o__ __o o o o
/v v\ <|> <|> _<|>_
/> <\ / > / \
o/ \o__ __o o o \o__ __o \o/ o
<| | v\ <|> <|> | |> _\__o__ | <|>
\\ / \ <\ < > < > / \ / \ \ / \ / \
\ / \o/ o/ | | \o/ \o/ \o/ \o/
o o | <| o o | | | |
<\__ __/> / \ / \ <\__ __/> / \ / \ / \ / \
STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <
[email protected]>
version 1.5
Nov. 9, 1999
this faq is copyright 1999-2000 Joseph Christopher
I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...
By gaining access to this faq you agree to the following terms:
___________________________________________________________________________________
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|| by someone who lost to you via a technique found in this faq, and ||
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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* This society does not care if you're the dumbest vegetable on earth,
if you do something wrong, someone will make you pay the price! ;)
* Chunli's back, with a pair of bigger, better-looking b***s than any
other female in the capcom world with R.Mika as the only possible
exception. (I know what you're thinking but no, I meant boots!) Capcom
certainly did a great job of "translating" her graphics and make her
fit in the SFIII world, but enough of her looks. Using Chunli yields
a lot of advantages, namely,
1. Chunli has a vide variety of high and low hitting moves that can keep
an opponent hopelessly guessing
2. Chunli can NEVER be out-smarted in mid-air. (she has an air throw, a
two-hit mid-air kick, a mid-air punch that pummels the opponent on the
ground, a triangle jump, and more!)
3. Chunli's moves can all serve as surprise attacks (except her fireball
but who needs that?)
4. Chunli's tauntS ARE the only oneS that can really annoy an opponent
Why read this guide:
I. Legend
II. General Moves
III. Normal Moves
IV. Special Moves
V. Supers
VI. Combos
VII. Vs. Computer
VIII. Vs. Human
IX. Ending
X. Credits
XI. Revision History
XII. Final Words
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ __ ____ ___ ____ _ _ ____
(_ _) ( ) ( ___) / __)( ___)( \( )( _ \
_)(_ )(__ )__) ( (_-. )__) ) ( )(_) )
(____)() (____)(____) \___/(____)(_)\_)(____/
U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ___ ____ _ _ ____ ____ __ __
(_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( )
_)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__
(____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
dash - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
direction)
overhead - MP+MK
taunt - HP+HK
parry - tap F at the moment of impact of the opponent's attack (maybe
done in mid-air)
low parry - tap D at the moment of impact of the opponent's attack (no
longer can it be done on high attacks)
red parry - tap F at the moment of impact of the opponent's attack right
after blocking a previous one. (both the current and previous
attack must've been a combo for the red parry to be acknowledged)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ____ _ _ _____ ____ __ __ __ __
(_ _)(_ _)(_ _) ( \( )( _ )( _ \( \/ ) /__\ ( )
_)(_ _)(_ _)(_ ) ( )(_)( ) / ) ( /(__)\ )(__
(____)(____)(____)() (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
1) LP - Chunli doesn't throw real jabs, but her LPs can be considered
identical to any shoto's jab in terms of speed, damage, and
effectiveness.
a) standing - Chunli opens her hand, palm up, close fingers, and hits
the opponent in the neck or in the chest if he's a little
taller like Urien. Must always come in sets of three
if you are to fully utilize Chunli's poking powers.
b) close - an elbow to the opponent's face. Good poker, but really
nothing more than that. Does neglible damage and can easily
be recovered from but enough of this move and on to the next.
c) crouching - she throws a punch that's just as useful as any normal
or small sized player's jab in the game. Used to confuse
low-blocking opponents to continue blocking low when
you decide to do an overhead or a Hazan Shu.
d) jumping - she leans forward and reaches out almost horizontally
with a long-range cross-armed punch that comes out slow
and cannot be taken as a high priority move despite its
reach.
2) MP - generally (and unexpectedly) just considered as pokers and nothing
else. Counters many dashing attacks and therefore should be used
in those situations.
a) standing - her farther arm does something similar to her standing
LP, but the hand is faced down and hits the opponent's
face while the other hand is simultaneously hitting the
chest. Looks like she'll need a lot of recovery time for
this move but no, it recovers just fine...
b) back - your arm becomes a blur as you swiftly slap your opponent
and just as quickly return your whole arm to its original
position. Not a very useful move but a move nonetheless so
try it and you might find a combo for it.
c) crouching - from a sitting position, Chunli reaches out her hand
in the form of a punch by bending over until she's practically
already lying on the ground. You can use this move as
a surprise attack to those who block high while your
still a little far from them.
d) jumping - it's just a slower but more damaging version of the
jumping LP, also as long reaching yet also as low in
priority.
