Chun-Li Faq .-----------------------------. | Copyright 2006 Steven Marr | | By Steven Marr (aka Xenomic)| | xenomic@bigstring.com | | kushara@bigstring.com | | entity_of_chaos@hotmail.com | | AIM: Xenomic | | | '-----------------------------' --------------------------------- Legal Script --------------------------------- All copyrights and trademarks are acknowledged where are not specifically mentioned. If you wish to reproduce this document AS IS, you may do so after asking my permission, and not for profit. If I see fit, I, however, will revoke permission and ask for it to be taken down if necessary. --------------------------------------------------- Table Of Contents --------------------------------------------------- 1. The Basis of this Guide 2. Keys 3. Breakdown of Attacks 4. Chun-Li's Profile 5. Chun-Li's Moveset 6. Breakdown of Chun-Li's Moves 7. Chun-Li's True Power 8. How to Maximize Your Chun-Li Game 9. Credits ----------------------------------------------------- 1. The Basis of this Guide This guide is to help those get acquainted w ith Chun-Li This FAQ will also attempt to breakdown Chun-Li in terms of offense and defense. ------------------------------------------------------------ 2. Keys Use this Legend to help you understand the different definitions that I will be using throughout this FAQ. u=up f=forward d=down df=down-forward db=down-back b=back qcf=quarter-circle forward qcb=quarter-circle back hcf=half-circle forward hcb=half-circle back 360=360 degree rotation of directional pad 720=720 degree rotation of directional pad fdp=Forward Dragon Punch (forward, down, down-forward) bdp=Back Dragon Punch (back, down, down-back) LP=Light Punch MP=Medium Punch HP=Heavy Punch LK=Light Kick MK=Medium Kick\ HK=Heavy Kick PPP=Three punches together KKK=Three kicks together Ch.=Charge move (air)=Move can be done in air. (AIR)=Must be performed in air ---------------------------------------------------------------- ---------------------------------------------------------------- 3. Breakdown of Attacks Here is a breakdown of what category each attack that each fighter in this game uses. Consult this chart if you're unsure as to what attack falls into what category. Moves that meet certain special requirements will be listed by their name. -Projectiles- Moves that can be fired in a fireball-type style, and can hit from across the screen. The following attacks fall into this category: -Hadoken (Ryu) -Shakunetsu Hadoken (Ryu) -Shinku Hadoken (Ryu) -Hadoken (Sakura) -Shinku Hadoken (Sakura) -Gou Hadoken (Shin Akuma) -Messatsu Gou Hado (Shin Akuma) -Chaos Flare (Demetri) -Demon Billion (Demetri) -Sonic Boom (Guile) -Ichimonji (Kenji) -Bakuryusho (Kenji) -Soul Spark (Rose) -Aura Soul Spark (Rose) -Dio-Cega (Jedah) -Sunshot (Ingrid) -Sunburst (Ingrid) -Metallic Sphere (Urien) -Temporal Thunder (Urien) -Aegis Reflector (Urien) -Arctic Stream (Tornado Mist) (Hydron) -Kikouken (Chun-Li) -Kikou-Shou (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Air] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air] -Soul Smasher (Pyron) -Anti-Air- Moves that are used to counter air attacks and jumping opponents. Typically bad when blocked or when they miss. The following attacks fall into this category: -Shoryuken (Ryu) -Shin Shoryuken (Ryu) -Gou Shoryukne (Shin Akuma) -Messatsu Gou Shoryu (Shin Akuma) -Somersault Kick (Guile) -Aerial Russian Slam (Zangief) -Demon Cradle (Demetri) -Somersault Strike (Guile) -Air Knee Grapple (Alex) -Sunrize (Ingrid) -Sunarch (Ingrid) -Sunshine (Ingrid) -Delta Kick (Felicia) -Hydro Spin (Hydron) -Venom Funnel (Hydron) -Tempest Fall (Hauzer) -Hoyoku-Sen (Chun-Li) -Air- Moves that are done while in the air. Great against Rush attacks and some Other attacks, but bad when against Anti-Air attacks. The following attacks fall into this category: -Flower Kick (Sakura) -Royal Judgment (Anakaris) -Bat Spin (Demetri) -Head Stomp (Alex) -Devil Reverse (M. Bison) -Head Stomp (M. Bison) -Zessho Hohou (Yun) -Nishou Kyaku (Yun) -Sun Dive (Ingrid) -Violence Knee Drop (Urien) -Dangerous Headbutt (Urien) -Bushin Hasso Ken (Guy) -Sakura Otoshi (Sakura) -Hazan Shu (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile] -Hyakkisu (Shin Akuma) -Orbital Blaze (Pyron) -Rush- Moves that force the character to dash and attack at the same exact time. These are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, but can be useful against Other attacks. These also help the character get across the screen faster. The following attacks fall into this category: -Ransetsu Jin (Kenji) -Flash Chop (Alex) -Dashing Elbow (Alex) -Boomerang Raid (Alex) -Stun Gun Headbutt (Alex) -Jumonji (Kenji) -Achilles Rush (Leo) -Chronos Rush (Leo) -Hercules Rush (Leo) -Flying Powerbomb (Zangief) -Chariot Tackle (Urien) -Tyrant Slaughter (Urien) -Rolling Buckler (Felicia) -Dancing Flash (Felicia) -Hayakage (Guy) -Bushin Gorai Kyaku (Guy) -Hydro Spin (Hydron) -Psycho Crusher (M. Bison) -Mega Psycho Crusher (M. Bison) -Deluge Assualt (Hauzer) -Deluge Crisis (Hauzer) -Sakizakura Ken (Sakura) -Midare Zakura (Sakura) -Zodiac Fire (Pyron) -Other- These are moves that don't really fall into any one category, and can be classified by their own self. How these moves work against others depends on the situation at hand. The following attacks fall into this category: -Tatsumaki Senpukyaku (Ryu) -Tatsumaki Zankukyaku (Shin Akuma) -Shunpu Kyaku (Sakura) -Bushin Senpu Kyaku (Guy) -Pharoah Magic (Anakaris) -Hole of Hell (Anakaris) -Midnight Pressure (Demetri) -Midnight Bliss (Demetri) -Total Wipeout (Guile) -Knee Press (M. Bison) -Knee Press Nightmare (M. Bison) -Rasen Kyaku (Kenji) -Flying Powerbomb (Zangief) -Enmazuki (Kenji) -Soul Reflect (Rose) -Soul Throw (Rose) -Aura Soul Throw (Rose) -Soul Spiral (Rose) -Nero Fatica (Jedah) -Spreggio (Jedah) -Ira Spinta (Jedah) -Prova-Del-Cervo (Jedah) -Powerbomb (Alex) -Double Lariat (Zangief) -Punishing Flat (Zangief) -Tetsuzankou (Yun) -Kobokushi (Yun) -Sourai-Rengeki (Yun) -You-Hou (Yun) -Guren Ken (Karin) -Hosho (Karin) -Mujin Kyaku (Karin) -Rasen Cho (Karin) -Ressen Ha (Karin) -Yasha Gaeshi (Karin) -Kanzuki-Ryu Shinbi Kaibyaku (Karin) -Kanzuki-Ryu Ko'ou Ken (Karin) -Sunupper (Ingrid) -Sunlower (Ingrid) -Sun Delta (Ingrid) -Cat Spike (Felicia) -Mars Slash (Leo) -Hozanto (Guy) -Tadpole Spawn (Hydron) -Lightning Mast (Hydron) -Strangling Spark (Hydron) -Haru Ichiban (Sakura) -Spinning Bird Kick (Chun-Li) -Hyakuretsu Kyaku (Chun-Li) -Negative Stolen (Demetri) -Gigas Driver (Leo) -Gaia Driver (Leo) -Spinning Pile Driver (Zangief) -Hyper Bomb (Alex) -Final Atomic Buster (Zangief) -Atomic Suplex (Zangief) -Finale-Rosso (Jedah) -Zenpu Tenshin (Yun) -Arakuma Inashi (Karin) -Sand Splash (Felicia) -Please Help Me! (Felicia) -Hellcat (Felicia) -Bushin Flip (Guy) -Volcano Breath (Hauzer) -Gust Flame (Hauzer) -Planet Burning (Pyron) -Piled Hell (Pyron) -Cosmo Disruption (Pyron) -Teleport- These moves can move the character across the screen, and at anywhere on the screen, depending on which version and button the player used to initiate the move. The following attacks fall into this category: Teleport moves -Ashura Senku (Shin Akuma) -Teleport (M. Bison) -Psycho Vanish (M. Bison) -Kagerou (Kenji) -Utsusemi (Kenji) -Galaxy Trip (Pyron) -Miscellaneous (Misc.)- These are attacks that hold one or more properties. The following attacks fall into this category: -Zanku Hadoken (Shin Akuma) [Also classified as Air and Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and Projectile] ---------------------------------------------------------------- 4. Chun-Li's Profile Nationality-Chinese Birthday-March 1, 1968 Fighting Style-Chinese Martial Arts Age-36 Height-170 cm Weight-Won't tell BWH Sizes B-? W-? H-? Blood Type-A Special Skill: Shooting (ranked 6th in an international contest) Likes-Fruti, European treats Dislikes-Crime, Indecisive people Affiliation-INTERPOL First Appearance: Street Fighter II Additional Appearances: Street Fighter II: Champion Edition Street Fighter II Turbo: Hyper Fighting Super Street Fighter II: The New Challengers Super Street Fighter II: The Tournament Battle Super Street Fighter II Turbo