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    |     |             |     |
    <\__ __/>   / \    / \   <\__ __/>   / \   / \           / \   / \
                                                                       
MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher <sirlordjoseph@icqmail.com>
version 1.2
Dec. 3, 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:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
||                                                                               ||
||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
||     site before sending in any comments, suggestions, and/or corrections.     ||
||     As for webmasters, web page contibutors, and all similar personnel,       ||
||     posting this faq on any other website requires every last sentence,       ||
||     phrase, word, and character contained within this file included and       ||
||     unaltered. Keeping this faq as updated as it is on gamefaqs.com is        ||
||     preferable, though not required.                                          ||
||                                                                               ||
||  3) This faq is not to be profited from---directly, indirectly, or in         ||
||     whatever other way possible. By directly I mean earning less than,        ||
||     equal to, or greater than a cent's worth in cash, items, or services      ||
||     in exchange for part of or all the contents of this faq. On the           ||
||     other hand, by indirectly I mean using a part of or all the contents      ||
||     of this faq as a convincing factor for the purchase of another product    ||
||     thus directly or again indirectly yielding profit.                        ||
||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
||                                                                               ||
||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                   
* 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 is quite deprived of height advantage in the MVC world, but no
  one should EVER take that as a sure sign of winning if they're using
  someone taller. To compensate for her lack in size, she has packed quite
  a LOT of advantages for her fans to enjoy, namely:
                                                                       
1. Chunli's supers are easy to link from normal combos
2. Chunli can propell herself THRICE in mid-air, do a triangle jump,
   and finally an air dash to keep her in mid-air for a looong time.
3. Chunli can be both good confuser as well as a crazy combo maker
4. Chunli can chip nicely with most her special and super moves.
                                                                       
                                                                       
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)
guard push - LP+MP+HP (while blocking)
taunt      - press select
call helper- MP+MK
tag super  - D,DF,F+HP+HK
team work  - D,DB,B+HP+HK
                                                                       
* let me explain a few things about some of the general moves:
* first of all, in the PSX version, you'll have to choose only ONE partner,
  either one of the conventional characters ("partner heroes") or one of
  the helpers ("special heroes").
                                                                       
call helper - your helper is the character you choose after you have chosen
              the special heroes option. He/she basically, when called,
              just enters the screen, does an attack, and leaves. Fighters
              available in the character select screen are not available
              as helpers and vice versa. In the PSX version, choosing a
              helper does not require much effort since the cursor is at
              your command. Beware of the time limit though, and be sure
              of who you'll choose before you enter that menu. Oh, and
              even the secret helpers are no secret no more---just press
              down on Iceman to select Shadow and down on Colossus to
              select Sentinel. One last reminder, helpers in the PSX version
              are no longer limited to a certain number of strikes so,
              in my opinion, rammers will RULE.
                                                                       
                                                                       
tag super - common to crossover fans, this move needs at least two levels
            of super charged up. It will allow both fighters to execute
            their respective supers at the same time, though the resting
            one, in the PSX version, will no longer be left behind as if
            they already "tagged"
                                                                       
team work - a clone of your opponent enters the screen, and after that
            you can control both your fighters at the same time! (they'll
            both respond to your controls.) What's more, your super gauge
            is set to infinite. Yeah! This state is timed though, so use
            it wisely. The length of time you stay in this state is determined
            by the amount of super you have charged up when you did it.
            Oh and I did say you can choose a helper as a partner right?
            Well if you do, and use this move, he/she'll just enter the
            screen, do his/her thing, exit, and repeat the whole process
            over and over while you do YOUR thing and until the time runs
            out---again one of the reasons why rammers would RULE. (cause
            they'll be the ones repeating their entrances most before
            time runs out).
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
 _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                       __  __  _____  _  _  ____  ___
                      (  \/  )(  _  )( \/ )( ___)/ __)
                       )    (  )(_)(  \  /  )__) \__ \
                      (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
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 slaps
                 the opponent in the neck or in the chest if he's a little
                 taller like Hulk. Must always come in sets of three
                 if you are to fully utilize Chunli's poking powers.
                                                                       
   b) 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 a Splits K.
                                                                       
   c) jumping - it's just a mid-air version of her crouching LP and this
                time her aim is a little diagonally downward. Strictly
                for starting air combos ONLY.
                                                                       
