Chun-Li by Kane

Version: 1.3 | Updated: 08/02/01 | Printable Version

  Street Fighter III: Third Strike - Chun-Li FAQ by BillyKane v.1.3

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This document is copyright 2001 Nadir Sellam a.k.a. BillyKane. I will
not tolerate any use of the information it contains without with my
permission. If you use it without my permission, I will take you to
the court, I will win, and you will lose lots of money. Think about
it. Writing a FAQ takes time. If you want to use part of this FAQ on
your site, please ask for my permission by email at I don't care if you're familiar with the law
or not, you copy my work you're going to pay, especially if you try to
make profit off of it. That's the way it is. Knowledge is priceless.
-End of disclaimer-

This FAQ could be described as a "Beginner to expert Chun-Li FAQ". It
covers all the ground on this character, I think. Since Chun-Li isn't
a combo-oriented character, this FAQ will focus on strategy. I will
list the different combos she has, though. If you want a character
that needs to use combos, stop playing Chun-Li and try Ibuki, Ken,
Yun or Dudley. What makes this guide different from the two others
already up on the site? It is in-depth and is based on my long
experience with the game. However, this is my first FAQ and I might
make some mistakes. Give me some feedback at
if you want.



1 Introduction
1.1 Who is Chun-Li?
1.2 Why should I use her?
1.3 Legend

2 Chun-Li's moves
2.1 Normal moves
2.2 Special moves
2.3 Super moves
2.4 Chun-Li's air game
2.5 Chun's poking game
2.6 Chunner's anti-poking game

3 Combos
3.1 Combo rules
3.2 Normal combos
3.3 "Specific situation" combos (Skill Smith)

4 In-depth strategies
4.1 Precisions on Chun-Li's air game
4.2 What are her best follow-ups after a parry?
4.3 How to charge your meter quickly?
4.4 "Run-away Chun-Li"
4.5 The "Chun-Li press": and offensive way of using Chun-Li?
4.6 Properties of the down-forward HK
4.7 Kara-throwing

5 How should I use her against the computer?

6 General advice
6.1 Defensive game
6.2 Versus character help

7 Extras
7.1 Chun-Li's outfits
7.2 Chun's pre-fight intros
7.3 Her victory poses
7.3 Chun-Li's win quotes
7.4 Arcade mode speech translation
7.5 Chun-Li's ending

8 Credits


A bit of history:

Version 0.1: 07/8th/2001-I wrote the Super Arts section, the
kara-throwing section, and the "general advice".

Version 0.2: 07/9th/2001-I added the normal and special moves

Version 0.3: 07/10th/2001-I completed the "press", "poking", and
"air game" sections.

Version 0.4: 07/11th/2001-I only worked on combos, and on her
personal info.

Submitted on: 07/13th/2001-I did some editing, the margin was too
large and the format wasn't good. I changed the ASCII art.

Edited on : 07/14th/2001-I had it proofread and changed the format.

Version 0.4 posted on 07/15th/2001 after a small delay.

Version 0.5: 07/16th/2001-I worked a lot taking into consideration
chunli89 and SlimX's comments. Added an "Anti-poking game" section, a
"Run-away Chun-Li" section, and added some comments to the normal moves
and Houyokusen descriptions, and a versus Urien paragraph. Added a few

Version 0.6: 07/16th/2001-Fixed the typos and improved the line breaks.

Version 0.7: 07/17th/2001-Added some kara-throw advice and more versus

Version 0.8: 07/18th/2001-Got some advice from Shadowgeist. Added tons
of stuff everywhere, especially in "versus" advice. Created the
"defensive game advice" section. Corrected mistakes on the Japanese
voices translations, thanks to SlimX.

Version 0.9: 07/24th/2001-I finished the "versus" strategies. It still
needs some work though. I added a new "build meter" strat from SlimX
(with the Houyokusen) and a combo from JMar.

Version 1: 07/26th/2001-I added some information provided by KDTC,
sorted the combos (but not by difficulty, I'm lazy =), and wrote the
"tier description" which looks like a hate-mail magnet, but oh well.

Version 1.1: 07/28th/2001-I added the Skill Smith combos I got from

Version 1.2: 07/30th/2001-I added the damage for all the moves and combos,
and the "properties of the down-forward + HK" section.

Version 1.3: 08/1st/2001- I added a new Houyokusen follow-up that theHY
saw in Hong-Kong.

Coming soon:

_More "defensive game advice"


1 Introduction

1.1 Who is Chun-Li?

Her name means Spring Beauty in Mandarin.

She is a Chinese Interpol agent/female kung-fu fighter who entered the
Street Fighter 2 tourney to kill Bison/Vega and avenge her father.
After achieving her goal, she took a break from fighting.

She has only been introduced to the Street Fighter 3 series in this
episode as a fan-favorite. She is arguably the hero of the game (the
artworks are all centered around her). In Third Strike, she decides to
fight again because she's looking for a Chinese little girl who has
been kidnapped. She is suspecting Urien and Gill.

Personal info:

Height: 5.5 ft
Weight: ? lbs
Blood type: A

Three sizes:

B: 2.8 ft
W: 1.9 ft
H: 2.9 ft

1.2 Why should I use her?

Because she is hot. =)

Seriously, because she's a very good character that takes skills
to use, contrary to what some people say. There are many Chun-Li
players out there, but it's hard to play her without being
predictable. She is by far the best character in the game in my
opinion, because she's got speed, damage, stamina, safe moves and
good counters. However, you need to have a firm grasp of the engine
to play a good Chun-Li.

She is not necessarily the most fun character to use, but she gets
the job done. Chun-Li is becoming more and more popular, but she's
still far from being used as much as the shotokans: she's also a very
good character to counter them. The good thing is that you can learn
how to be decent with her in a short amount of time. If you stick with
her and try to use the advice given in this FAQ, I guarantee you that
your Chun-Li game will improve very fast. However, remember to try
and find your own tactics once you can use her efficiently. The
best way to surprise your opponents is to develop your own fighting

1.3 Legend

    up backwards     up    up forward

                  \  |  /
    backwards    --  o  --   forward          LP    MP   HP
                  /  |  \                     LK    MK   HK

    down backwards  down  down forward

P = Any punch button
K = Any kick button
PP = Any two punch buttons
KK = Any two kick buttons
XX = Super cancel

qcf = quarter circle forward
qcf X2 = double quarter circle forward
hcf = half circle forward
hcb = half circle backwards

LP = Light punch (or Jab)
MP = Middle punch (or Strong)
HP = High punch (or Fierce)
LK = Light kick (or Short)
MK = Middle kick (or Forward)
HK = High kick (or Roundhouse)


Walk: forward or backwards
Crouch: down
Block: backwards
Dash: forward X2 or backwardsX2
Jump: up or up/forward or up/backwards
Super Jump: down, up
Regular throw: LP + LK
Universal Overhead: MP + MK
Taunt: HP + HK
Parry: tap forward (read theHY's "parrying FAQ" for more information)
Low parrying: Tap down
Red parry: Block, then parry

All the damage information is based on Ryu's stamina.


2 Chun-Li's moves

2.1 Normal moves

Note: Remember that any crouching hit deals 25% more damage than a
standing hit. This is another reason to abuse Chun-Li's MK. =)

Standing LP:
Damage: Close LP: 1.2% Far LP: 2.5%
Efficiency: 30%

A very quick punch that has no special properties. I personally don't
see many reasons to use this move since Chun-Li's other normal moves
are pretty fast as well. But if you need to jab for some reason (to
break a trap -e.g. Makoto's or Q's-, to pressure your opponent, or stop
the SA that don't have invincible start-up), this is great.

Low LP:
Damage: 1.2%
Efficiency: 35%

Basically the same as the standing LP, except it hits low. =)
This is a bit better because you can use it in mix-ups, and do
"combos" by repeatedly pressing it.

Standing MP:
Damage: 8.6%
Efficiency: 30%

It is comboable into some moves, but you shouldn't be using this move
much because its priority is not very good. The good thing is that it
comes out pretty fast and has good recovery so you can use it as an
anti-air. I usually consider it as a "close poke", but keep in mind that
she has other pokes that are much better.

