there.


-----------------------------------------------------------------------


M a g i c  S e r i e s
----------------------

The magic series is divided into 3 seperate brackets zigzag, weak series
and strong series. Basically the magic series is a combination of normal
moves that link into another normal move.

Zigzag: Jab --- Short --- Strong --- Forward --- Fierce --- Roundhouse

Weak Series: Jab/Short --- Strong/Forward/Fierce/Roundhouse

Strong Series: Jab/Short --- Strong/Forward --- Fierce/Roundhouse


-----------------------------------------------------------------------

B u f f e r i n g
-----------------

Also known as 2-in-1 and cancelling, buffering is just linking a normal
move into a super move during the normal moves' mid animation. For example
I know that standing strong can cancel into the Vertical Spinning Bird
Kick. When doing the standing strong you just immediately perform the
motions for the Bird Kick during the standing strongs' animation. A
simple combo would be: dash forward...crouching Y, standing A,
B, 2-in-1 Vertical Spinning Bird Kick with Z. Buffering is
maybe one of the most important techniques you will have to master in
order to pull off those crazy combos that you may have seen or heard
of. You will know when you get a 2-in-1 because once your character finishes
their last action before the super you won't see any gap between the two
moves. It just flows together seamless and is very useful if you are trying
to bait someone by just doing standing fierces for example then 2-in-1'ing a
Kikoshou afterwards if they try to attack. Buffering is a more advanced tool
but must be learned in order to compete and dominate in competition. In my opinion,
the buffer king is Wolverine. The main reason is all his attack link into each
other very easily and his supers link together with most all his moves too.
Chun-Li's moves buffer quite easily together,but the slight delay before her
supers detraments a little from effort put into it.

-----------------------------------------------------------------------

C o u n t e r a t t a c k i n g
-------------------------------

As you may know alot of people have picked up on the little cheapo sweep
combos made popular in StreetFighter Alpha, crouching short,short,forward,
roundhouse. Well a very good counter to that is to anticipate it coming
and do a vertical spinning bird kick. It will interrupt the sweeps out completely
and from people I have played say it is very, very frustrating. Most people
use the sweep combos to try and soften you up in order to do a super. You can
neutralize them and make them think twice about doing cheap sweep combos more
than once or maybe even trying them on you at all. Also for people who like
rushing in and attacking you can still use the vertical spinning bird kick to
neutralize them. Even people I have trouble beating say to me that it is very
frustrating when I cancel out most of their attempts to rush in with a barrage
of sweeps or any other attacks. You can cancel out most rushing attacks mainly
dashing low sweeps, with the vertical spinning bird kick. Even though this is a
Chun-Li faq I'll also mention that the same works for Ryu, Ken, Akuma, and
Wolverine with their dragon punches/tornado claw.

You can also interrupt air combos. This is difficult if they CPU or person you are
playing leaves no breathing room whatsoever. There are small break points in air combos,
but they are very hard to find. I have broken air combos and did a couple hits myself
as we were descending. This is very difficult cause you can still be air combo finished
even after you have broken or escaped the combo. Too many times have I escaped air
combos only to be air combo finished after my efforts. This is a very helpful technique
and should be used as often as possible. All you do is simply do a fierce attack at the
proper break points in the opposing characters' air combo. I have only tested this with
fierce attacks and know they can break combos. I don't know of any other way.


C o m b o s
-----------


                               A       B       C
                              Jab   Strong   Fierce

                               X        Y         Z
                             Short    Forward  Roundhouse


           c h a r a c t e r s  w i t h  s u p e r  a r m o r
           --------------------------------------------------

People say the super armor makes Hulk and Mega Zangief cheap, but
I actually like it because first it adds more hits to my combos,
I am a risk taker with a sorta "I don't care attitude, I gonna hit
you". Seriously though when playing humans who play Hulk or Mega Zangief
they sometimes tend to get crossed up when they get hit multiple times
real fast in succession then getting launched and air comboed doesn't
help them much either. It also helps you practice tapping out the buttons
required for her quick cross up combos like, dash forward...A,B, mini-kikoshou,
2-in-1 axe kick. Simple but confusing to block. Anyways the super armor can
be a pain when you are trying a combo and get hit by Hulk's fierce punch. But
that just means you haveta take risks and find ways of penetrating their defense.
When you do penetrate their defense you have to hit the super armored characters
twice before you will be able to launch them. One other thing is since Mega Zangief
can't block he can pentrate alot of attacks and grab you or do whatever. I once
saw a Mega Zangief play advance forwards while getting blasted with Ryu's Shinkuu
Hadouken. It is best if you keep him in the air. Chun-Li is the best character in
the air along with Omega Red and Mega Zangief is best on the ground. So try to keep
him up in the air and combo as much as possible while your up there.