2) MP - generally (and unexpectedly) just considered as combo fillers and
        nothing else. It can counter many dashing attacks and therefore should
        be used also in those situations.
                                                                       
   a) standing - 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 standing
                 MP in MVC does. And like its predecessor, does a lot of
                 damage. (well, not really)
                                                                       
   b) crouching - it's just a longer reaching but slower yet higher damaging
                  version of the crouching LP and can combo from that
                  move too.
                                                                       
   c) jumping - it's just a longer reaching but slower yet higher damaging
                version of the jumping LP and can combo from that move
                too. This time, however, her arm is angled a bit lower
                than the said move.
                                                                       
3) HP - tons of uses and therefore is the most important in Chunli's array
        of normal moves. Besides being a good combo ender, also has high
        priority and does some pretty respectable damage.
                                                                       
   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 (but nothing compared to her launcher)
                 that comes out fast and like I just said, has a longer
                 reach.
                                                                       
   b) forward - this is already a special move, but I'll include it here
                for completeness' sake. You show off a mini Kikoshou that
                really doesn't hurt, can't combo, and should only be considered
                as a taunt that can cancell projectiles.
                                                                       
   c) crouching - it's just a longer reaching but slower and yes, higher
                  damaging version of the crouching MP and can combo from
                  that move and/or from the crouching LP. Recommended
                  for starting a Senretsu Kyaku.
                                                                       
   d) jumping - it's just a longer reaching but slower and yes, higher
                damaging version of the crouching MP and can combo from
                that move and/or from the crouching LP. This move is the
                high priority move I was talking about. You just punch
                downward, (diagonally forward, not straight down) and
                hit hard, giving you enough time to follow it up with
                ANY move---normal, special, or super if you use it as a
                jump-in combo starter. You can super jump and charge your
                super bar by repeatedly doing this move as an alternative
                to the multitude of Lightning Ks you were probably thinking.
                If an opponent's air-borne, you can also super jump and
                do it as you propell yourself to give him a knock down
                surprise.
                                                                       
4) LK - at some point may be better than the LPs but not always. I'll
        show you why...
                                                                       
   a) standing - she throws a short K that's just as useful as any normal
                 or small sized player's short K in the game. Used to
                 confuse blocking opponents to continue blocking when
                 you decide to throw them.
                                                                       
   b) crouching - ahh...yes, the short kick that used to rule during the
                  SFII series. I think you can do about 5-7 hit combos
                  with this move before but not any more. It's a good
                  combo starter, that's what it is. And it can also be
                  a good confuser.
                                                                       
   c) jumping - a straight horizontal K that's one of the best moves to
                use in an air to air encounter. (though I'd prefer an
                HP) May also serve as a jump-in but rather leave that
                to the H attacks. Its main use is an air combo starter.
                                                                       
5) MK - just like the MPs, a basic combo filler that has its varieties
        but is mainly used to increase the number of hits of your every
        combo.
                                                                       
   a) standing - it's just a longer reaching but slower yet higher damaging
                 version of the standing LK and can combo from that move
                 too. This time, however, her leg is angled a bit higher
                 than the said move.
                                                                       
   b) crouching - a long-reaching low kick that should be used mainly to
                  add to the number of hits of your ground combos but
                  can also be considered as a counter for dash-in moves
                  and combos.
                                                                       
   c) jumping - a straight horizontal K---slower yet more damaging than
                the jumping LK---that's one of the best moves to use in
                an air to air encounter. (though I'd prefer an HP) May
                also serve as a jump-in but rather leave that to the H
                attacks. Its main use is an air combo filler.
                                                                       
   d) down (mid-air) - her famous stomp kick that, since already has the
                       ability to be comboed into other normal moves,
                       has gained respect in the crossover world.
                                                                       