Back + MP:
Damage: 8.6%
Efficiency: 40%

The double slap: it doesn't get much more humiliating than this move.
This move is a lot more effective than it looks: mainly because you
can cancel it into Super Arts. You can also stop its animation after
the first slap and cancel it into a Kikouken. However, try not to use
this as a "jump-in parry follow-up". Most of the time, it will whiff,
leaving you open. This move should be used on the ground only.

Low MP:
Damage: 8%
Efficiency: 55%

It has very good priority, contrary to what the character's
posture seems to show. It is a good move to use for mix-ups because
it comes out very fast. When up close, use this move and Low MK to
be less predictable.

Standing HP:
Damage: 9.9%
Efficiency: 95%

Chun-Li's best normal move and maybe the best normal move in the
game. This move has a VERY good priority and sick range: it beats
almost everything! This should be your main poking tool because
its recovery is safe. Just try not to be too predictable as it's
not that hard to parry.

Back + HP:
Damage: 11.7%
Efficiency: 70 %

An excellent "meter charge" move, and it's very safe. Abuse this
move, even when you're far from your opponent. As mentioned in the
anti-air section, it can be used as an anti-air under certain
conditions. Can be used as an "anti-poke" (see particular section).
It has very good priority, too.

Low HP:
Damage: 9.9%
Efficiency: 50%

A good combo starter, since the hit stun is long. It comes out
pretty fast so you can use it quite often in your mix-up game.
Not as good as her low MK though.

Standing LK:
Damage: 3.1%
Efficiency: 60%

A kick to the legs: it comes out VERY fast, making it Chun-li's
best pressure move. You can try to use it in a similar way to
Ibuki's trap, but remember not to mash the kick buttons and not
to go too fast: you're taking the risk of going into the Lightning
Kicks animation by doing that. If you stick to two straight LKs
only before using another move, it shouldn't happen. This move
should be blocked/parried high.

Low LK:
Damage: 1.2%
Efficiency: 55%

This move looks like nothing special, but it makes Chun-Li even
deadlier because it makes her mix-up arsenal complete. You can
simply use her standing LK and her low LK to confuse your opponent
actually. In most situations, you can connect 2 LKs. Use this move
to make your opponent block low, and then use the Universal
Overhead/LK Hazanshou/(kara) throw.

Close standing MK:
Damage: 8.6% (6.8%-1.2%-0.6%)
Efficiency: 30%

A pressure move, Chun-Li lifts her leg very high and if you keep
pressing, she goes into a series of kicks to the face. For some
reason, I never seem to use this move. It looks like a good
pressure move, but it is somewhat useless to me because of the
way I play Chun-Li.

Far standing MK:
Damage: 8%
Efficiency: 45 %

Chun-Li's main anti-air move (see anti-air section). Apart from
that, it doesn't have any interesting properties. It will whiff
most of the time if you use it up-close. But keep it mind that
this is Chun-Li's best kara-throw starter.

Forward + MK:
Damage: 6.8%
Efficiency: 45 %

This is an excellent pressure move. Not only it pushes your opponent
away but also it gets you closer to him, which is something you
usually don't want to do when playing Chun-Li. Excellent when you
want to irritate your opponent or when he is low on life though:
"forward + MK, EX Lightning Kicks" (it doesn't connect but chips
some life).

Low MK:
Damage: 8%
Efficiency: 85%

Chun-Li's second best move, mainly because it is easily linkable
into supers and it is a good pressure with a nice priority. Each
time you hit with this, it's a free SA, so abuse it. =)

Close Standing HK:
Damage: 10.5%
Efficiency: 40%

Chun-Li does a strong knee kick to her opponent's face. This is
definitely not her best move, though. It is quite slow and has
slow recovery as well. I would recommend using her low HK over
this. The only interesting way to connect this I'm aware of is
"Jump-in HK or HP, close standing HK": it does good damage and an
incredible amount of stun, but your Jump-in HK/HP will often be
parried against good players. It can also be super jump cancelled
(just like Oro's close MP or Ibuki's close HK) making it good for
confusion. If you are using the "press technique" describe in the
section 4.2, throw in a close HK, super jump cancel and attack on
the way down.

Far Standing HK/Forward + HK:
Damage: 10.5%
Efficiency: 45%

A very fast hop kick pressure move with nice range. You can use
this while trying to pressure (see the "Chun-Li press" section)
and puch your opponent toward the corner. It can also be used
as a throw tick. Do a fast low attack (a low LK for instance) to
keep your opponent nervous about the "low MK XX Houyokusen" trick.
Then press Forward + HK (should whiff over their head), then throw.
Usually the opponent is expecting to block/parry another low poke
and doesn't see the throw coming. It is very fast but doesn't work
against Hugo and Q.

Low HK:
Damage: 9.9%
Efficiency 60%

Contrary to what it seems, this move must be parried high (few
players know this). This move is one of Chun-Li's best moves: it
is fast a deals decent damage, and it is a decent anti-air.

Low-forward HK:
Damage: 9.9%
Efficiency: 75%

It's a weird flying kick move, which surprises almost everybody the
first time they see it. It is an excellent confusion attack. It works
wonders against human opponents because they don't know how to
block/parry it. Against the computer it's pretty useless, though. For
your information, it must be blocked/parried high.

Head stomp (air down + MK above your opponent):
Damage: 4.3%
Efficiency: 50%

A frustrating move for turtles... You can get several hits from it
when he/she's in the corner. It's a good move against people who
can anticipate your overheads. However, it leaves you wide open when
it whiffs or when it's blocked, which is the reason why I personally
don't use it much.

Wall jump (jump on top of the border of the screen, then jump
in the other direction):
Efficiency: 15%

What used to be a very good asset in the original Street Fighter 2 is
not what it used to be anymore. It is still a nice addition to her
arsenal and can be used to confuse/avoid contact with your opponent.

Her universal overhead (MP + MK):
Damage: 3.1%
Efficiency: 35%

It is not very good compared to others and gets out-prioritized by
most moves. Chun-Li can play a good mix-up game without using this,
and if you really want an overhead you can use the LK Hazanshou. The
good thing about the universal overhead is that if it hits near or
below the knee of your opponent, you can connect a Houyokusen

Her regular throw (LP + LK):
Damage: Ground: 10.5 Air: 6.8%
Efficiency: 80%

Given the importance of throws in Third Strike, this is obviously
one of her best moves. Use it against turtles who stay in the corner
or when an opponent is jumping over you. It has three versions
depending on the direction you're holding while performing the throw,
but contrary to most characters, all three are very similar:

_Neutral: Chun-Li grabs her opponent by the chest, takes a step forward
to have more power and throws him/her half a screen further.

_Forward: Same as neutral.

_Backwards: Same as neutral, except that she throws the opponent

Her taunts (HP + HK):

She has four different versions:

1) She yawns and bends her back.

2) She yawns and rubs her neck.

3) She yawns and cracks her neck (but you can't hear it for some reason).

4) She just yawns.

You get a bonus when you taunt and each taunt gives you a different
bonus. You can taunt up to 3 times!

1) Attack and defense increase

2) Defense increase

3) Attack increase

4) Stun recovery rate increase

The problem is that there is no way to choose which taunt you want Chun
to perform. So in practical play, these bonuses are almost useless.

During her taunts, she sometimes says one of these two sentences:

_"Sono tedo?", which means "Is that your best" in Japanese.
_"Sore dake?", which means "Is that all?" in Japanese.