           g r o u n d  &  g r o u n d  t o  a i r  c o m b o s
           ----------------------------------------------------

-- NOTE --

When OTG'ing you may have to dash forward a little for the OTG connector
to hit the opponent off the ground. OTG'ing is very important in successfully
doing the more complicated combos, so learn Chun-Li's OTG starters. One of
the more useful ones is crouching X. This is the one that you will use the most.

-----------------------------------------------------------------------

-- Beginner Combos --

[1] While dashing forward...standing A,B, 2-in-1 Vertical Spinning Bird
    Kick with either Y or Z.

[2] While dashing forward...crouching X, (launcher) standing Z, A,X,B,Y
    \/ crouching Y, 2-in-1 axe kick.

[3] Standing roundhouse, 2-in-1 Hazan Tenshou Kyaku.

[4] While dashing forward...crouching A,C,Y, 2-in-1 Sen Retsu Kyaku.


-- Intermediate --

[1] Opponent in the corner, while dashing forward...crouching Y, 2-in-1 Axe
    Kick, crouching X (OTG), 2-in-1 Kikoshou, immediately jump up-forward
    into headstomp (up to 3 stomps, but it is best to stop at 2 stomps for
    more damage with the lightning legs cause more will hit), 2-in-1
    lighting legs with Z.

[2] Opponent in the corner, while dashing forward....crouching Y,
    standing A,B,C, 2-in-1 Kikoshou, crouching X (OTG) ---> 2-in-1
    Sen Retsu Kyaku.

[3] While dashing forward...crouching X, (launcher) standing Z, A,X,B,Y
    \/ crouching Y, 2-in-1 axe kick, crouching X (OTG), standing Z, 2-in-1
    Hazan Tenshou Kyaku.

[4] While dashing forwards...crouching Y, 2-in-1 axe kick, crouching X (OTG),
    2-in-1 Sen Retsu Kyaku.

[5] While dashing forward...standing A,B, (launcher) Z, A,B,X,Y, \/ crouching
    X, 2-in-1 Sen Retsu Kyaku. (This was done on Hulk, so leave out the second
    hit which is "B" and just do standing A, (launcher) Z, etc. for the mid size
    to smaller characters.)



-- Expert Combos --

[1] Opponent in the corner, while dashing forward....crouching Y,
    standing A,B,C, 2-in-1 Kikoshou, crouching X (OTG) ---> standing
    Z (launcher), 2-in-1 Hazan Tenshou Kyaku

[2] While dashing forward...standing A,B, (launcher) Z, (air) A,X,B,Y
    \/ while dashing forward...B, (launcher) standing Z, 2-in-1 Hazan
    Tengyo Zyaku, \/ crouching X (OTG), 2-in-1 Sen Retsu Kyaku

[3] Opponent in the corner...axe kick, crouching X (OTG), (launcher)
    standing Z, 2-in-1 Hazan Tenshou Kyaku, ducking fierce (to juggle),
    2-in-1 lighting legs with X, crouching X, standing C, 2-in-1
    Kikoshou

[4]  While dashing forward...standing A,X, crouching Y, 2-in-1 vertical
     spinning bird kick with Z, crouching X (OTG), standing Z, 2-in-1
     Hazan Tenshou Kyaku, \/ crouching X (OTG), 2-in-1 lightning legs OR
     Sen Retsu Kyaku

[5] I didn't really know how to categorize this combo but it just involves
    Wolverine as your partner. What I did was a 8 hit air combo with Wolverine
    then tagged in Chun-Li and did a combo as they were landing. It goes like
    this:
           Wolverine on Hulk or any other character but it works best against
           on the big guys:
           Hulk, Zangief, Mega Zangief, Omega Red, Mephisto, and Blackheart.

