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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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* 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?

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

By gaining access to this faq you agree to the following terms:

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===================================================================================
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