2.2 Special moves

It is common knowledge that Chun-Li's special moves really aren't that
great. But don't worry, her normal moves more than make up for it. You
will have to abuse her normal moves if you want be become a better Chun

Kikouken: hcf + P
Damage: 3.7%
Efficiency: 20%

Ugh, this is probably the worst fireball in the whole game. It's a lot
worse than the Shoto's and Urien's fireballs. Don't try to use this to
play keep away, it simply doesn't work. Only use this in combos if you
want to look flashy, or when playing mind games. The LP version travels
almost full screen, the MP version is half screen, and the HP version is
very short -think Dan or Ryo's fireball-. You can cancel this into Super
Arts if you want to look cool, but don't forget the damage reduction
system. An interesting use of the Kikouken is that you can use it as a
shield to get up close. For instance, jump toward your opponent (not too
close though) and throw a LP Kikouken as a protection. If your opponent
jumps, then he just lost his position, you can try to dash-in and combo.
If he parries it, immediately dash-in and throw or use her low MK. If he
blocks then you can get up close and start your mix-ups. It can be a nice
surprise attack (it's true that most Chun-Li players don't use it). To
put it simply, this move is not a good way to hurt your opponent but it
can be used to create interesting set-ups.

EX Kikouken: hcf + PP
Damage: 6.8%
Efficiency: 15%

It does the same damage as the regular version,so I can't recommend
using this move. You probably won't be able to use it outside of
combos anyway. Like the regular version, you can cancel it into supers.
It only takes one hit to parry, so don't use it much. However, since
it's slow and never dissipates, you can throw it from full screen and
then follow it as a pressure technique.

Spinning Bird Kick: charge down, up + K
Damage: LK: 11.1% MK: 14.2% HK: 16.7%
Efficiency: 30%

Good move to chip away your opponent's life but you should really
avoid using it again good human players: most characters can avoid
it by simply crouching and the biggest characters can throw out
either at the start-up or at the end of the move. It is interesting
to note that this move gives lots of super energy. It works wonders
against the Computer though. It is also a good but risky way of
traveling from one part of the screen to the other.

EX Spinning Bird Kick: charge down, up + KK
Damage: 17.9%
Efficiency: 60%

Much better. A good anti-air special, not too easy to parry when
you're not used to it. Its priority is a bit weird: you have to
time it perfectly against certain moves (the shoto's air HK for
instance). It recovers very fast, much faster than the normal
version. Most Chun-Li players overlook this move, but it can be
efficient in high-level play.

Hazanshou: hcb + K
Damage: LK: 8.6% MK: 9.9% HK: 10.5%
Efficiency: 40%

This move is better than it looks, mainly because it has overhead
properties. If you use it occasionally and as a surprise move, it's
not too bad. Stick to the LK version and use it when you're close,
though, because it is parry bait. However, you can use it when you
"want" your opponent to parry, and then throw out a Kikoushou for

EX Hazanshou: hcb + KK
Damage: 14.2%
Efficiency: 15%

If you're going to use the Hazanshou, don't use this version. And
keep in mind that it doesn't go forward, think of it as a weaker
version of the Tensei Ranka. Honestly, I've misused this many times.
Now, I only use it as a wake-up move when my opponent is low on life.

Lightning Kicks: press K repeatedly
Damage: LK: 11.1% MK: 11.7% HK: 14.2%
Efficiency: 35%

This is not as useful as it was in the original SF2, mainly
because of the start-up lag. It's still a good pressure move if
you can find an opportunity to "buffer" the first kick button
presses. For instance, jump toward your opponent (or in his back)
and start pressing any kick button repeatedly before you land. You
can also use it as a wake-up move, or use it right after a Spinning
Bird Kick. You can also use it when crouching. The HK version comes
out a lot faster. But it is not that hard to parry as it seems
(jumping-in makes parrying it easier), and it lets you vulnerable
to fireballs/SA with invincibility frames. I personally don't use
it much for these reasons.

EX Lightning Kicks: press KK repeatedly
Damage: 11.1%
Efficiency: 40%

You should use it exactly in the same way as the regular version:
don't try to walk towards your opponent and use this move
because the first kicks you need to start the move are likely
to push him/her out of range. It has more priority than the
regular version, though. This is a very good move to chip your
opponent's life away, and more than anything, it's the best move
of the game to beat your high-score on the SUV bonus stage.

2.3 Super Arts

You probably already know that Third Strike only lets you pick one
Super Art out of three, which is why you should choose it wisely.
All of them are useful in different situations, but it appears that
they are not equally as good.

SAI: Kikoushou
Pure damage: 30%

Number of hits: 20

Super bar: <-----------------> 1

Skill level: beginner/intermediate

This is the most used SA by beginners, probably because it looks
very cool and it looks much more powerful than most other Supers
in the game. =)
I used to pick this one all the time when learning how to use
Chun-Li at first because I felt safe with it: it's a powered
version of her Alpha Kikoushou and I'm very familiar with it.
I also looks very similar to her Kikoushou from the "versus"
series. This SA is obviously a good choice for beginners, or for
the players people who play a very defensive Chunster. But it is
rarely seen on high level competition.


It does a fairly good amount of damage if you can get a  close
hit. The problem is that most players won't make mistakes so
huge that you will be able to punish them in close range.

It is easy to use in combos, you can cancel it from
her:      _low MK
          _low HP
          _Kikouken (qcf+P)
          _back + MP
          _close MK (3 hits)
          _back + HP
          _close back/forward + HK (the flying kick)

It is a very good punishing move due to its range. You can
easily chip your opponents to death using this move.

It is very fast, and has one of the best priorities in the whole
game. Of course, it will nullify fireballs and the likes. You
can even use it as a surprise wake-up move. As long as you're
facing your opponent and he's up close, it is safe.

It's insanely hard to parry: actually, this is probably the
hardest move to parry in the whole game. Not only you have to
start parrying the SA before it comes out (as with every
point-blank super) but you have to continue parrying at a fast
speed for 20 hits. Your opponent probably won't be patient
enough, hehe.

It pushes your opponent away even when blocked. This means that
they won't have many counter solutions in case you miss your
Kikoushou. Of course, you shouldn't miss it in the first place,
but if you do, the only thing your opponent can counter with is
a fireball special/super, a rushing normal/special/super, or a
dash-in normal. It sounds like it's a lot, but it's still better
than being totally open.

You can use it after a successful air hit: your opponent will
bounce and most of the Kikoushou hits will connect. You can use
this technique after hitting an opponent in the air with any
move except the air throw, the jumping down + HP and the jumping
HK. I personally recommend using weak attacks, the don't make
your opponent bounce as much so the super art will do more
damage. This is a safe way to connect this super art, but it
does less damage.

It is a very good anti-air: even though you will rarely be able
to connect all the hit -or else you're taking a huge risk- you
will probably connect enough to do decent damage. Given Chun-Li's
lack of a really effective anti-air, this can be very useful
especially against characters who have a dive move (e.g. Akuma,
Yun, Yang, Necro, Twelve). However, it's better to use it
against deep jump-ins, that way you can connect most of the hits.
Sometimes, the Kikoushou will make your opponent bouncer and
he/she can block the rest of the super. You don't want that to

The super bar is rather small, so you can charge it quite
quickly. To get tips on how to charge your bar quickly, read the
paragraph 2.3.


You can only charge one super. This is annoying because it
creates many situations of "hit or miss" and doesn't give you the
opportunity to use many EX moves. As a matter of fact, Kikou Shou
Chun-Lis are quite predictable.

If the super whiffs, you're in BIG trouble. Sometimes when you
use it as a wake-up or as a punishing move it can go in the wrong
way. The main rule with this super is to know what you're doing.

Apparently it seems to be easy to get thrown out of this super.
This point was brought to my attention by Shadowgeist from the boards. The reason for this is because the Kikoushou
animation starts with Chun-Li charging energy with her arms.

It is not the Houyokusen. =)

SAII: Houyokusen
Pure damage: 33%

Number of hits: 17

Super bar: <------------------------> 2

Skill level: intermediate/expert

This is by far her best Super Art, and the most used in
tournaments. I have even heard of tournaments in which this SA
was forbidden because it is too strong. Actually, it is not much
the move itself but the facility with which you can link it that
makes it a deadly weapon. In my opinion, this is the best SA in
the game. Period.


It is Chun-Li's most damaging SA (slightly better than the Kikou

You get 2 super bars (so you still have the possibility to use EX
moves, especially the EX Spinning Bird Kick)

It travels the screen very fast, which makes it an extremely
good attack to punish mistakes -a missed Shoryuken, for instance-
but keep in mind that you won't have many opportunities to use it
as such on high level play. But don't worry, it is not its best
use anyway.