           I did this one on a Hulk player
           Start with Wolverine and do:
           Dash forward...standing X,Y, (launcher) Z, A,A,B,A,X,B,Y, 2-in-1 Drill
           Claw forwards, immediately tag out for Chun-Li then juggle them with
           (launcher) standing Z, 2-in-1 Hazan Tenshou Kyaku.


                   l a u n c h e r s  f o r  a i r  c o m b o s
                   --------------------------------------------

Chun-Li's only launcher is standing roundhouse. This move is great because
it launches them pretty high up and sends them in a perfect trajectory to
execute the Hazan Tenshou Kyaku and also sets up her air combos very well.
The standing roundhouse also serves as a anti-air tool and no air attacks
(except air projectiles) can get to her from the air. Such as a jumping
fierce or whatever, it cannot penetrate they will be launched. Here are some
ways to link in the launcher for Chun-Li:

While dashing forward...standing A, (launcher)Z. Proceed to do a air combo
after Z.

For Hulk and Mega Zangief who both have super armor, it takes a couple of hits
prior to the standing roundhouse to launch them. If you just do the standing
roundhouse they will take damage but will absorb the hit and keep coming after
you so what I do is:

While dashing forward...standing A,B, (launcher) Z. Proceed to do a air combo
after Z.

Now they will be launched but if you had of just done standing Z or
standing A, (launcher) Z, you wouldn't have launched them. It takes 2 hits
prior to the launcher for the launcher to take effect on these two characters.


                                 a i r  c o m b o s
                                 ------------------

Air combos seem to be repetitive with Chun-Li since you can't do a super in the air
with her. You can do a very low air combo though and then 2-in-1 a super as they
fall down. Here is the basic structure of her air combos:

                                     standing Z
                                         |
                                         |
                                    -----------
                                   |   in air  |
                       A,X,B,Y or A,X,B,Y,Y or A,B,Y,X or X,Y,Y
                                         |
                                         |
                               then air combo finisher
                                   |            |
                                C,Z, or lightning legs


That is the basic premise of Chun-Li's air combos. The middle section is the intial
buttons you press in the combo then end off with either of the air combo finishers
she has fierce, roundhouse or the lightning legs.


                              a i r  t h r o w s / c o m b o s
                              --------------------------------

Chun-Li can end off her air combos with her neck throw. The basic premise is still there.
Launch them then do something along the lines of A,X,B,Y, cancel out into the neck throw.
Cool beans! You can usually do the throw after Y, the forward kick. Instead of doing one
of the other air combo finishers you can end off the combo with her air throw.


-- Police Van Combos --

[1] Opponent near the far left corner.....knock them up and back so they
    land on the police van. From here they will bounce off the top of the
    van, do a Kikoshou just as they hit the van. If timed right they should
    get juggled up a little in the upper left corner. You should try to hit
    them with the mid portion of the Kikoshou aura so they juggle up easier.
    Just as they are about to descend do crouching X (OTG), standing Z,
    2-in-1 Hazan Tenshou Kyaku.

    You need a level 2 super meter to do this combo because of the
    Kikoshous' and Hazan Tenshou Kyaku.

-----------------------------------------------------------------------

A g a i n s t  C y b e r - A k u m a
------------------------------------

Ok, from what I've seen Cyber - Akuma goes through mood swings like
a female when it's that time of the year (I apologize to the female
readers, it's was the only analogy that sounded good :) He can be very
easy then there are those days he doesn't want to be touched. Well what I've
noticed is Chun-Li'S triple air jump works very well against him and can
maybe even cause him to do a missed super, giving you a chance to retaliate.
He usually shoots out the rocket or tries a shouryuken or the super version,
I forget the term Messatsu Scramble Goku I think. Anyways the triple jump
can bait him into doing moves that can be interrupted and his main weakness
I've noticed is whenever he shoots the rocket his arm glows for a moment and
that leaves him very vulnerable for about a second. Doesn't sound like enough
time, but it is enough to do a Kikoshou if done quick enough or if you are in
close enough you can dash forward and do a Hazan Tenshou Kyaku. This super
has Chun-Li duck real low before it is executed. This is great because if in
close and he tries shooting a rocket he'll eat each and every kick. It's tough
and you'll probably get hit in the face most of time, but it definately is
good bait. Other than that poke, poke, super or do a super whenever you think
the computer isn't blocking. I noticed that people won't take the risk of
doing a super when the CPU charges at them or walks up to them, cause they
think it will block. Most of the time it will eat the super and sometimes it
might block like a pain. So the best way to beat Cyber - Akuma is to constantly
triple jump or double jump and wait for his mistakes. Chun-Li rules the air so
he really can't compete unless he does some cheesy behind air combo then juggle
you off the ground. So just air block when he turns on the crap mode. Then
retaliate by doing something like the head stomp and 2-in-1 the lightning legs.
One last thing is he sometimes does a unnesscery ashura warps (teleport) from a
distance, and comes right in you face. When you see him start to teleport from
far away do either the Kikoshou or Sen Retsu Kyaku.