3) HP - come in a variety of uses and should be taken individually and
not described as a whole hence,
a) standing - a long-reaching punch to the head that actually makes
you do a step forward first before executing it. It's
a good anti-air that comes out fast and like I just said,
has a longer reach.
b) back - remember what Chunli did to launch her first projectile
in the SFII series? Well, if you don't, it's a double palm
strike to the midsection and that's what her back HP in
SFIII 3rd Strike does. And like its predecessor, does a lot
of damage.
c) crouching - you make a big swing with one arm that looks like it
could reach further than her other moves but actually
cannot. Use this move only as a combo filler cause that
is what it does best.
d) jumping - it's an even slower and yes, even more damaging version
of the jumping LP and MP. And like I said also as long
reaching yet also as low in priority. She doesn't cross
her arms in this move, though. If you hit the HP button
twice she'll do a second punch with her other arm.
4) LK - just makes her look awkward and doesn't really do anything to
help win a match. All the LPs are even better pokers than these.
Try it but don't buy it.
a) standing - I can't really describe it. You'll have to see it for
yourself. Let's just say it's her farther leg that attacks,
targeting her opponent's shin. This farther leg makes
its way behind the nearer leg to connect.
b) crouching - from a crossed legged sitting position, Chunli straightens
out her outer leg to hit the opponent swiftly and easily.
Good poker but rather use the crouching LP verion.
c) jumping - a straight horizontal K that's one of the best moves to
use in an air to air encounter. May also serve as a jump-in
but rather leave that to the H attacks.
5) MK - having to ability to pierce through most attacks, this is her
most underrated move. Use it to counter incoming dash attacks
and close range encounters with the fireball. Also a good combo
filler and should be used mainly for that.
a) standing - Chunli's farther leg makes a giant spin and hits the
opponent's face on the way up. Looks like it's already
fit for an HK but then again, maybe not.
b) forward - a straight forward K that has its advantages, reach being
the most evident, and disadvantages, slowness being the
most evident.
c) close - you do an axe K that hits the opponent once on the way up,
and twice on the way down if you press the MK twice. Cannot
be comboed into anything ('cept the Hyakuretsu Kyaku, of
course) but even if it can, I'd rather use a D+HP-> special->
any of the first two supers if I'm this close.
d) crouching - from a crossed legged sitting position, Chunli spins
while trying to straighten out her inner leg. It's the
best thing to do after a jump-in because even though
it does less damage than the crouching HP, it reaches
further and therefore combos better.
e) jumping - it's just a slower but more damaging version of the
jumping LK, also as long reaching and also as high in
air to air priority. Can also be a good jump-in but like
I said, such a task should be left to the HPs and HKs
6) HK - don't ever tap the HK button once. Always tap at least thrice
a second to make sure a missed HK would turn itself into an
HK Hyakuretsu Kyaku that's sure to perish any opponent's thought
of punishing your mistake.
a) standing - a roundhouse K that needs a little hop before it is
executed. I think it can be used as an overhead but really
I'm not very sure about that.
b) close - Chunli delivers a knee to the opponent's chest while making
such an awkward pose: her body tilted away from the leg that
delivers the knee and her arms both stretched out. Great
damage but cannot be comboed into anything.
c) crouching - from a crossed legged stting position, Chunli straightens
out both her legs with much force to hit both the opponent's
shin and hips(in Hugo's case hits only the shin) and
knock him down.
d) jumping - very similar to the standing HK(notice it needed a hop
in its execution) Just another hard hitting, high prioritized
roundhouse K
* if you press DF+HK while close to the opponent, Chunli will jump at
an arc that'd make her land behind the opponent and double kick him
in the back of the head before she sets foot on the ground---cool
confuser!