Hyper Street Fighter II Street Fighter: The Movie Street Fighter Alpha Street Fighter Alpha 2 Street Fighter Alpha 2 Gold Street Fighter Alpha 3 Street Fighter Alpha 3 Upper Street Fighter Alpha Anthology Hyper Street Fighter Alpha Street Fighter EX Street Fighter EX Plus Street Fighter EX Plus Alpha Street Fighter EX2 Plus Street Fighter EX 3 X-Men vs. Street Fighter Marvel Super Heroes Vs. Street Fighter SNK Vs. Capcom: Match of the Millennium Capcom Vs. SNK Capcom Vs. SNK Pro Capcom Vs. SNK 2 SVC Chaos: SNK Vs. Capcom Marvel Vs. Capcom Marvel Vs. Capcom 2 Capcom Fighting Evolution SNK Vs. Capcom: Card Fighters Clash SNK Vs. Capcom: Card Fighters Clash 2 Expand Edition Namco X Capcom Super Puzzle Fighter ------------------------------------------------------------ 5. Chun-Li's Moveset Here, we shall show the different moves and the way to use them: (Note that the names of the Normal Moves are from psychochronic's faq.) Link to faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt -Normal Moves- Senjou Shou...............................F + MK Yoku Senkyaku..........................F + HK Tenshin Shuu Kyaku................DF + HK Hakkei.........................................B + HP Souren Shou..............................B + MP Yousou Kyaku (AIR)...............D + MK Kakushu Raku Kyaku..............Hold MK (Close only) Yousou Suitatsu Da.................D + HP (while jumping straight up) -Special Moves- Kikouken...................................HCF + P Hyakuretsu Kyaku...................Press K rapidly Spinning Bird Kick..................Ch. D, U + K Hazan Shu................................HCB + K -Super Special Moves- Hoyoku-Sen.............................QCFx2 + K Kikou-Shou..............................QCFx2 + P ------------------------------------------------------------ 6. Breakdown of Chun-Li's Moves As always, the names of the Normal Moves are not the official names. I have picked out names that would closely resemble what the move looks like, though what I call them may not or isn't always accurate. -Normal Moves- -Standing Moves- LP (Hand Thrust) -This is Chun-Li's poke move. You can probably pull out 4-5 of these within 5 seconds, or maybe even up to 7, if you're fast enough. This is the move you want to use to combo into other moves. LP Close (Quick Elbow) -A standard Close move. Pretty quick and has great combo potential, but the damage is low (as expected). You can probably only get 2 of these off before you go back into the regular LP. MP (Abdoment Punch) -Has decent reach and pushes the opponent back if it connects, but comboing off of this move is not as easy as you would think. It's a little slow, but not by a considerable amount. HP (Strong Fist) -The reach on this move is pretty good, but it's got both slow start-up and recovery time, and by the time your opponent blocks this move, they can most likely counterattack right away. I'd recommend not using this move at all. LK (Heel Kick) -Once again, as with most LP and LK, this move is great for combos and speed priority. It's not nearly as fast as most LKs, but it's still a pretty decent move. MK (Roundhouse Kick) -Decent in that it can be used somewhat as an Anti-Air move, but it's pretty slow and has bad recovery time. Comboing off of this move is a very low priority as well. MK Close (High Kick) -This move is alright, but not recommeneded, as you can simply use the extended version and do more damage. However, this can be good to use for mix-up games when up close. If you abuse the extended version, then use this move instead of that move, then your opponent may not move fast enough to counter any other actions that you may do after you get the chance to attack. HK (Back Roundhouse Kick) -This is similar to the MK in just about all aspects, except that it hits a bit higher than the MK. Don't try to combo off of this move either, as it's not worth the risk of taking damage. -Crouching Moves- LP (Quick Punch) -It's a little slower than most normal Crouching LPs, but it's still good for combo starters. It has very little range as