It is hard to parry, even when not in a combo. Actually, it is
quite hard to get the first hit because it's much faster than
it looks. Once you manage to parry the first hit, the rest is
not that hard. However, if you miss the Houyokusen -which
shouldn't happen-, any skilled opponent can just parry the last
hit of the super, which is very easy. Try to not miss this super
or you're dead meat.

It has a rather long invicibility frame at start-up which means
that you can pass through fireballs. This is a very nice trick
and many players aren't aware of it: just wait until the fireball
is close. The good thing is that you don't necessarily need to
pull off the super as soon as you "feel" the invicibility frame
coming, since most Ryu/Ken/Akuma players won't block after
throwing a fireball (and you know there are many shotokans out
there). Just keep in mind that the invincibility frame is rather
long compared to other supers but lasts less than one second. So
don't try the super just when you see the fireball coming, you
will waste it. This should only be used occasionally as a surprise
attack, and remember that you can't pass through Urien's Metallic

This super can also punish blocked fireballs (from the shotos)
or sag hit fireballs -within jumping distance-. This is especially
useful if your opponents abuse thier Low MK -> Fireball combo.

It is comboable from most of Chun-Li's pokes: this is the most
important aspect, and it's the reason why she is so feared in
arcades. This is the way this SA should be use, especially since
the damage reduction isn't big as long as you only use one normal
attack to start the combo. You can link her SAII from
the: _low MK
     _back  MP
     _back  HP
     _low HP
     _close back/forward + HK (the flying kick)
     _kikouken (qcf +P)
     _EX kikouken (qcf + PP)

But you will ONLY need her low MK to win. Why? Simply because it's
one of the best normal moves in the game: it's fast and hits low,
but more than anything its hit stun time is longand it has a great
number of frames. You can cut the animation of this move at any
moment to start the SA: usually you have to finish the motion of
the super exactly at the end of the normal move. I have no idea of
why Capcom did that, but it gives Chun-Li an edge over most other
fighters, as if she wasn't already powerful enough. If you want to
win as many fights as possible, simply abuse Chun-Li's
"low MK -> Houyokusen" trick. Even though it is already famous
everywhere, most players don't have very good low parrying skills,
and this move is faster than it looks like. Mix up your attacks and
you'll frustrate many players. This is the way Chun-Li is used in
tournaments, and this is the way the Japanese top-players use her
as well.

If you have trouble pulling off the super motion, remember that
there are mainly two ways of getting this trick to work: either you
throw the MK and then do the qcf X2 + K motion, or you buffer the
first qcf DURING the MK, and then you do another qcf +K during the
hit stun animation. It sounds complicated in theory, but trust me,
any player can do it: I even managed to get it to work on the
Dreamcast's regular controller, even though I despise this thing and
never use it. But of course, it is more likely to work if you're
playing with an arcade stick. The top Japanese players have been
reported to do the super motion EVERY time they stick out the low MK.
While this technique can appear as exhausting in the long run, it is
extremely efficient: they can wait and see if the MK hits. If it does,
they just need to press any Kick button again and the super connects.
I like to keep pressing the MK button when I'm buffering for some
reason. I usually press HK to start the super.

But there's more: you can cancel a super jump at the end of the super,
which adds up to the damage already inflicted by the Houyokusen. You
need to cancel the super jump motion (down, up) during Chun-li's last
kick. I remember having trouble to pull this off at first, which is
why I recommend to do the super jump motion all the way through the
super: it makes you look dumb, but it works every time.

Once you've cancelled the super jump motion, you have many
opportunities. The best one is to use Chun's target combo
(air HP, HP) because it will hit every time if you learn the
timing. You can also do "down + MK, HK" but be aware of the fact
that the HK won't hit constantly. It does the same damage, though.
TheHY told me that you can also hit your opponent with a HP and
perform a MK or HK Hazanshou after landing. Since most players
will be trying to block low after the Super Art, it should hit
and it does more damage than the target combo.


However, this super has a very long lag time if missed. If your
opponent blocks and has a super in stock, you're dead. This is
another good reason to use the low MK trick.

This SA doesn't have good priority. It can be stopped after its
initial invincibility frame by most normal attacks. This means
that you shouldn't just use it out of the blue thinking that
your opponent won't be able to counter/out-prioritize it.

If you have the Dreamcast version of the game, you can learn how to
cancel the Houyokusen from her low MK in training. This is the key
to becoming a dangerous Chun player.

SAIII: Tensei Ranka
Pure damage: 23%

Number of hits: 9 (varies from 1 to 9 when used as an anti-air, but
most of the time it's 5)

Power bar: <-------> 3

Skill level: button masher =)

I see this Super Art as the antithesis of the Houyokusen: it is
by far Chun-Li's worst SA. I almost NEVER see anyone use it because
it's hard to find actual uses for it. I'm all for variety, but
honestly, why use this when her two other SAs are among the best in
the game? I'm starting to think that Capcom gave her this SA to
prevent her from being even stronger... =)


It can be used as an anti-air. I suppose this is what the developers
had in mind when they created it.

You get 3 small super bars, which means that you can use EX moves and
charge your bar very quickly.

You can try to use it as a wake-up move because the last hit is an
overhead. But that's definitely a waste of a super, and the damage
is very poor. Besides, this isn't going to work against experienced


It is not that great of an anti-air. If you're lucky, you might
connect the whole 9 hits, but you're more likely to only get 5,
or sometimes it will even whiff. Either way, the damage is
ridiculous, and not worth taking the risk of using it as an
anti-air. Compare that with the damage you get from
"parrying -> Kikou Shou". Discouraging, huh? =)

It is not as comboable as the Houyokusen. What I mean by this point
is that this SA should be easily comboable, since it does so little
damage. But it isn't the case. What's even worse: can you imagine the
damage this move does when included in a combo? Besides, you can only
cancel this Super Art
from the: _low MK
          _back MP
          _down HP
          _back HP
          _MP (but most of the time only 1 hit will connect)
          _down/forward HK (the flying kick -only 1 hit connects-)
          _kikouken (qcf +P)
          _EX kikouken (qcf+PP)

It is easy to parry, even used as an anti-air. It basically takes
only three parries to parry the whole 9 hits. Any decent player
will be able to parry it in my opinion.

The damage is too small. Well, this is self-explanatory. Sure, it
could be argued that it is normal since you have 3 power bars: but
the number of times the Tensei Ranka will hit is so small that it
can't be considered as a balanced Super Art.

Chun-Li's EX Hazanshou is almost as good as the Tensei Ranka and has
the same properties. Why choose it as a super when all Chun players
have access to this move?

2.4 Chun-Li' air game:

Chain combo: Air HP, HP

Use this chain combo as much as possible, because the timing to parry
it is not easy.

You can occasionally use her Head Stomp (air down + MK when above your
opponent), especially against turtles. It is quite risky, though.

Her air HP has very good priority (very good if you can anticipate air
moves, such as Akuma's air fireball). Her air Down + HP is her best
combo starter, but it is hard to land on experienced players as it is
easy to parry.

Priority of her air MK: use it as a late jump-in attack, that makes it
harder to parry. Why is it such a good attack? Well, first off, it
has priority over most normal moves. Secondly, it comes out very fast,
which is good for surprise attacks (mix air MKs and "blank jump
parries"). It looks exactly like her air LK, but it does -almost-
twice more damage. If you decide to jump-in, which is something you
should rarely do when using this character, this is a good attack to

Air throw: this is definitely an important part of Chun-Li's arsenal.
She is one of the few characters in the game to have such a move (with
Oro and Ibuki). It is performed by using the same throw move as on the
ground (LP+LK), but in the air. Some players consider this move cheap:
my advice would be not to listen to them. If it's in the game, it's in
the game, right? =)
Use it when you're fighting an opponent that seems to spend a lot of
time in the air (Oros, Twelves and Ibukis can be annoying like that).