6) HK - being a combo ender (not to mention a launcher) is the only use
        I can think for this move so far. Not much on the priority side,
        but reaches further while just as damaging as the HPs.
                                                                       
   a) standing - this is what every MVC character has---a launcher. From
                 a kneeling position, Chunli turns her back, reveals her
                 butt for a split second, and then kicks almost vertically
                 upward so hard your opponent is launched. Also very high
                 on priority.
                                                                       
   b) down-forward - this should be a special move, but I'll include it here
                     for completeness' sake. In this move, Chunli jumps,
                     flips forward in mid-air, and lands a little bit
                     behind your opponent, sticking out her knee to the
                     back of his neck. Not to be used much because of
                     its lame execution and recovery time.
                                                                       
   c) crouching - from a kneeling position, Chunli swings out both her
                  legs with much force to hit both the opponent's shin
                  and hips(in Hulk's case hits only the shin) and knock
                  him down.
                                                                       
   d) jumping - I never really found any good use for this move, which
                by the way is a double axe K (farther leg first then nearer)
                but at least in MVC it's a good combo ender, though I'd
                still prefer a special, a throw, or a super.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
 _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                 __  __  _____  _  _  ____  ___
                (  \/  )(  _  )( \/ )( ___)/ __)
                 )    (  )(_)(  \  /  )__) \__ \
                (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
1) Lightning K - K (rapidly)
                                                                       
        Chipping off decent damage is what this move does best. Also
   a good combo ender mainly because of the ease with which you can link
   it from almost ANY move and secondarily because it gives the most number
   of hits.
                                                                       
2) Splits K - F,DF,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.
   Added note: the lower the K strength used, the higher the jump before
   striking while the higher the K strength used, the farther the move
   will go.
                                                                       
3) Rising Bird K - F,D,DF+K
                                                                       
        Don't think Shoryuken with this move simply because of the directional
   motion with which you execute it. This is a very different move and
   is not any better than the shoto's version. Not high in priority at
   all and hard to combo from anything other than a ramming helper's
   attack so don't use it much.
                                                                       
4) Kikkoken - B,DB,D,DF,F+P
                                                                       
        Reaches across the screen this time, but is still so dam slow
   anyone recovering from a shoryuken type move can still block it. Very
   ineffective and low in everything---from damage to priority---so don't
   you EVER use it.
                                                                       
5) Charged Kikkoken - F+HP
                                                                       
        You may be thinking "power" but, sadly, charged here simply means
   it takes some time longer to execute this move compared to the conventional
   projectile. In this move you show off a mini Kikoshou that really doesn't
   hurt, can't combo, and should only be considered as a taunt that can
   cancell projectiles.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
 \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
  \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                       
                                                                       
1) Kikoshou - D,DF,F+2P

        Chunli summons all her chi and pours it all out on her opponent
   in the form of a ball of pure energy. It does a minimum of 10+ hits
   (as far as I've seen) and that can be increased to near (and beyond?)
   20+ if you mash the buttons while she's at it. See anyone who's aiming
   his super at the wrong direction? DO IT NOW!
                                                                       
2) Senretsu Kyaku - D,DF,F+2K
                                                                       
        As the Lightning K can chip well, so can its super version. Use
   this move mainly as a combo ender though utilizing its chipping prowess
   whenever the opponent's in a corner is also acceptable. Not the best
   super to finish what a ramming helper started but at least it's the
   easiest to execute when you're a mile away.
                                                                       
3) Hazan Tenshou Kyaku - F,D,DF+2K
                                                                       
        Supers will most probably copy the usefulness---or uselessness---
   of its "normal" version. This super is no different. And since I did
   not find the Rising Bird K a very useful move, I don't really like
   this move much either. Don't use it unless to complement a rammer's
   help but still if you're THAT close, why not do a Kikoshou instead?
                                                                       