-----------------------------------------------------------------------

B e s t  T e a m m a t e s  f o r  C h u n - L i
------------------------------------------------

Here is a list of all of the characters in Marvel Superheroes vs.
StreetFighter. I will also list the best teammates for Chun-Li.

Sakura
Ryu
Chun-Li
M. Bison
Ken
Akuma
Dan
Zangief
Dhalsim
Omega Red
Captain America
Cyclops
Blackheart
Shuma Gorath
Hulk
Wolverine
Spider-Man
Shadow Charlie
Evil Sakura
Mephisto
U.S. Agent
Armor Spider-Man
Mega Zangief

The best match-ups for Chun-Li for all 22 characters (except Chun-Li)
are as follows:

Ryu|Omega Red
-------------

Ryu and Omega Red are the best teammates for Chun-Li. It was a
real toss up, but they are both work very well with her.

The reason Ryu is the best teammate for Chun-Li is because he has
the power to back her up very well and his speed is up to par.
He has alot of endurance which helps because he doesn't lose life
very quickly like some of the other characters. The biggest thing
is the high priority with all of his moves.
His teamattack is a Hadouken which is annoying enough if you are
trying do dash towards Chun-Li and their team super says it all.
Ryu's Shinkuu Hadouken adds to her Kikoshou very well. If you hit your
opponent with the Kikoshou very close the Shinkuu Hadouken will eat
away the rest of the life th would have had left. Even if you miss
with Chun-Li's super, Ryu's super will still take up to 30 hits if they
do get caught.

Now as for Omega Red, he dominates the air just like she does. And
chaining Chun-Li's teamattack with his carbonadium coil throws
work very well with each other. I've done a carbonadium coil and thrown
my opponent into the wall then teamattacked with Chun-Li and hit them
with a Kikoken then juggled them with a d/f + Z tentacle from across
the screen. Basically Chun-Li and Omega's moves work well together
and his super works well with most all supers, and Chun-Li's is no
exception. If you get them in the corner and have Chun-Li start the
super your oppoent can forget about getting out cause Omega's super
is so eractic and one of the best supers in the game and both super
cover a large area. Omega's cover the whole screen and Chun-Li's
cover a wide area (not range) so their supers are best teamed up with
the opponent in the corner.

Wolverine
---------

Wolverine is also a very top notch teammate for Chun-Li. Both of them
are very quick actually they are the quickest in the game and his
damage points are pretty big. I mean if you play him with some sort
of sanity and actually know how you did the combo you did he is a
very keen fighter. His air combos are insane (excuse the contridiction
to the prior sentence), but matched with Chun-Li's speed and their great
teamwork with their team supers they are a great team. This is the team
I usually prefer, but when I feel like taking care of business I
promptly go for Ryu and Chun-Li or Wolverine and Chun-Li :)

Shuma-Gorath
------------

Not alot of people know how to play Shuma but this octopus is air
combo king and his teamsuper works very, very well with Chun-Li's.
Learn him, she can back her up well, very well. You might say
Shuma sucks, but the people who say that try her once or twice
lose with her and pass false jugdements. I never picked Shuma, now
I am learning her when I get the free time to practice on the CPU.
People always ask me how I play the way I do, I say practice and
taking risks. Who in their right mind would play Shuma against
a Shotokan scrub/advanced player (whatever their skill level is).
Well I do and they think they can just walk up a do as they please.
Welp I just do what I know and learn from experimenting and practicing.