usual, and you can probably pull off about 4 of this within 5 seconds as well. MP (Foot Punch) -Chun-Li punches the opponents foot. Not that great of a move, and has some lag time in both start-up and recovery. Your best bet would be to ignore this move completely. HP (Backhand Chop) -This move executes relatively quick, but comboing off of it is pretty low, as you can get punished for trying. Still, it's nice to knock opponents out of moves, but once again, I'd recommend not using it that much. LK (Foot Kick) -Very limited range and low damage, but great combo starter, poke move, and speed priority move. It's pretty fast compared to the other LP and LK moves that Chun-Li has too. MK (Extended Foot Kick) -Has a little better reach than the LK, but is a lot slower. You can try to combo off of this move as well, but the best thing you can really do is combo it into a Hyakuretsu Kyaku to Houyokusen. HK (Handstand Kick) -Chun-Li stands on one hand and trips the opponent. Surprisngly, this move has pretty good range (similar to Demitri's Crouching HK), and could be used in a mix-up game as well. -Jumping Moves- LP (Falling Fist Diagonal) -Lasts the whole time that Chun-Li is in the air until she hits the ground. It doesn't do that much damage, nor is it good for combos (as far as I know), but it's great for knocking opponents out of moves. LP Straight Up (Falling Fist) -Same as the LP. Nothing different here. MP (Quick Falling Fist Diagonal) -This move is the fast version of the LP. It lasts about half a second, and for it to hit grounded opponents, you'd have to time it right. It's still good for knocking opponents out of moves, and not bad for going into combos. HP (Strong Punch) -It's got decent speed and range, but not one of the better moves that you can use while jumping. It becomes pretty obsolete when you try to hit a grounded opponent who can use Anti-Air (like Ryu or Demitri), so your best bet is to go with some other move. HP Straight Up (Strong Hook) -This move is surprisingly fast for a HP, and it's great for knocking opponents out of moves too. However, the downside is that you HAVE to jump straight up for you to use this move, and against opponents like Shin Akuma and Demitri, that's not going to cut it. LK (Air Kick) -As with both of the LP, this move will last the whole time that Chun-Li is in the air. It's good for combo starters once you get back to the ground, but other than that, I wouldn't mess with this move. LK Straight Up (Falling Leg) -Same deal here. However, this is more useful than the LK, as you can use this to knock opponents out of moves, whether they're on the ground or in the air (with the exception of moves like Shin Akuma's Zanku Hadoken). MK (Quick Air Kick) -The fast version of the LK. As with the MP, you'd have to time it right to hit grounded opponents. Otherwise, the rest is the same as with the MP. MK Straight Up (Quick Falling Leg) -Same deal here as with the MK. HK (Slash Kick) -This is very fast, and has great reach. It's also very good for combo starters, surprisingly enough. It's also safe on both start-up and recovery, which makes this move one of the better ones that you can use. HK Straight-Up (Split Air Kick) -An interesting move, nonetheless, but it lasts about a second. Compared to some of the other moves that Chun-Li has, I wouldn't bother with this move that much. -Special Normal Moves- -Senjou Shou- -Yoku Senkyaku- -Tenshin Shuu Kyaku- -This move is odd, simply in the fact that I haven't seen it do any damage at all. It's more of a flip move than anything else, but not all that useful, as it leaves Chun-Li open to attack. -Hakkei- -Pretty powerful in the fact that it stops a lot of Normal Moves, and that it's speed is outstounding. Comboing off of this move, however, isn't all that great. -Souren Shou- -Extremely fast and has almost zero recovery time and start-up time. You can even combo off of this or chain this endlessly just about. One of the better moves that I've seen with Chun-Li. -Yousou Kyaku- -This is a great move for surprising your opponent and for