4) Shichisei Senkuu Kyaku - UB/U/UF,D,DF,F+2K
                                                                       
        WOW! Definitely one of the coolest moves in town! Unlike her
   other supers, this one does not have a "normal" version. I said cool
   because, in case you haven't seen it yet, it's a move wherein Chunli
   kicks the opponent once, the whole scene comes to a pause, five Chinese
   characters reveal themselves on the screen, and when everything's
   back to normal your opponent finds his life bar cut to half---yeah!
   Plus, you CAN combo this move from a mid-air LP-> mid-air LK!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
 \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
  \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                       
                                                                       
* nope. I won't be giving out any infinites (though you'd probably know
  them all by now) BUT I'll be using those infinites' basic principles
  in some of my combos.
                                                                       
Universal Jump-in: HP - yes, that's all you should do to start a jump-in
                        combo. You may want to do a LK-> MK-> HK combo
                        to start a jump-in but, can the LK really hit
                        the opponent before he does something else?
                                                                       
* a jump-in you MAY add while a dash-in you MUST add to any of these combos:
                                                                       
1. LP-> LK-> MP-> MK-> HP-> Kikkoken
2. LP-> LK-> MP-> MK-> Lightning K
3. LP-> LK-> HK-> UF-> LP-> LK-> MP-> D+MK-> LP-> LK-> MP-> MK-> Lightning K
4. D+LK-> D+MK-> D+HP-> Senretsu Kyaku
5. LP-> LK-> HK-> Hazan Tenshou Kyaku 
6. LP-> LK-> HK-> UF-> LP-> LK-> MP-> D+MK-> LP-> LK-> Shichisei Senkuu Kyaku
                                                                       
* Chunli can link her Senretsu Kyaku to her Hazan Tenshou Kyaku! What's
  more, if the opponent ends up in a corner, you can follow up with a
  Kikoshou for major damage!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____      _  _  ___
( \/ )(_  _)(_  _)    ( \/ )/ __)
 \  /  _)(_  _)(_      \  / \__ \
  \/  (____)(____)()    \/  (___/()
             ___  _____  __  __  ____  __  __  ____  ____  ____
            / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
           ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
            \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                       
                                                                       
Well, pull off all the combos I just taught you! If you block all day,
computer opponents will most likely do a dumb attack that'd leave them
open for a combo that ends in a super! If, however, they walk forward
for no reason, they're planning to throw you so do what you want to counter
that! Simple enough?
                                                                       
Oh, yeah, how to beat Onslaught:
First, cool-looking form: all you have to do is block low and release
                          a multitude of crouching HPs whenever he's
                          finished doing a special move.
                                                                       
Second, cheap@$$ form: jump and HP his face until you're all charged up
                       for a super then Kikoshou his face and make his
                       neck crack! Block right after your every move to
                       avoid his eye beams.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
 \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
  \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                       
                                                                       
*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. Use Psylocke as a helper - You may replace him, but make sure the
                              replacement pretty much does the same thing---
                              RAM the opponent! You can always do a dash->
                              Kikoshou for major damage afterwards.
                                                                       
2. Play a mix-up game - Chunli can't just combo and hope that her opponent
                        opens up somewhere during her moves because she
                        can only do short range combos and they don't even
                        confuse that much. Here's what you can do:
                                                                       
    Dash-> D+LK, after that,...
                                                                       
    a) F+HK - only if he doesn't block. Launches him in mid-air. Continue
              with an air combo of your choice
                                                                       
    b) D+MK - may be done even if he blocks or doesn't block. Added combo
              filler.
                                                                       
    b.1) D+HP-> Senretsu Kyaku - only if he doesn't block or when he blocks
                                 in corner. Follow up with an HK Lightning K.
                                                                       
    b.2) Splits K - an overhead to confuse your opponents while blocking
                    low
                                                                       
    b.3) throw - used to confuse opponents who block all day. Not to be
                 used much as it can be considered cheap if you win almost
                 entirely by it.
                                                                       
    b.4) Dash-> D+LK - only if blocked. Repeat mix-up game.
                                                                       
    c) Splits K - remove the D+MK part to further confuse. It's an overhead
                  done to confuse your opponents while blocking low.
                                                                       
    d) walk forward - make him guess what you'll be doing next and if
                      you predict right, either:
                                                                       
    d.1) throw - remove the D+MK part to further confuse. It's used to
                 confuse opponents who block all day. Not to be used much
                 as it can be considered cheap if you win almost entirely
                 by it.
                                                                       
    d.2) D+LK - start the whole strategy all over again for those who
                are already keen observers and can retaliate when they
                see a throw coming. Adding this to your options would
                give 'em a sure fire headache.
                                                                       
    e) summon Psylocke/any rammer - only when guard pushed because your
                                    opponent will usually dash afterwards.
                                    Connect with a Kikoshou for major
                                    damage.
                                                                       