2.5 Chun's poking game:

Her normal moves have a very good priority, which is why a good player
will use her defensively but still keep pressuring his opponent. What
you want to do is find a way to break his defense.

Most of her moves work very well as counters: the most obvious example
is her standing HP. It will out-prioritize most of the other moves
(including specials) in the game. Actually, you could finish the
arcade mode using this move only. I frustrated many players with her
standing HP: the main reason being its sick range. It doesn't matter
if it doesn't hit, your opponent won't have time to counter since it
has almost no lag time. It is a very good "charge meter" move, too.
Don't forget to abuse this move when using Chun-Li's superior poking

2.4 Chunner's anti-poking game:

Here is a tactic I wasn't aware of until SlimX told me about it
on the boards:

There is a useful technique that combines the "Back + HP XX Houyokusen"
super cancel. If you hit Back + HP (and it whiffs) and immediately
perform the super command, the super won't come out because Chun is
still in the Back + HP recovery frame. However, if your opponents
throws out a poke -which is definitely not a rare sight in this game-,
the Back + HP will beat it out most of the time and since the Back + HP
hit, the super will come out and combo. It's a great anti-poking tactic.
It also works when your opponent is dashing forward to throw and runs
into the Back + HP. As long as you're far enough away that the
Back + HP doesn't actually hit them if they don't attack, you're

This is great since Chun-Li is a great poking character: you can now
poke your opponent to death and "counter" his/her pokes? What more
could you possibly want? =)


3 Combos

3.1 Combo rules

All these combos were done with default System Direction settings
on Ryu. If you find out that one of these combos doesn't work or if you
feel that I've left out an important combo, please let me know by email.
The most useful combos are followed by *. Don't forget that the longest
combos are not always the best in this game because of the damage
reduction system (especially when using Tensei Ranka, which does
little damage).

It is a well-known fact that jump-ins are harder to connect in high-level
play. You can perform any of these combos without the initial jump-in, of
course (be creative! dash-in, or under jump-ins to start combos; you can
even use some of them after a clean ground parry).

Note: Any Kikouken can be replace by an EX Kikouken if you have enough

3.2 Normal combos

Standing MP XX Houyokusen (=SAII) XX super jump HP, HP (or other follow-ups) *
-20 hits, 40.7%-
Standing MP XX Kikoushou (=SAI) -21 hits, 35.8%-
Standing MP, Kikouken XX Kikoushou (=SAI) -18 hits, 22.8%-

Back + MP, Kikouken -2 hits, 8.6%-3hits, 11.7%-
Back + MP XX Kikoushou (=SAI) -24 hits, 36.4%-
Back + MP XX Houyokusen (=SAII) XX super jump HP, HP (or other follow ups) *
-21 hits, 38.9%-
Back + MP XX Tensei Ranka (=SAIII) -11 hits, 29.6%-
Back + MP, Kikouken XX Kikou Shou (=SAI) * -21 hits, 29.6%-
Back + MP, Kikouken XX Houyokusen (=SAII) XX super jump HP, HP
(or down + MK, HK) -22 hits, 34.6%-
Back + MP, Kikouken XX Tensei Ranka (=SAIII) -12 hits, 26.5%-

Jump-in down + HP, standing HP -good stun- * -2hits, 18.5-
Jump-in down + HP, close standing HK -good stun- * -2 hits, 19.1%-
Jump-in down + HP, standing LK (keep pressing LK) -4 hits, 18.5%-
Jump-in down + HP, low HP, EX Spinning Bird Kick * -7 hits, 32.1%-
Jump-in down + HP, back + HP, EX Spinning Bird Kick * -7 hits, 33.3%-
Jump-in down + HP, low HP, LK Spinning Bird Kick * -6 hits, 27.2%-
Jump-in down + HP, low HP, MK Spinning Bird Kick * -8 hits, 28.4%-
Jump-in down + HP, low MK, LK Spinning Bird Kick -6 hits, 26.5%-
Jump-in down + HP, low MK, MK Spinning Bird Kick -8 hits, 28.4%-
Jump-in down + HP, low MK XX Houyokusen (=SAII) XX super jump HP, HP
(or other follow-ups) * -21 hits, 46.3%-
Jump-in down + HP XX Kikoushou (=SAI) -21 hits, 35.2%-
Jump-in down + HP, low LP XX Kikoushou (=SAI) -22 hits, 36.4%-
Jump-in down + HP XX Houyokusen (=SAII) XX super jump HP, HP
(or other follow-ups) * -20 hits, 38.9%-
Jump-in down + HP XX Tensei Ranka (=SAIII) -10 hits, 30.9%-
Jump-in down + HP, low HP XX Tensei Ranka (=SAIII) -11 hits, 27%-
Jump-in down + HP, Kikouken XX Tensei Ranka (=SAIII) -11 hits, 27.8%-
Jump-in down + HP, back + MP XX Kikoushou (=SAI) -23 hits, 38.9%-
Jump-in down + HP, back + HP XX Kikoushou (=SAI) -22 hits, 35.2%-
Jump-in down + HP, back + HP XX Tensei Ranka (=SAIII) -11 hits, 38.3%-
Jump-in down + HP, back + MP, Kikouken XX Kikoushou (=SAI) -24 hits, 31.5%-
Jump-in down + HP, back + HP, Kikouken XX Kikoushou (=SAI) -23 hits, 32,7%-
Jump-in down + HP, low HP, Kikouken -3 hits, 21.6%-
Jump-in down + HP, low HP XX Kikoushou (=SAI) -22 hits, 39.5%-
Jump-in down + HP, low HP, Kikouken XX Kikoushou (=SAI) * -23 hits, 38.9%-

Back + HP XX Houyokusen (=SAII) XX super jump HP, HP (or other follow-ups) *
-20 hits, 40.7%-
Back + HP XX Kikou Shou (=SAI) -18 hits, 35.2%-
Back + HP, Kikouken XX Kikoushou (=SAI) * -22 hits, 33.9%-
Back + HP XX Tensei Ranka (=SAIII) -10 hits, 29.6%-

Low HP XX Kikoushou (=SAI) -21 hits, 35.2%-
Low HP XX Houyokusen (=SAII) XX super jump HP, HP (or other follow-ups)
-20 hits, 32.1%-
Low HP XX Tensei Ranka (=SAIII) -10 hits, 30.9%-
Low HP, Kikouken XX Kikoushou (=SAI) -20 hits, 30.9%-
Low HP, Kikouken XX Houyokusen (=SAII) XX super jump HP, HP (or other
follow-ups) -21 hits, 35.8%-

Close standing MK XX Kikoushou (=SAI) -23 hits, 31.5%-

Low MK XX Kikoushou (=SAI) * -19 hits, 33.9%-
Low MK XX Tensei Ranka (=SAIII) -10 hits, 30.2%-
Low MK XX Houyokusen (=SAII) XX super jump HP, HP (or other follow-ups) *
-20 hits, 41.3%-
Low MK, Kikouken XX Kikoushou (=SAI) -20 hits, 23.4%-
(In the corner) Low MK, Kikouken XX Tensei Ranka (=SAIII) -11 hits, 22.8%-

Jump-in MK, close standing HK * -2 hits, 18.5%-
Jump-in MK XX Kikoushou (=SAI) * -19 hits, 33.9%-
Jump-in MK XX Houyokusen (=SAIII) XX super jump HP, HP (or other follow-ups) *
-20 hits, 41.3%-
Jump-in MK XX Tensei Ranka (=SAIII) -10 hits, 30.2%-