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ___ ____ ____ ___ ____ __ __
(_ _)( \/ ) / __)( _ \( ___) / __)(_ _) /__\ ( )
_)(_ \ / \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__
(____) \/ () (___/(__) (____) \___)(____)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
* EX version - done by pressing two P/K instead of one in every move
- basically just increases in speed and number of hits
1) Kikkoken - D,DF,F+P
It's back to its old, short-range, self, but who needs a fireball
anyway? Beginners can evade it, Normal players can parry it, Better
players will counter. In short, don't you EVER use it except in combos
but even then, there are other, higher-hitting moves to replace it.
EX version can reach the other end of the screen but then again,
what did I just say about fireballs?
2) Hyakuretsu Kyaku - K (rapidly)
This move, as far as I know, is impossible to parry (at least fully
and easily). Besides being totally undetectable, it's so speedy it takes
less time to reach a 5-hit combo than a two-hit jab. But it's not all
that good. It has short range, makes you vulnerable to fireballs, and
takes some time to recover from. At least you're still kicking while
recovering.
3) Spinning Bird Kick - Hold D,U+P
Not as fast as her Hyakuretsu Kyaku (actually, I haven't seen anything
that is) but still a very good surprise move. It can now be part of
a combo unlike in her previous SF appearances.
EX version of this move is the only one that changes in effect.
It's stationary and sucks the opponent in like Ryu's EX Tatsumaki.
4) Hazan Shu - D,DB,B+K
One of the many reasons people should think thrice before throwing
a fireball. The LK version can also be used as an instrument for confusing
those who block all day. A good strategy would be to hit him with a
double D+LK/D+MK and connect with this move. It won't register as a
combo, you're guaranteed at least one hit if you don't do it often.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ __ __ ____ ____ ____ ___
( \/ ) / __)( )( )( _ \( ___)( _ \/ __)
\ / \__ \ )(__)( )___/ )__) ) /\__ \
\/ () (___/(______)(__) (____)(_)\_)(___/
1) Kikoshou - D,DF,F,D,DF,F+P
(comes in one short super bar)
Quite damaging, that is, if it hits close. Otherwise, it's just
a big pushover. It can definitely save you from jumps and dash ins but
then again, the damage isn't quite as worth as when you use it offensively,
I mean in a combo.
2) Houyoku Sen - D,DF,F,D,DF,F+K
(comes in two moderately long super bars)
ALWAYS follow up this super with a super jump-> double HP. Most
people forget that. This, in my opinion, is the best super to use whether
you are playing against the computer or a human. It's quick both in
execution time and recovery. It's a great surprise move and easily be
redone if blocked. And it CANNOT (fully and easily, at least) be parried!
Damage is also quite worthy of attention.
3) Tensei Ranka - D,DF,F,D,DF,F+K
(comes in three short super bars)
Usually, a super equipped with three small super bars is quite
useless, otherwise it would be cheap. The three short super bars were
meant to make up for the super itself so why choose this? It could
be used as a confuser (much like its simpler version, the Hazan Shu)
but I think the simpler one, being faster and more difficult to detect,
is even better.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ___ _____ __ __ ____ _____ ___
( \/ )(_ _) / __)( _ )( \/ )( _ \( _ )/ __)
\ / _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \
\/ (____)() \___)(_____)(_/\/\_)(____/(_____)(___/
(every LP Kikkoken maybe followed by a Kikoshou or a Houyoku Sen)
(every HK Hyakuretsu Kyaku and HK Spinning Bird Kick maybe replaced
by a Kikoshou or a Houyoku Sen)
Beginner
1) UF-> HK-> D+HK
2) UF-> HP-> D+HK
3) UF-> HK-> D+MK-> LP Kikkoken
4) UF-> HP-> D+MK-> LP Kikkoken
5) UF-> HK-> D+HP-> LP Kikkoken
6) UF-> HP-> D+HP-> LP Kikkoken
Intermediate
1) UF-> HP-> D+HP-> HK Hyakuretsu Kyaku
2) UF-> HK-> D+HP-> HK Hyakuretsu Kyaku
3) UF-> HP-> B+HK-> HK Hyakuretsu Kyaku
4) UF-> HK-> B+HK-> HK Hyakuretsu Kyaku
Expert
1) UF-> HP-> D+HP-> HK Spinning Bird Kick
2) UF-> HK-> D+HP-> HK Spinning Bird Kick
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ _ _ ___
( \/ )(_ _)(_ _) ( \/ )/ __)
\ / _)(_ _)(_ \ / \__ \
\/ (____)(____)() \/ (___/()
___ _____ __ __ ____ __ __ ____ ____ ____
/ __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \
( (__ )(_)( ) ( )___/ )(__)( )( )__) ) /
\___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_)
* a general strategy would be to do a Spinning Bird Kick followed by a
Hyakuretsu Kyaku because the computer can rarely retaliate in this
kind of situation
* These are NOT 100% applicable in all cases. There's always a chance,
slim as it may be, that the computer did not follow what I say below.