3. Abuse the priority of your Jumping HP
                                                                       
        Whenever you just don't know what to do, or whenever every attack
   of yours ends up being countered, pull yourself together while buying
   time using a ton of HPs while repeatedly super jumping. Not only will
   your supers get charged up in no time, you'll also be quite sure it'll
   take some time before he could think of a way to stop you, and by that
   time you've already thought of a way to stop HIM!
                                                                       
4. Know which super to use
                                                                       
        Well, you can pretty much guess which super should be used for
   which situation---Kikoshou for missed supers that leave the opponent
   wide open and also for expected jump-ins, Senretsu Kyaku for combos
   as an ender and for abusing an opponent's open spot even if he's a mile
   away, and the Shichisei Senkuu Kyaku for air combos, again as enders.
   Don't even think of using the Hazan Tenshou Kyaku unless you successfully
   hit an opponent with a rammer first. In a nutshell, Chunli has specific
   uses for each of her supers and all knowing them all by heart will lead
   to victory.
                                                                       
5. Character-specific strategies:
                                                                       
Captain America - if there's anyone who could match your air HP priority,
                  it's him. His jumping HP does a lot more damage, reaches
                  further, and all that without having to sacrifice
                  execution time. Don't be the first one to super jump,
                  as he would most likely meet you in the air with the
                  accursed HP. Stay on the ground, dash forward and back
                  and lure him to miss a standing HP cause that's when
                  you pour out your Senretsu Kyaku. Use a confuser's
                  strategy and counter his dashing supers with a Hazan
                  Tenshou Kyaku in the face!
                                                                       
Captain Commando - ahh...this captain must be dealt with in a rather
                   opposite manner than the first one. With this captain,
                   ALWAYS super jump and air block to avoid getting hit
                   by the heavily damaging Captain Corridor or the Captain
                   Sword super. Being able to block these would mean a
                   free Senretsu Kyaku for you. DON'T use a confuser's
                   game with this captain because he'll just Captain Corridor
                   you out of it.
                                                                       
Chunli - two problems: avoiding her launcher when you're air-borne and
         avoiding her low combo to Lightning K super when you're on dry
         land. Two solutions: never be the first to super jump and if
         you ever will, hit the HP button rapidly during the whole air
         trip. Second, dash to low combo to super and make use of my confuser
         strategy, but with extra care. Missing would prove fatal...
                                                                       
Gambit - just avoid his cheappy infinite and you'll be fine. That's the
         only thing he can do to beat you so if you've mastered the art
         of avoiding it, and everything he can do set you up for it,
         (like a launcher, a ramming helper, or a throw in the corner)
         then you'll be fine. He can be a good confuser but has his options
         limited to low attacks and throws so show-off YOUR confusing
         skills and win! He may use a rain of Kinetic Cards as a chip
         away strategy but that can easily be countered: Just dash right
         below him, super jump, and meet him in mid-air with a Shichisei
         Senkuu Kyaku.
                                                                       
Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
       Then attack, attack, attack! He'll be wide open after just about
       ANYTHING he does so it's time to combo a dashing D+LK-> D+MK->
       D+HP-> Senretsu Kyaku. Air combos will also work on him fine, just
       remember to hit him once before launching otherwise he won't budge.
       Hulk is big, but remember that the Kikoshou makes bigger look dumber
       rather than stronger.
                                                                       