Jump-in HK, Close HK (good stun) * -2 hits, 19.1%-
Jump-in HK XX Kikoushou (=SAI) -21 hits, 28.4%-
Jump-in HK XX Houyokusen (=SAII) XX super jump HP, HP (or other follow-ups)
-20 hits, 40.1%-
Jump-in HK XX Tensei Ranka (=SAIII) -10 hits, 30.9%-
Jump-in HK, low LP, Kikoushou (=SAI) -22 hits, 36.4%-
Jump-in HK, low HP, Kikouken -3 hits, 21.6%-
Jump-in HK, low HP XX Kikoushou (=SAI) -22 hits, 39.5%-
Jump-in HK, low HP, Kikouken XX Kikoushou (=SAI) * -23 hits, 42%-
Jump-in HK, low MK XX Kikoushou (=SAI) -22 hits, 40.1%-
Jump-in HK, Low HP XX Houyokusen (=SAII) XX super jump HP, HP (or other
follow-ups) -21 hits, 44.4%-
Jump-in HK, low MK XX Houyokusen (=SAII) XX super jump HP, HP (or other
follow-ups) -21 hits, 45.1%-
Jump-in HK, low MK, Kikouken XX Kikoushou (=SAI) -23 hits, 42,7%-
Jump-in HK, low HP, Kikouken XX Houyokusen (=SAII) XX super jump HP, HP (or
other follow-ups) -22 hits, 42%-

Close down-forward HK, low MK -2 hits, 17.3%-
Close down-forward HK, low HK -2 hits, 18.5%-
Close down-forward HK, back + HP -2 hits, 19.7%-
Close down-forward HK, Lightning Kicks -2 hits, 11.7%- -JMar-
Close down-forward HK, low MK XX Houyokusen (=SAII) XX super jump HP, HP
(or other follow-ups) * -21 hits, 46.3%- -SlimX-
Close down-forward HK, low MK XX Kikoushou (=SAI) * -18 hits, 37.6%-
Close down-forward HK, back + HP XX Houyokusen (=SAII) XX super jump HP, HP
(or other follow-ups) -21 hits, 45.7%-
Close down-forward HK, back + HP XX Kikoushou (=SAI) -19 hits, 38.8%-
Close down-forward HK, back + HP, Kikouken XX Kikoushou (=SAI) -17 hits, 35.8%-
Close down-forward HK XX Kikoushou (=SAI) -21 hits, 35.2%-
Close down-forward HK XX Houyokusen (=SA2) XX super jump HP, HP
(or down + MK, HK) * -20 hits, 39.5%-

Kikouken XX Houyokusen (=SAII) XX super jump HP, HP (or other follows-ups) *
-20 hits, 29%-
Kikouken XX Kikoushou (=SAI) -21 hits, 24.7%-
(In the corner) Kikouken XX Tensei Ranka (=SAIII) -10 hits, 16%-

3.3 "Specific situation" combos (Skill Smith)

This section is dedicated to stun/Hugo/Q combos. These are basically
useless in serious play, and are definitely not worth learning except
maybe if you are playing with special system direction settings (but
then again, why would you be reading this FAQ if you were? =). You
can think of these as exhibition combos, because you will probably
need to try them in training mode. However, they do look very flashy.
It is fun to try them when you are bored! =)

Note: I have not been able to try out all these combos yet.

1)Versus Q, in the corner:

_Jump-in HK, low HP, EX Spinning Bird Kick, EX Lightning Kicks

2)Versus Hugo, in the corner:

_jump-in down + HP, Back + MP, EX Lightning Kicks XX Houyokusen (=SAII)

Note: after the Houyokusen, hugo will bounce off the wall and not
all the hits of the super art will connect.

3)Versus Hugo nearly stunned, in the corner:

_Close standing HK, LP, LP, LK XX Kikoushou (=SAI)

Note: the stun meter requirement is crucial for most of Skill Smith'
combos. While your opponent is stunned, your normal attacks will not
"flip" your opponent onto their feet. This enables further juggle
and creates some interesting combo opportunities. Your opponent must
not be fully stunned or the first hit will reset your opponent's
stun bar. This means that before the juggles take place, you must
somehow stun your opponent using one or more hit. in this combo,
the standing HK stuns hugo competely thus the following LPs and
the other juggles connect.

4)Versus Hugo nearly stunned, in the corner:

_Jump-in HK, low HP, LP XX Houyokusen (=SAII) XX super jump, air LK,
jumping LP, jumping LK

Note: You must connnect the first jumping LK from the super jump.
Chun-Li will land before Hugo: jump again, LP. Chun-Li will land
before Hugo again, jump and LK.

5)Versus Q nearly stunned, in the corner:

_EX Kikouken, super jump-in HK, Back + HP, Kikouken XX Houyokusen
(=SAII), Houyokusen (=SAII) XX super jump, air down + MK

Note: Q is fully stunned after the first Houyokusen (=SAII),
therefore the second one will connect.

6)Versus Q nearly stunned, in the corner:

_LK Hazanshou, standing HK, universal overhead, LP XX Kikoushou (=SAI)

Note: Q is stunned after the LK Hazanshou. Unlike combo #3, standing
HK is not used for stunning Q, it's the juggle starter. The universal
overhead barely hits Q and the LP is used to keep Q in the air for the
Kikoshou (=SAI) to connect.

7)Versus Hugo nearly stunned, in the corner:

_EX kikoken, jump-in down + HP, Back + MP (1-hit only), Kikouken XX
Houyokusen (=SAII) XX super jump, air LK, jumping LP, jumping LK

Note: Hugo is stunned after the Houyokusen (=SAII) is completed.
The "air LK, jumping LK, jumping LK" works in the same fashion as
in combo #4.

8)Versus Makoto, in YOUR corner:

_Down-forward HK, forward + MK XX Kikoushou (=SAI)

Note: The down-forward HK flips chunli over makoto and pins makoto
against the corner.

9)Versus Hugo nearly stunned, in the corner:

_Jump-in down + HP, low HP, low LP XX Houyokusen (=SAII) XX super jump,
air MP, air HK

Note: Hugo is stunned after the low HP. After the air MP, Chun-li will
land before Hugo. Jump again, and hit him with HK.

10)Versus Hugo nearly stunned, in the corner:

_Close standing HK, super jump, low MK, low MK, low MK, standing HK XX
Kikoushou (=SAI)

Note: This combo is VERY hard to connect. Hugo is stunned after
the standing HK. Then you must cancel the jump and the down + MK
(head stomp) will hit hugo on his forehead. You can connect 3
head stomps. Then Chun-Li will land behind hugo, connect the HK and
the Kikoushou (=SAI). One more thing, the second standing HK will
turn Hugo facing the opposite direction thus creating more recovery
time. This uses same principle as comboing akuma's Raging Demon off
his far standing roundhouse.

11)Versus hugo, in the corner:

_Jump-in roundhouse, Lightning Kicks XX Houyokusen (=SAII) XX super jump,
air LP, Jumping LP

Note: the Jumping HK stuns hugo. Lightning Kicks pushes chunli away so
not all hits will connect, but the Houyokusen (=SAII) will fully connect.

Thanks again to chunli89 for the translation of the videos!


4. In-depth Chun-Li strategies

4.1 Precisions on Chun-Li's anti-air game

This is often described as Chun-Li's weakness, and it's true to an
extent: Chun-Li has no reliable anti-air. You will have to work a
lot on this aspect of the game to be less vulnerable to jump-in
attacks, which are often combo starters.

Skill level: beginner

Her Back + MK is her best regular anti-air move. However, it is
really not that safe. You have to time it perfectly, and it doesn't
have much priority. I see many Chun players abusing this move, and
that's a mistake: it is also very easy to parry.

You can also occasionally use her standing MP, which is a decent
anti-air. As mentioned by KDTC, you can combo it into a kikouken:
just remember to vary the speed of the projectile (LP, MP, HP and
EX) to stuff up your opponent's timing.

Skill level: intermediate

Her EX Spinning Bird Kick can be a very good anti-air. Most players
will be surprised by it and will mess up on the parry. However, it
is up to you to decide whether or not you want to use your power bar...

Her low HK has anti-air properties, strangely enough (it doesn't look
like it should hit). I use this move more often than her Back + MK
because it's faster, and a bit harder to parry. But you have to keep
in mind that this move should be parried high, which means that this
anti-air is not really that hard to parry.