But it's safe to say that if you follow my guidelines, you'll always
win.
* Houyoku Sen is the most recommended super for the computer
Akuma - if you block a combo of his that ended with a Hadouken, do a
Jump HK cause he'll jump and try to do another dive K combo
- if he's in the corner and blocks your Kikkoken, he'll jump.
Do a dash back to Houyoku Sen if you will
Alex - whenever he does a HP Back Fist, duck. He'll follow up with a
Double Dive P which you should be ready to parry and counter
- if he suddenly walks back for 3 sec, get ready to parry his charging
elbow
Chunli - she wouldn't be herself if she didn't jump at least 10 times per
match. Simply rely on your Hyakuretsu Kyaku and you'll be fine
Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
to anticipate his moves. A good strategy would be to block his
attacks and retaliate
- note: don't block all day, especially if he's close cause he,
like most computer opponents, can always throw you when you least
expect it
Elena - memorize her body language and you'll see her charging kick from
a mile away
- low blocking her D+LK will make her do an overhead kick and follow
it with a sweep so counter as you see fit
- she'll super jump for you if you're too far away so time your
Spinning Bird Kick wisely
Gill - continue parrying his fireballs until he does something else
- he rarely parries in mid-air so you know what to do
- super jump back and bounce forward to land behind him if he gets
too close
- don't get intimidated by his meteor shower; it can be parried
- get intimidated by his ULTRA CHEAP angel of death super
- have at least one super ready to counter his resurrection super
Hugo - jab occasionally to make sure he doesn't grapple you
- when he jumps, carefully time a sweep cause he never expects it
Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
- if she jumps forward, meet her in the air and pummel her to the
ground with a HK
Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
- if he's near fully charged and you launch a Kikkoken, he'll jump
over it and propell himself with an EX Tatsumaki, landing behind you
Makoto - don't risk slow moves even if you think their damage is worth
the wait. She'll surely punish you with her speedy power P
- don't HK repeatedly just to charge up your super meter. She'll
see to it that you learn your lesson
Necro - don't jump cause he has a whole lot of ways to counter
- his mid-air drill K is always followed by a sweep
- he mixes his groud and air attacks but keep an eye on his feet
and you'll know when to do a Hyakuretsu Kyaku
Oro - he'll always follow a straight fireball with an upward one
- he rarely uses his uppercut now. That means you can always beat
him via jump-in combos
Q - he's crap. Don't know why he was chosen for a secret challenger.
Not much strategy is needed for him. He can be obliterated even by
simple jump-in combos
Remy - concentrate on countering his attacks and low parrying his projectile
- don't rush cause that's what he's waiting for
- if you must jump, be sure you're ready to parry a 2 hit flash kick
Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
and attack
Sean - you're half-screen away and you throw a Kikkoken, he'll always counter
with a hopping heel K which you, in turn can counter with a parry->
super
- two D+LK s will always be followed by a hopping heel k. Parry and
super
Twelve - don't lose hope if he's been countering all your jump-ins for half the
round. he won't be countering the succeeding ones and thus victory
for you
- keep an eye out for his invisibility. It's when you give all you've
got: He'll accept every last bit of it
Urien - crouching for 3 or more seconds yields a dive knee
- walking back for sec yields a charging shoulder
- standing for 3 or more seconds yields a projectile
Yang/Yun - they may have different abilities, but the strategies the computer
has in mind when playing them are identical
- whenever they're very far from you, they'll super jump and
dive K. You'll parry and super
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ _ _ ___ _ _ __ __ __ __ __ _ _
( \/ )(_ _)(_ _)(_ _) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( )
\ / _)(_ _)(_ _)(_ \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) (
\/ (____)(____)(____)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers
1) Houyoku Sen is the most recommended super
As I have mentioned above, the Houyoku Sen is best used whether your opponent
is a human or a computer. It does considerable damage, can be comboed further,
is great surprise move, can easily be redone if blocked, CANNOT be parried,
and is quick both on execution time and recovery. Whew! I'm out of breath!