........Use variety, change your strategy as soon as you feel your
opponent is catching on to your strategy/play style. Whenever I play
a game for the first time I do pretty well but sometimes get beat
over and over if I have never touched the game before. I catch on
fairly quick though and do crazy combos and stuff I try out and learn
thing from the guys in chat and stuff like that. This happened
when I first play Marvel Superheroes vs. StreetFighter. The guys here
have played X-Men vs. StreetFighter which I didn't get caught up in
and they transitioned over to this game pretty well. Me being the
old school StreetFighter player tried it out got beat and was laughed
at whenever I picked Dan [mainly cause I kick ass in all the Tekken
games, they don't stand a chance. So whenever I lose at a game it's
like they celebrate :)]. They constantly tried to convince me how
useless he was and gave me even less mercy. So I practiced with him
using what I new from StreetFighter Alpha. They all see his effective-
ness and now they sometimes play him when they don't think I'm around.
Hypocrites! Anyways my whole point is if you see a character you think
might be good, stick with them you may find a winner. The characters
were programmed in the game for a reason. As the old saying goes, "You
just have to know how to play them".

Your call
---------

You have to find what character backs up Chun-Li the best. These are
the main ones that I think do a good job at it. Plus even if you can't
play that character, try them out. Who cares if you lose the first few
times, it's just a game but I mean winning comes from losing. You have
to learn before you can teach....same goes here you win from learning
from your mistakes when you lose.



-----------------------------------------------------------------------

Chun-Li's Ending
----------------

Chun-Li's ending is supposed to be funny, but it's very short like all the
others except Dan, Ken's and Zangief's.
Chun-Li is seen saluting a elder Chinese general he has a grey beard and blue
suit on. I can't remeber the exact words verbatim but I believe it went like
this........

Chun-Li: (Chun-Li in a office saluting general) I completed my mission sir.
Elder General: Were there any problems during your mission?
Chun-Li: (A extreme close-up of Chun-Li with Hulk, Cyclops, Spidey, Wolverine,
Sakura and 1 or 2 others in jail making faces on the left of her.)No sir, but I
did meet some crazy characters and locked them up for save keeping.

That's it. Pretty cool. I think I typed it verbatim, might be off on a
few words. Doing it all from memory. I'll try to write down the ending
the next time I beat the game with her so it'll be verbatim.

-----------------------------------------------------------------------

Miscellaneous Stuff
------------------

Normal Moves
^^^^^^^^^^^^

You Sou Kyaku           Hawk Claw Kick  (head stomp)
Kakkyaku Raku           Crane Kick Fall

Special moves
^^^^^^^^^^^^^

Hyaku Retsu Kyaku       Hundred Burst Kick
Tenshou Kyaku           Skies Rising Kick
Kikoken                 Energy Realize Punch
Sen En Kyaku            Spining Circle Kick (axe kick)

Super moves
^^^^^^^^^^^

Sen Retsu Kyaku         Thousand Burst Kick
Kikoshou                Energy Realize Palm-of-hand
Hazan Tenshou Kyaku     Supreme Mountain Skies Rising Kick


-----------------------------------------------------------------------


Cool Stuff
----------

Most of you know that after a match you can press start then beat
on your fallen opponent. Well here are some after-match OTG combos.

Press Start to move your character around....Chun-Li in this situation

crouching X (OTG), (launcher) standing Z, 2-in-1 Hazan Tenshou Kyaku

crouching X (OTG),  2-in-1 Sen Retsu Kyaku

crouching X (OTG),  2-in-1 Kikoshou

Kikoshou

crouching X (OTG), crouching Y, 2-in-1 Lightning Legs

crouching X (OTG), Roundhouse Vertical Spinning Bird Kick

crouching X (OTG), Short Vertical Spinning Bird Kick, 2-in-1 Kikoshou as you land.

crouching X (OTG), (launcher) standing Z, wait a sec...Kikoshou, try
to get them square in the middle of the Kikoshou aura. Just looks cooler.