Jin - obviously cannot even dream of having Hulk's reach, but would definitely
      be faster. Other than that, Jin would have all of Hulk's advantages
      and disadvantages as well. He'll pack power with his attacks, especially
      if he's all yellow! That doesn't give him much of an upperhand,
      though, as his attacks have a lame recovery time and could easily
      be punished by an aerial combo to Shichisei Senkuu Kyaku. Just use
      the same strategies you would on a Hulk user and watch out for that
      hurricane super whenever you jump!
                                                                       
Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
          Let him use his X buster all he wants, while you constantly super
          jump and HP all the way. There'll be four kinds of Megaman
          users, and only two will you find challenging. The first one
          just hammers away with a stream of X busters that's easy to
          jump over and punish with a combo. The second one will always
          charge up his X buster and use it as part of an air combo. Just
          dash back and forth to confuse him into giving up that hold
          then welcome his fireball with a Splits K. The third Megaman
          user would be using a rammer as a helper, slide kick you, and
          hope that you'll retaliate with a combo as he summons his helper
          afterwards. He'll surely get hit, but you'll be punished by his
          helper as well, giving him enough time for a Hyper Megaman super.
          Just don't counter the slide kick and wait for him to run out
          of helpers, THEN attack! The fourth, most challenging one would
          be a Megaman that X busters low, then X busters high, then low,
          then high, then you lose your sanity---WRONG!! Fight on! Block
          his low X busters and dash forward when he does the high one.
          Eventually you'd be near him. Time to use your confusing skills.
          If he manages to escape, which would only be possible via super
          jump, wait for him on the ground then launch with the all powerful
          standing HK! By the way, don't worry bout his supers, just block
          and Senretsu Kyaku afterwards.
                                                                       
Morrigan - will fight like you do, being a good confuser and all that.
           She will, however, have her options limited to low attacks
           and throws so show-off YOUR confusing skills and win! If she
           does something you won't, namely raining you with air fireballs,
           Dash in and bury her in your Kikoshou or launch her if you don't
           have the extra charged super bar.
                                                                       
Ryu - If he's using strategies found in my Ryu faq, then may the best
      confuser win! If he's not, you're in for a cheapy fireball game.
      Again, you'd be needing your invaluable jumping HP to chrage up
      your super and Kikoshou his fireball wherever he may be.
                                                                       
Spiderman - Even his Maximum Spider has a high chance of getting countered
            by a Kikoshou in progress so abuse that fact to your advantage.
            Master the art of rolling and you'll be avoiding his Crawler
            Assaults forever! Even his Ultimate Web Throw would not be
            able to counter a Kikoshou and you can easily detect that.
            If he uses an air combo that knocks you down and falls right
            behind you as you get up, do the aformentioned super and
            make him savor the taste of a Chinese chi.
                                                                       
Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
                you to STAY in the corner when pitted against this teleport
                master. That way he wouldn't be able to use an Ouroboros-
                and-teleport-behind-you strategy. But with you in the
                corner, he'll try two things: combo you like crazy, wherein
                the guard push feature would prove most useful, and chip
                away some nice damage with his robo dog, which you should
                super jump to avoid and charge up your super meter. Use
                your helper whenever he jumps for you then Senretsu Kyaku
                afterwards. If he doesn't have a single super charged
                up yet, hell, forget all I've just said about him and
                engage in a confuser's game instead.
                                                                       
Venom - Just super jump and HP all the way and as you land, choose from
        two landing sites: as far away from him as possible to be able
        to continue super jumping and charging up your meter, or a little
        behind him so your HP could out prioritize ANYTHING he whips up
        and give you an opportunity to do a D+LK-> D+MK-> D+HP-> Senretsu
        Kyaku combo whether he blocks it or not. If he's able to block
        all of it, engage in a confuser's game but beware, he may not have
        an overhead but his throw allows him to combo you afterwards so
        get ready for that.
                                                                       
War Machine - Just block his ground combos, D+LK to combo his throw attemps,
              and do a sudden super jump to Shichisei Senkuu Kyaku if he
              abuses his mid-air smart bombs. If he's dumb enough not to
              include his War Destroyer super in a combo, dash and combo
              to super him one moment after all his missiles are launched
              from his armor. I guarantee you the missiles will drop where
              you WERE before you dashed but you have to time it right,
              though. The Proton Cannon, if not done as an ender to a helper
              attack, would be easily detected and therefore super jumped
              from and punished with what else but a Kikoshou. If your
              opponent doesn't make flaws like this, then you better stick
              to your good 'ol jumping HP to do the trick.
                                                                       