But that's how Ms. Li is supposed to make anyone feel, right?
2) Mix-up your D+MK, Overhead P, and your throw
If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching kick and the overhead punch
and only use the throw when my opponents' getting the hang of it.
3) Try jumping straight up as the first round starts
Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.
4) Parrying is a big part of the game but...
Chunli does not rely on parrying that much. She's the offensive type.
Besides, if you're using her the only good thing to do after parrying is
a super. If, therefore, you haven't charged yourself up yet, better rely
on your Hyakuretsu Kyaku. It can counter just about anything you can parry
except fireballs.
5) Remember that you are "the great pretender"
Confusing opponents is what Chunli does best. Aside from the conventional
mixing up of your D+MK, Overhead P, and Throw, you can use her LK Hazan
Shu to get through low-blocking opponents. As I've mentioned above, A good
strategy would be to hit him with a double D+LK/D+MK and connect with this
move. It won't register as a combo, but you're guaranteed at least one
hit if you don't do it too often.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ____ _ _ ____ ____ _ _ ___
(_ _)( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __)
_)(_ ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-.
(____)(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/
* Chunli's sub-boss is Urien and this is what they have to say:
Chunli: I don't know what your scheme is but I can't let you harm small
children! Where is that girl?
Urien : How could you ask to see me for such a trifle thing?
You must be a fool!
I will give you the girl but you must entertain me in return.
Your legendary legs are said to have destroyed "that organization"
I'll have to find out for myself if the rumors about you are true.
* Chunli's ending:
It's a beautiful morning and Chunli relives the memory of her adventure.
She whispers to herself, "It has been six months since I held in my arms
the child whose life I rescued. Now I know the true reason for fighting...
to protect my motherland, just as my father did." She is then seen training
a bunch of Chinese kids. They all do a flying kick...(a little too mushy
don't you think?)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ ____ ____ ____ ____ ____ ___
( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __)
) ( ( (__ ) / )__) )(_) ) _)(_ )( \__ \
(_/\_)() \___)(_)\_)(____)(____/ (____) (__) (___/
Jeff Maxwell for sharing his opinions on the predictabilities of different
computer opponents and...
for constantly giving me a taste of brand new kung-fu shoes
(but that's nothing compared to the taste of a pair of bigger,
better looking b***s! (again, i meant boots!) hehe)
Red Phoenix (
[email protected]) for info on the whats and hows
of ASCII arts
E A Schweikert (
[email protected]) for Chunli's close MK comments
Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game
Ms. AsianCuteness for inspiring me in just about everything I do!
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ _ _ ____ ___ ____ _____ _ _
( \/ )(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( )
) ( _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) (
(_/\_)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_)
_ _ ____ ___ ____ _____ ____ _ _
( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ )
) _ ( _)(_ \__ \ )( )(_)( ) / \ /
(_) (_)(____)(___/ (__) (_____)(_)\_) (__)
v1.5 - updated normal moves section
v1.4 - fixed some errors
v1.3 - again improved ACII art
v1.2 - added normal moves section
v1.1 - improved ASCII art
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ ____ _ _ __ __
( \/ )(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( )
) ( _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__
(_/\_)(____)(____)() (__) (____)(_)\_)(__)(__)(____)
_ _ _____ ____ ____ ___
( \/\/ )( _ )( _ \( _ \ / __)
) ( )(_)( ) / )(_) )\__ \
(__/\__)(_____)(_)\_)(____/ (___/
Please feel free to email me if there's something about Chunli I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.
Chunli has four taunts. I'm not sure if there is a specific code for each
taunt, but as of now I can only randomly access them via the conventional
taunt code (HP+HK). Based on what I have observed when playing her myself,
the taunt she most frequently does is the one where she yawns and exercises
her head from left to right. Her second most common taunt is the one where
she yawns and massages her neck. In her third taunt which I don't see that
often she just yawns. Her last and hardest taunt to chance upon is done
by yawning followed by an extensive back stretching---cute!
Chunli has three victory poses plus one I'm not sure of. Anyway, her first
victory pose is the old jump up and down while laughing followed by a
peace sign. The second one was also seen before: she crosses her arms and
bows. Her last(?) pose is some sort of kata. The other pose I was talking
about is just like her first, except that after a few moments, she starts
blushing. Can this be considered a different victory pose or not?
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