-----------------------------------------------------------------------

Taunts
------

One thing I wish they would get rid of is the taunts as you tag in and out
with your teammate. I guess this teaches you when and when not to tag in
and out. Anyways Chun-Li has two taunts. In the first one she holds her hand
over her mouth, laughs and says, "Yatta!". Her second taunt she leans over,
waves and says, "Gomen Ne". I usually taunt after finishing a combo mainly
combos with supers 2-in-1'ed into them. :) I think this is the best time
because it adds insult to injury, plus it is much safer because you land before
they do. They land on their backs and you land feet first, good trade off
don't cha think.

To taunt simply press start.


-----------------------------------------------------------------------

Winning Quotes
--------------

"I fight for peace, but all I ever see is war."

"I hope I get royalties and not some one time fee."

"Think to yourself, 'I can do it'!"

"I'm sorry was I a little hard on you?"

 She has a few more, but those are the ones I remember.
 One other one talks about avenging her father.
 I think Ryu has the best one:

 "I had better challenges back in the day!"

 Ken's are funny cause how can one character be so arrogant? He
 really has a chip on his shoulder in this game.


-----------------------------------------------------------------------

Infinities
----------

The only real infinities I have seen happen to Apocolypse. I have found one
for Chun-Li that is quite simple, but only requires a little distancing.
First it's best to knock out the little satellites that float around
Apocolypse. They look like like fans floating around. Get rid of those
then super jump up to the top of his head. From here do a short or forward
kick to the top of his head then 2-in-1 the lightning legs and keep doing it
over and over until you think she'll drift away from him when this happens
just hold the controller down while do the lightning legs and she'll light him
up from the top of his head on down. haha. When you get about to the top of
his fist do the triple jump, but jump maybe once just enough to kick him
squarely. As long as hits land he'll be helpless. If  you land on the ground
keep kicking. He should be defeated in like 7-9 seconds. You can do it.
It's not hard. See how fast you can beat him using the infinity.


-----------------------------------------------------------------------


Against certain characters
--------------------------

This small section of the faq will just explain some of the flaws with some characters
supers and how to counter attack. I won't list all of them, just the main ones.

vs. Ryu: Whenever he does a Taki Mastu Senpuu-Kyaku do the push block and it will push
him away from you and he'll still be suspended in the air doing the super hurricane kick.
Be careful now, walk up to him and do the Kikoshou. Don't get too close or you'll get sucked
in and don't do the Sen Retsu Kyaku because you'll get hit. It's like trying to stop a fan
with a foreign object. There's a 50-50 chance that you may be able to break in a kick him
with the Sen Retsu Kyaku but most of the time the odds will be against you. Finally the Hazan
Tenshou Kyaku isn't a good choice here either. The best bet here is the Kikoshou.

vs. Omega Red: His Omega Destroyer is impenetratable once it's started and it is worthless
trying to push block it. The only other bet is when he does his air super. If he so happens
to miss and you land before him out of his range do either the Kikoshou or Hazan Tenshou Kyaku
for maximum damage.

vs. Akuma: Whenever he does the super air fireballs, try to super jump over him if you can and
when you get to the other side do a Hazan Tenshou Kyaku or Kikoshou.

vs. Hulk: To defend against the Gamma Crush, if he doesn't hit you on the way up immediately
dash to the other side and do a kikoshou. I think if he misses on the way up you could
do the Kikoshou immediately as he is going up and have him land right on top. I almost
succeeded against one of my friends a week ago, but did the Kikoshou while he was getting
the meteroid and got crushed, I was a little late. Bah oh well. I'll let you know if Hulk
can penetrate the kikoshou with the gamma crush on the next update.

vs. Sakura: Her supers need to connect at certain ranges for them to work properly. Those
ranges are very extreme. You have to be very close for the Haru-Ichiban which if you push
block as she goes up, it will make her move over a little. Do a Hazan Tenshou Kyaku. If she
does her anti air super the fireball one, do the Sen Retsu Kyaku. Finally for the Midare
Zakura do either of Chun-Li supers cause if she misses Sakura hits the brakes trying to stop.
If you time any of your supers right, she'll eat all of it while trying to stop.

vs. Blackheart: If you can slip behind him or right in front of him while he is doing
the Judgement Day super, you can do either the Kikoshou or the Hazan Tenshou Kyaku.

vs. Cyclops: For his Mega Optic Blast super, try to super jump over and behind him. Once
you get behind him do any of Chun-Li's supers.