Wolverine - until recently have I thought that Wolvie users (including
            me, once) were just plain good at it but now I know Wolvie
            was just too advantaged to be defeated by a mere above average
            player. I hate to be called cheap, so now I have stopped
            using Wolverine, and started taking him as a challenge to
            defeat with my Chunli. There'll be two things any "challenging"
            Wolvie user would do: stomp you like crazy until you open
            up for a combo to super, or dash in like crazy also until
            you open up for a combo to super! With the first strategy
            you'll again have to utilize the priority that's in your HP.
            You can also opt to surprise him with a ramming helper as
            he stomps you to get a clear opportunity for a Senretsu Kyaku.
            For the second strategy, you'll have to assess yourself. If
            you think you can pretty much predict what he's doing, then
            combo him if he tries to throw and use the guard push otherwise.
            If he doesn't give up and still dashes in like crazy, smile
            and surprise him with a risky but rewarding Senretsu Kyaku
            to turn his healing factor off for good!
                                                                       
Zangief - Just charge up the way I've been telling you since the beginning
          of this section and guard push all his attacks so that he couldn't
          link them to a grapple or worse, SUPER grapple! He'll be using
          blocks much, so you'll just have to play a risky confuser's game
          with him. Remember that in a confuser's game, you'll have to
          succeed over him in a LOT of times before you can be at an advantage.
          One successful confuser from him and you're back to where you
          started, a draw. Whenever you're charged up and can't land a
          combo, just chip away with your Senretsu Kyaku followed by a
          Lightning K.
                                                                       
                                                                       
6. Strategies on secret characters:
                                                                       
Golden War Machine - Just block his ground combos, super jump from his
                     throw attemps, and do a sudden super jump to Shichisei
                     Senkuu Kyaku if he abuses his mid-air smart bombs.
                     If he's dumb enough not to include his War Destroyer
                     super in a combo, dash and combo to super him one
                     moment after all his missiles are launched from his
                     armor. I guarantee you the missiles will drop where
                     you WERE before you dashed but you have to time it
                     right, though. The Proton Cannon, if not done as
                     an ender to a helper attack, would be easily detected
                     and therefore super jumped from and punished with
                     what else but a Kikoshou. If your opponent doesn't
                     make flaws like this, then you better stick to your
                     good 'ol jumping HP to do the trick.
                                                                       
Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                         dealt with a confuser's strategy. This time she
                         can't use a rain of fireballs to annoy you because
                         she'll only have short range ones but still beware
                         her confusing skills and counter as you see fit.
                                                                       
Orange Hulk - Block, block, block! Eventually he'll grow impatient and
              hit you. Then attack, attack, attack! He'll be wide open after
              just about ANYTHING he does so it's time to combo a dashing
              D+LK-> D+MK-> D+HP-> Senretsu Kyaku. You'll be needing this
              super much to chip away some nice damage in case it turns out
              your opponent is a lot more patient than you are. Orange
              Hulk is big, but remember that the Kikoshou makes bigger
              look dumber rather than stronger.
                                                                       
Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
       MVC is survival of the fittest and Roll, as many would say, is
       not "fit". I'd choose her over Megaman anytime but I must admit
       I find the always-give-you-a-stupid-look boy much harder to defeat.
       Refer to my Megaman strategies for dealing with her and adjust
       them according to these added notes: One, Roll's X buster CAN chip
       some block damage but it would need a down to forward motion so
       it'll come out slow. Two, you can low block against her Hyper Roll
       and you wouldn't get a bruise. And three, all her other supers
       are easy to block and Senretsu Kyaku afterwards.
                                                                       