setting up combos with Chun-Li. However, the recovery time is not that great, and if it's blocked, you're left wide-open to attacks. Use it whenver you think your opponent is least expecting it. -Kakushu Raku Kyaku- -This move will only work if you hold MK down while you're close to the opponent. It will hit up to 3 times, and does pretty decent damage. The start-up time is a little slow, but you can probably still manage to get the 3 hits in regardless. A very nifty move for head-to-head combat. -Yousou Suitatsu Da- -Throws- LP + LK + <- or -> (Turn Throw) -This is Chun-Li's only throw. It's not really worth using, IMO, but that's clearly up to you. It does throw the opponent pretty far away from Chun-Li, but with her in this game, you want her to be close to the opponent. -Special Moves- -Kikouken- STRONG VS. Anti-Air attacks Rush attacks Other attacks NO EFFECT VS. Teleport moves Projecitle attacks (cancels with them) WEAK VS. Super Special Projectile attacks Air attacks -Chun-Li's only projectile (aside from her Kikoushou). It's speed depends on which P button you use to fire it off. The EX version is extremely slow, making it good for rushing in and doing some combos before it hits. -Hyakuretsu Kyaku- STRONG VS. Rush Attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Air attacks Anti-Air attacks -This is the move that makes Chun-Li infamous. However, it's not as potent as it used to be, as it's pretty tough to combo off of and into. However, it's still potent nonetheless. You just have to mash the K button in order to make sure that the move comes out. -Spinning Bird Kick- STRONG VS. Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projecitle attacks Air attacks Anti-Air attacks Other attacks -Hole of Hell (Anakaris) -Another one of Chun-Li's infamous moves. It's actually pretty safe to use compared to some of the other moves, although if blocked, it can still be used against you. Not to mention that a lot of attacks can beat this move. Still, it's good for comboing into other moves, if you manage to get this one to connect. Avoid using it from far away, unless you're trying to trick your opponent. -Hazan Shu- STRONG VS. Air attacks (except Zanku Hadoken) Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks Other attacks -Hole of Hell (Anakaris) -This move is useful for many different purposes, some of which you may or may not agree with. It's safe on block and has good start-up and recovery times, is pretty decent for comboes, and does a decent amount of damage. Add to that that it's good against a lot of attacks, and it's hard to find a better move for Chun-Li. -Super Special Moves- -Hoyoku-Sen- STRONG VS. Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Air attacks Anti-Air attacks -Not one of the strongest moves, but you can pretty much combo this move off of almost anything that Chun-Li does. It's nice to do it off of a Hyakuretsu Kyaku, but you have to be able to time it just right in order to pull it off. Not bad by any means. -Kikou-Shou- STRONG VS. Projectiles that are not Super Specials Rush attacks Anti-Air attacks Air attacks Other attacks NO EFFECT VS. Teleport moves Super Special Projectiles WEAK VS. None -One of Chun-Li's best Super Specials in this game (yes, I know. She only has 2....leave me alone!) and possibly her most damaging Super Special. This is also a great move to do chip damage to opponents who like to block a lot as well. You can use a lot of attacks to try and combo into this move, but don't bother, as you most likely won't succeed. ------------------------------------------------------------ 7. Chun-Li's True Power Chun-Li uses the Street Fighter III fighting system, which is described below. Data from psychochronic's faq. Link to faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt 2 Super Meters, Leap Attack to break their crouching guard, Dashing to rush opponents down, Quick Standing to get right back up, Parrying to build meter and turn the match around, Super Jump, Super Cancels to cancel a special move into a Super Art and EX Special Moves to create