Skill level: expert

This is a technique that works very well against top-level players
who can parry everything you throw at them. Just wait for them to
jump -don't go backwards, so that they're right in front of you-
and press HP. This move is not a very good anti-air, I know. But
it should hit every time, and get parried most of the time. Before
it gets parried/during the parrying frame, mash the kick buttons to
cancel a Lightning Kicks special. Now this is already a lot harder
to parry, and most players won't see it coming. If you're playing
against very good players who can parry this kind of multi-hit moves,
forget about Chun-Li's anti-air and read the next section.

Dash-in as an anti-air:

Chun-Li's dash is fast enough to let you dash under your opponent
if you can anticipate a jump-in. You still need to perform the dash
quite soon, before they have attained the top of their jump. Most
players will try to block if you dash under their jump-in, so you can
either throw or mix-up. This tactic works great against beginner Akuma
players whose game often revolves around throwing air fireballs. The
delay on the fireball gives you more time to imput the dash motion.

Parrying as an anti-air:

You read it right: Chun-Li's most reliable anti-air technique is
still the good old parry system. This is why I personally think
that saying that playing Chun-Li requires no skill is nonsense.
If you want to be competitive, you need to get better at parrying,
and you will only get better by experiencing more.

Most beginners/decent players will attack with a clean hit when they
jump-in, which is very easy to parry. Once you can parry this, you
have an edge over your opponent (see the nest section).

However, the better players will try to jump-in using multi-hit attacks
(e.g. Ryu's air MP, MP chain combo), which are much harder to parry.
The only thing you can do is learn how to parry them by using the
Dreamcast game's training mode.

4.2 What are her best follow-ups after a parry?

The normal you should use the most after a clean parry is obviously
her HP, for reasons mentioned earlier. Contrary to most character's
HPs, it will connect almost everytime. This is one of the reasons
Chun-Li seems to be played better defensively: she can deal good
damage after parries.

Her Back + HP is also a very good follow-up because it leaves your
opponent out of range and allows for quick damage.

You can also "parry -> Low MK -> Houyokusen (=SAII)" if you're
confident enough.

Otherwise, if you have the possibility
to use a SA after a parry, don't hesitate. =)
The Kikou Shou will connect almost all the time and the Houyokusen
will connect as well except if the move parried is a jump-in.

4.3 How to charge your super bar quickly?

This is a very important aspect of the game, and Chun-Li has
the possibility to charge up her super bar more quickly than
most characters mainly due to the speed and the safe recovery of
her normal moves. Now that we've seen how good her first two SAs
are, it should be easy for you to understand that if you can charge
up at least once super bar quickly, you can totally change the face
of a fight.

Her best moves regarding this are her standing HP, her back + HP
and her jumping (straight) HK. They are all abusing by Chun players
around the world, but that doesn't mean you shouldn't use them. =)

Chun-Li's back + HP has very surprising properties, to say the least.
First off, its range is a lot bigger than it looks. Many offensive
players often get caught by this, because it's very fast -more than
the standing fierce-. It is very hard (almost impossible) to parry when
used right. Stick it out when you're retreating, or when your opponent
is getting too aggressive. Besides these advantages, it can also be a
very confusing move for your opponents: when it hits, you can start
being offensive again by canceling a Kikouken or a Super Art from it.

Use her standing HP as both a poke and a "meter charger" move. Out
of this list, it is the only one that can have an real offensive use.
It has insane range and a very good recovery. Just don't use it as
a charge meter move from far away, her Back + HP is much better for

I didn't know her jumping (straight) HK had this kind of properties
until recently, when I saw a video of Sabin during the Houston tourney:
the best way to use this is to stand about half a screen away from
your opponent and wait for him to try to attack. Not only this move
has very good range, but also it is fast, does good damage, and hits
both ways. If you can manage to get a few to connect, your super bar
will charge up very fast.

SlimX suggested to use the super jump cancel at the end of the
Houyokusen (=SAII) as a way to gain some time to build meter. Indeed,
the HP, HP follow-up only takes off less than 2% (= 3 points in
training mode) of your opponent's energy bar... Why not just super
cancel a jump backward -to the other side of the screen- and try to
build up your meter? You can do one attack during the jump and have
time for at least 3 safe Back + HPs: you can recover a third of your
super meter that way. You can even do more if your opponent doesn't
have a fast fireball/rush-type move. Just keep in mind that using this
tactic won't give you a good grade (because of the whiffed moves). But
in tournament play, it's perfect.

You can even taunt instead of charging your meter if you're feeling
cocky. =)

4.4 "Run-away Chun-Li"

As the title hints, this section will deal with Chunner's
run-away tactics. Thanks to her overall speed, she can avoid her
opponent very easily: playing against a run-away Chun-Li can be
extremely frustrating. Take advantage of this and force your opponent
to attack and make mistakes!

This is the only real use of Chun-Li's wall jump (jump on the wall,
and "bounce" in another direction); even though it is rarely useful,
it can be used while trying to build meter or run out the clock. But
you will need to be in control of the fight to use this move properly.
Also keep in mind that Oro can take you by surprise with his double-

Chun-Li's dash is quite fast, covers a long distance, and has fast
recovery. To avoid contact with your opponent, keep dashing forward
or backwards, especially when your opponent jumps. This tactic often
confuses players who are not totally used to the engine yet.

A "run-away Chun" might want to use the (EX) Kikouken from full screen
and wait for the opponent, then use dashes or wall jumps to avoid him
when he comes up close. Just beware of projectile Super Arts if you
decide to use the Kikouken (e.g. a Shinkuu Hadoken will nullify the
Kikouken and then hit you because of the long recovery).

4.5 The Chun-Li press: an offensive way of playing Chun-Li?

TheHY from the board brought my attention to a way
to play Chun-Li offensively that works wonders against turtles
and named it the "Chun-Li press" -watch out for characters with
high-priority moves, though-:

Walk towards the opponent, repeatedly throwing out LK, but try
and up the timing on them. Mix this up with occasional forward + MK
or low MK, and if they crouch, forward + HK/universal
overhead/occasional LK Hazanshou. Remember to constantly walk forward,
keeping in the foes' face. When they block and you're close, go for
the throw. If they flinch, super (preferably Kikoushou in this case).
This technique is mainly based around fast pokes to find the flaw
in your opponent's defense. When you are low on life or when time
is running out, this is a very good tactic. Even though Chun is
best when played in a defensive fashion, any good player must
know how to pressure with her and not rely only on defense and

An original way of using the Houyokusen (=SAII) but still pressure
your opponent suggested by SlimX (again...) is to super cancel a
jump toward at the end of the super, hit your opponent with a weaker
attack instead of the "HP, HP", such as a jumping MK that won't
knock them down unless they're stunned, and then use the
down-forward HK just as you land. If they block low or the wrong
way, you can get a couple more hits and you can even cancel another
Houyokusen (=SAII) if you have enough meter. Even if the
down-forward + HK is blocked, it is very unlikely that it will be
parried. However, you must be aware of the fact that this super
pushes your opponent in the corner about 80% of the time. In this
case, the down-forward + HK, will whiff and leave you open. Try to
see and judge if it will connect before taking any unnecessary risks.

You can also follow up the super jump with a jumping MK, then dash
forward -to end up behind your opponent- and keep the pressure on.
If you're in the corner (which, as we've just seen, happens often),
you can land and immediately low MK again. If it hits, link it into
another Houyokusen. Chun-Li has a pseudo 100% combo that uses this

4.6 Properties of the down-forward HK

Chun-Li has that weird diagonal kick which is very good to surprise
people, and that many beginners pull off by mistake, making them
even more annoying to fight. >_<

This move acts like a cross-up, and you can combo many moves from
it. But the best thing is that it is an overhead, and MUST be blocked
and parried high. If you are playing against a turtle, this move can
be very useful: just make sure your opponent is not in the corner
though, because it will whiff if he is.

After performing this move, Chun-Li has very little recovery, which
means that you should definitely abuse it. One of my favorite
techniques when I first started playing this game was to use it and
combo it into the Houyokusen (=SAII).

But it has many other uses, actually. For instance, you can combo it
into a back + HP rather easily once you get the timing right (my
advice would be to keep the stick in the opposite direction so that
you only need to press HP at the right moment). Chun-Li's back + HP
is another safe and damaging poke that helps you build up your meter
fast. So after each down-forward + HK, you can connect a back + HP
and even combo into the EX Spinning Bird kick or a Super Art.