Shadow Lady - Chunli minus the ability to combo a super but plus the
              ability to chip away with her butt missiles. Keep an eye
              out for your life bar cause these farts can cut it down
              to half without even you noticing. Don't super jump, as
              that would mean a free chip from those accursed butt bombs.
              If she's stupid enough to do it while you're on the ground,
              and up close then it's Kikoshou time! Anticipate her missle
              super and again use your Kikoshou to counter. She'll also
              be using a ramming helper to easily connect with her Big
              Bang Laser so you'll have to predict when she'll use it.
              Knowing all these, engage in a confuser's game and she'll
              definitely short-circuit.
                                                                       
Venom's Carnage Mode - I really am not very observant on who takes more
                       damage than who but I definitely noticed the Carnage
                       Mode's belief in the quote, "The best defense is
                       a strong offense." (did I say it right?) Anyway,
                       Carnage Mode concentrates on speed and power, but
                       gives up stamina in return. Don't try a confuser's
                       game for him cause he's already confused!(heh)
                       Seriously though, his tremendous speed just gives
                       him the ability to jab his way out of any confusing
                       strategy you may have in mind. Let him combo you
                       like crazy, (while you block, of course), abuse
                       your guard push, and make him feel he's just another
                       big sucker for the Kikoshou.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      ____  _  _  ____   ____  _  _   ___
(_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
 _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                       
                                                                       
Chunli finally gets to challenge Bison, but I'm afraid the big red machine's
too powerful for our heroine. He just gives her some sort of blast similar
to Onslaught's eye beam and she's out cold. Shadow enters the scene and
chases Bison off with a series of missed flash kicks. Chunli recovers,
wondering who was that man who helped her.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _       ___  ____  ____  ____   ____  ____  ___
( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
 )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                       
                                                                       
Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
                                    arts
                                                                       
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!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
 )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                 _   _  ____  ___  ____  _____  ____  _  _
                ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                 ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                       
                                                                       
v1.2 - added some combos
v1.1 - improved a combo
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
 )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
             _    _  _____  ____  ____   ___
            ( \/\/ )(  _  )(  _ \(  _ \ / __)
             )    (  )(_)(  )   / )(_) )\__ \
            (__/\__)(_____)(_)\_)(____/ (___/
                                                                       
                                                                       
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's infinite combo (I don't approve of this, but I'll include it
due to persistent requests by a lot of people)
                                                                       
(air dash) D+MK-> HP-> (land) LP-> LK-> HK-> UF->
LP-> LK-> MP-> D+MK-> [repeat until (><) ]
                                                                       
* the infinite part (all four mid-air moves) must be done very quickly
* it would help to just hold DF after the first mid-air LP connects
* do not alter the infinite part in any way. Some of it, mostly likely
  the LP or the LK, will not always connect but still you need to press
  them to ensure perfect timing.
* replace the MP-> D+MK part with a Shichisei Senkuu Kyaku once the opponent's
  life is less than one-eight for a flashy finish!
                                                                       
There's another chunli infinite out there, but I don't know how it's
done. I just saw some cheap@$$ nut try to do it to me (good thing he
couldn't perfect it, or I would have lost one character immediately)
Email me if you have any info on this so I'd stop getting tons of mails
requesting for Chunli's infinites, ok?
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
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:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
||                                                                               ||
||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
||     site before sending in any comments, suggestions, and/or corrections.     ||
||     As for webmasters, web page contibutors, and all similar personnel,       ||
||     posting this faq on any other website requires every last sentence,       ||
||     phrase, word, and character contained within this file included and       ||
||     unaltered. Keeping this faq as updated as it is on gamefaqs.com is        ||
||     preferable, though not required.                                          ||
||                                                                               ||
||  3) This faq is not to be profited from---directly, indirectly, or in         ||
||     whatever other way possible. By directly I mean earning less than,        ||
||     equal to, or greater than a cent's worth in cash, items, or services      ||
||     in exchange for part of or all the contents of this faq. On the           ||
||     other hand, by indirectly I mean using a part of or all the contents      ||
||     of this faq as a convincing factor for the purchase of another product    ||
||     thus directly or again indirectly yielding profit.                        ||
||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
||                                                                               ||
||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~