That's it for now, but if you can get behind anyone while they are doing a  ground
based super you can do any of your supers, launch them and do a Hazan Tenshou Kyaku or
air combo.


-----------------------------------------------------------------------


In Conclusion....
-----------------

Well I hope you learned some beneficial information after reading this faq.
I practice quite often since we have the game on campus. I get some pretty
keen challenge there so it's hard to try stuff on people. I practice on
the CPU so I can compile combos. The people are pretty good and I get
some of my combos off on them, but it takes alot to connect each any every
hit cause they block like classic Chun-Li (she blocked everything), the CPU
is pretty cool about taking hits :) so most of the combos you see here were
done on it. My next effort will be a Wolverine faq with some very cool air
combos, 2-in-1's after air combos, some very neat stuff. Until then, send any
info or combos you know for Marvel Superheroes vs. StreetFighter also Marvel vs.
Capcom. We have Marvel vs. Capcom here but it's way out in Victor a suburb
here in Rochester, New York and I can't really get out there much. Too far out
in Stickville :) Not really just can't get my friends to drive out there. As
soon as it comes to the city, I'll have combos for Chun-Li for that game too.
Also maybe even Strider Hiryu. He looks pretty cool! I have the old Strider game
for the Sega Genesis I think it's one of my favorite side scrolling fighters.
Anyways keep the combos listed here in mind and take care of business, Chun-Li
style. :)

-----------------------------------------------------------------------


                               c r e d i t s

All of my strategy, combos, everything in his faq came from me. No one
around here knows how to use Chun-Li that much so I ventured on my own.
Well I do owe alot of credit to the guys in the MCC gameroom for kicking
my butt everyday until I became some sort of competition for them :) Thanks
to Ken for sharing some Wolverine and Omega Red combos, not the one
mentioned in this faq, but other stuff. He's been great. Giving me mercy when
he could've killed me with Spidey any day of the week. I teach him combos then
he ends up doing them way better than me! He teaches me some and I'm like geez
explain it again. Thanks Ken! It's been cool practicing Tekken 2,3, StreetFighter
Alpha, Marvel Superheroes and Marvel Superheroes vs. StreetFighter with you.


-----------------------------------------------------------------------


                       Places to find this faq
                       -----------------------

You can find this faq on my website, Gamefaqs and a few StreetFighter
websites you will find the most updated version of this faq on my site
and Gamefaqs. This Chun-Li faq is bundled with a few of my best faqs
mainly from Tekken 2 & 3. I rared the files instead of zipped, heh. WinRar
is the quite competitor to WinZip. Get the program and tell me what you think.
It can be obtained at any of the downloading warehouses like http://www.download.com,
http://www.windows95.com, http://www.shareware.com and Eugene Roshal's page
http://www.geocities.com/SiliconValley/Lakes/2797/. He's the author of the program.

The URL'S to get this faq are:

Sove Interactive: http://frontiernet.net/~aknight/gamerave/faqs/faqs.rar
Gamefaqs: http://www.gamefaqs.com
SF Marsh: http://www.geocities.com/TimesSquare/Castle/3009


                            From the author...
                            ------------------

Chun-Li FAQ for Marvel Superheroes vs. StreetFighter © 1997 by Aoi.
Marvel Superheroes vs. StreetFighter © 1997 Capcom Entertainment.
The information in this faq is from my personal observations and
experiences. If you find something wrong like typographical errors
send them. The combos work. Please don't email me saying they don't
and please don't go on newsgroups and whine that the combos or what not
from this faq don't work. Just practice. That's what I did :p This FAQ
is totally free. If anyone does reproduce this or any magazines decides
to print this FAQ, drop me a line to let me know and put my name right
next to the FAQ or any parts of the FAQ that may have been used. Don't
put my name in microscopic text at the bottom of page 80 if used in any
type of media. Leave the FAQ in it's entire glory. Please do not cut info
out doing a little editing here and there and retouching it up with a few
of your words. It still ends up being plagerism. Too make a long story short
if you use this FAQ gimme the credit, if you try to sell this FAQ gimme
100% profit. Fair right. :)