uggle your own juggle combos. *Dashing: Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Leap Attack: MP + MK: An overhead attack which must only be blocked standing. Great for mix-ups and to attack opponents who use crouch excessively in their gameplan. Has a very quick startup but hits later down the animation and is extremely difficult to link an attack after. *Parrying: -High: Tap F before a high attack hits -Low: Tap D before a high attack hits -Air: While jumping, tap F before an attack hits The known sub-system which made 3S famous around the world and seen in CvS2 playing under the P-Groove. Parrying is another form of blocking which enables to react from a regular block and attack instantly. The opponent freezes for a split-second which makes the player to freely strike in that opportunity. Instead of losing damage, a parry gains meter in return. This effects all forms of attacks, whether it's normals, projectiles and even supers. As it's past counterpart, parrying is for the risky-type players, allowing to have sorts of blind guesses of the opponents attack patterns throughout the match. Parries are also vulnerable to throws, making it more harder at a close-range game so use it strategically as it's one of the most risky sub-systems out there. *EX Moves: Any Special Move using Multiple Buttons instead of one: Uses 50% of 1 gauge, this enables to extend the damage and hits of the move, similar to ES moves for the DS cast. Some EX moves can juggle which can leading to long combos and some characters' moves don't have it EX classified so watch the timing and the move as it costs meter. *Quick Standing: Tap D as you touch the ground before getting knocked down: Seen in the SFIII series and uses the CvS2 Safe Fall sub- system. This ability allows the player to simply bounce back from a knockdown attack before hitting the floor. A quicker way to get right back up, a defensive purpose and to avoid follow-up attacks. Be careful as each character has their own animation frames for this ability. *Super Cancel: Doing a Super Art after a Special Move: SFIII characters have the ability to do a Super Art right after a Special Move and it works exactly like a normal attack cancel. Even EX moves can be cancelled too. *Super Meter: 2 Gauges: SFIII characters has 2 gauges as their meter. When the meter reaches "1/2", it indicates that they are available to execute a Super Art. Each character has 2-3 Super Arts in their move list, which gives multiple options to strike. The ability to have 2 gauges gives the opportunity should that one attempt misses, you're safe to attempt another one and few characters having to use the whole meter in one combo. *Super Jump: D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempts and increasing the chances of avoiding projectiles. Chun-Li isn't nearly as powerful as Ryu, Jedah, or Alex, nor does she have the vitality of Zangief, Leo, or Anakaris. She does, however, have speed to back her up in fights. So, is this enough to pull her through? Actually, it can very well be! Like in the other games that Chun-Li has been in, her speed is the one thing that'll keep her opponent's on their toes at all times (a bit reminiscent of Mai...but that's for another day...). Unlike what most people say, Chun-Li does have some pretty powerful combos, though not all of them are convienient. I've come up with 6 different combos, though whether or not they're all worth using is up to you: 1) Lightning Kick Bonanza! Combo: Jumping HK, Hyakuretsu Kyaku, Houyokusen Opinion: Great for lots of hits and for damage, but to combo off of Hyakuretsu Kyaku is tough. 2) Fireball Kick! Combo: Standing MK Hold (close), Kikouken, Houyokusen Opinion: Not bad, but not that great either. This is something a starting player may want to use more than an advanced player. 3) Combo Galore! Combo: Jumping MK, Crouching LK x2, Spinning Bird Kick, Hazan Shu, Crouching HK, Hyakuretsu Kyaku, Houyokusen Opinion: A pretty powerful combo. However, the Hazan Shu can be the very sole downfall of the whole combo. Depending on when you use it, you may either use it too early, too late, or just mess up and mess the entire combo up. 4) Beginner's Combo Combo: Jumping MK + D, Kikouken, Houyokusen Opinion: This is something for beginner's to start out with. It's a pretty simple combo, and it does do it's fair share of damage, but not that convienient due to the Jumping MK part of the combo. 5) Fireball Massacre! Combo: Jumping MK, Crouching LK, Standing LP, Kikouken, Kikousho Opinion: This combo is actually pretty decent, and the Kikousho does a lot of damage even if it is blocked (around 7% chip damage). You have to make sure to get the Kikouken out beforehand though, if you want to maximize this combo. It may be best to try this in a corner too, as the Kikouken may push the opponent out of range for the Kikousho. 6) Ultimate Special Combo! Combo: Jumping MK + D, Spinning Bird Kick, Hazan Shu, Hyakuretsu Kyaku, Kikouken, Kikousho, Houyokusen Opinion: The ultimate combo that I could come up with. Pretty advanced stuff for just using special moves, if you ask me. The Hazan Shu may be the downfall once again if you do it wrong, and timing the Kikouken off of the Hyakuretsu Kyaku will be a bit tricky, not to mention pulling Houyokusen after Kikousho, as your opponent will most likely block it. Still, if you manage to pull all of this off, it'll nearly kill any opponent that you face. ------------------------------------------------------------ 8. How to Maximize Your Chun-Li Game This section is a guide for how to use Chun-Li in different game strategies. -Aggressive Style (Offensive game)- Here, you want to use Chun-Li's speed to your advantage, as she doesn't have nearly enough power to make her threatening as she does in the other games that she's in. Rushdown your opponent with Hyakuretsu Kyakus and Spinning Bird Kicks, and constantly throw out Kikoukens and Hazan Shus to try and keep your opponent backed up in a corner. When your opponent tries to counterattack, counter them with a Houyokusen or Kikousho. Use Kikousho even if your opponent is blocking to inflict chip damage. Above all else, combo with LP, LK, MK, and the like. Using attacks like Souren Shou and Hakkei also help in this style as well. -Conservative Style (Defensive game)- Kikouken, Hazan Shu, Hyakuretsu Kyaku, and Kikousho work very well here. The EX version of Kikouken is very good in terms of its speed, as it moves rather slowly. You can change in the Aggressive Style from there if you feel the need to. If your opponent gets too close, use Souren Shou and Hakkei to push them back some. Get trapped in a corner? Use Tenshin Shuu Kyaku to get out of the corner. Don't rely on Chun-Li's defense to get you through this fight, as she doesn't have very much vitality compared to the rest of the fighters. -Mix-Up Style (Offensive/Defensive game)- Here, you'll want to throw out some Kikoukens and Hyakuretsu Kyakus to keep the pressure on your opponent, and you'll want to rush in, combo some, then back out and fire some more Kikoukens. Jumping in and out also helps, as long as you know how to Parry, as this will work against virtually any move. If you decide to get out of dodge, use Houyokusen to trick your opponent into thinking that you're retreating. -Unfair Style (Cheap game)- You don't want to be cheap, do ya? Well, I guess I can help a little with this. However, I'd advise you to not do this against your friends or in tournaments, as people simply won't play you if you do this style. Anyways, one way to use this style is to constantly pummel out Kikoukens at a close range (not next to your opponent), and Kikoushos. Hyakuretsu Kyakus up close combined with these two attacks will frustrate many players, as there is almost no way to counterattack when constantly barraged. ------------------------------------------------------------ 9. Credits Thanks to Gamefaqs, for hosting this faq Thanks to psychochronic, for letting me do these faqs Thanks to assassin17, for giving me ideas on doing the formatting of these faqs. ------------------------------------------------------------