A great way to deal BIG damage is to keep an eye on your opponent's
stun gauge. Once it is filled to 2/3, a smart opponent will probably
stop attacking and poke for a few seconds. Use this opportunity to try
and connect the down-forward HK, and then the back + HP. This combo
does a very big amount of stun, so your opponent should now be stunned.
DON'T cancel the back + HP into a Super Art. All you have to do now
is get close to your opponent and do "low MK XX Houyokusen": without
counting the attacks you used before the down-forward HK to stun your
opponent, you just took off 61.1% of his energy bar with only one Super
Art and no EX move! While Chun-Li is not a very good stun character
in general, this strategy shows that she has potential.

4.7 Kara-throwing:

Skill level: expert

You might know that the term kara-throwing refers to the action
of canceling a normal move into a throw to give it more range.
Chun-Li is very good at this. As mentioned before, she has a
very good normal throw range, but if you want to play against
expert players, you will need this skill. There is a very good
article on this feature at if you need more details.

Chun-Li's best ground kara-throw starters are her Far MK and her
Close HK.

Let's start with her Close HK. Basically, you throw the HK and
before it hits you cancel it into a throw (LP + LK). You have
to be very fast, and the timing is strict: at first it can be
confusing. The range gained can seem small to you, but you have
to realize that once you master this skill, all of her throws
will have increased range. How do you know if you have succeeded
kara-throwing your opponent? Chun-Li will make a small scream,
similar to the one she does when you use her Close HK to hit.

I used to abuse her Close HK as a kara-throw until I discovered
that her Far MK gives her a lot more range. The drawback is that
Chun-Li no longer makes a small scream when you use her Far MK
as a kara-throw starter. However, you should be able to see the
range gained on the screen when you get used to it. Try to learn
how to cancel her Far MK as soon as possible.

If you have the Dreamcast version of Third Strike, you can learn
how to kara-throw in training mode: to get used to the timing
in general, you can start with Q and choose Remy as your opponent.
His best kara-throws are MP and back + MP. Just go near your
-dummy- opponent and throw him using the neutral throw. This
should put you in a perfect position to practice kara-throwing:
you are too far to connect a normal throw, but still close enough
to use a kara-throw (use MP and the neutral throw), so don't move
the joystick. Each time you manage to kara-throw your opponent,
you and your opponent will end up being at the same distance from
each other, so you can peacefully practice kara-throwing for
hours. =)
The reason why this does not work with Chun-Li is because all her
throws make the opponent fly across the screen.

Keep in mind that you can also kara-cancel her air throw, even
if it takes a bit more skill. The motion is the same as on the
ground though: you jump, stick out the HP and cancel it into a
throw before it hits.

My general advice on kara-throws would be to try not to overdo
it. Yes, the best players kara-cancel everything they throw. Yes,
it is even possible to kara-cancel from special moves (in the case
of Chun-Li, it's useless). But it's okay if you can't do it...
It's better to connect a safe throw than to miss a kara-throw.
And I would ignore this section if you don't have access to a
Dreamcast, because this skill takes some time to learn: don't
waste your quarters on this aspect of the game, the game is about
fun after all, isn't it? Even though Chun-Li's kara-throws make
her even deadlier, you don't need them to play her effectively.


5 How should I use Chun-Li against the computer?

Chun-Li is one of the easiest characters to finish the game with.
And you won't even need to use a glitch,
a trap or anything. It seems that the A.I. of this game is very weak
when it comes to fighting Chun-Li: you can abuse her Spinning Bird Kick
against the majority of the characters, they will block it instead of
crouching/avoiding it. You can chip certain opponents to death rather

But I know what you're thinking: "That won't give me a good grade!"
It's true, but getting good grades with her is not hard anyway. Just
sharpen your parrying skills, play offensive -contrary to how you
should play against human players-, use either her Kikou Shou to
punish mistakes or her Houyokusen with the Low MK trick, and you
should get good grades easily.

If you have any trouble beating Gill, just follow this pattern: you
need to force him to block and not counter your moves, so just do "HK
Spinning Bird Kick, low LK, low HK, HK Spinning Bird Kick, low LK, low
HK, repeat". Don't wait until he gets up before performing the SBK
move, charge it during the "low LK, low HK". When he parries/counters,
start the same pattern again. This strategy works very well against him
because he will always try to counter after blocking the Spinning
Bird Kick. Sometimes he will even eat it. You can beat him by chip
damage anyway. When he uses his Resurrection Super Art, just go up
close and mash the LP button, or use the LK Spinning Bired Kick. Don't
use the HK version, because it will knock him down and he will retaliate
before you. When your meter is full, make him block a Spinning Bired
Kick then use the Kikoushou, he should eat it. Otherwise, Chun's
Crouching MP and HK seems to work against Gill. If you can't get the
pattern to work, just poke and throw him.

Hope that helps. Yes it does sound cheap, but then again isn't he the
king of cheapos? =)


6 General advice

6.1 Defensive game advice

The secret to playing a good Chun-Li is to find the right balance
between offense and defense, pressuring and zoning, poking and
throwing. You MUST learn how to defend well against any type of
attack before you can feel confortable with this character.

Learn which moves are overheads. Some moves look like they
should be blocked low but the reality is different (e.g. Remy's
Forward + MK). It's important to know all the overheads in the
game, because different players use different moves. Just
remember not to block low and wait as if you were invincible:
you'll get smacked.

Learn the different Super Art parry patterns. Basically most
rush supers (Urien's Tyrant =SAI, Sean's Hyper Tornado
=SAIII, Q's ), all fireball supers (Ryu's Shinkuu =SAI and
Denjin =SAIII Hadoken, Akuma's Gou Hadouken =SAI, Urien's
Temporal Thunder =SAII) and all Shoryuken-type supers (Ken's
Shoryu Reppa =SAI, Dudley's Rocket Upper =SAI, Akuma's
Gou Shoryu Reppa =SAII), have the same parry patterns. You
just need to learn the start-up, the "breaks" and the number
of hits of the moves. This is described in detail in TheHY's
parrying FAQ.

When you are being pressured (by a Yun player for instance),
you are sometimes forced to crouch. You take a 25% extra
damage when you are crouched, which means that overheads
take off more energy than they normally should.

Many players complain about the piority and importance of
throws in Third Strike. However, there is a way to defend
against a good pressure/throw player: the tech throw. To
perform this, you just need to press LK + LP at the same
time as your opponent. The timing isn't easy and you can't
do it on reaction, so you will have to guess when your
opponent is going for a throw. The problem with this is
that if you guess wrong, the missed throw animation will
leave you open.
But you need to keep in mind that you CAN tech throws when
you are crouched, since the imput simply is LP + LK. The
advantage is that you will not get a missed throw animation
if you press LP + LK while crouching. If you guess wrong and
your opponent faked a throw, you will just throw out a low
LP, which might poke or hit him/her anyway. Even if your
opponent uses the Universal Overhead, it should be stopped
by your low LP. If you press LP + LK a few times, you should
be able to combo (in case your opponent didn't choose to
throw you) and you can even connect a Super Art (Kikoushou
or Houyokusen). This means that you will be sure you select
the best option possible. These are the basics of a technique
called "option select defense", and can be very useful when
using Chun-Li since she is a defensive character.

6.2 Versus character help

Despite the fact that Chun-Li is a very good tourney character,
but she can have a hard time against several characters:

Yun: his speed makes Chun's speed almost worthless, and if your
opponent is good he can keep pressuring you with his chain combos,
making it impossible for you to play your usual game. In this case,
you should rely on your parrying skills and on Chun-Li's long-range
pokes. The best strategy is to zone against Yun. If you can connect
a SA, you've pretty much won the fight. Learn to recognize the
Genei-Jin setups not to get caught in it (don't just block, your
opponent can start it with the command throw).

Ryu: Ack. The only reason why I mentioned Ryu is because of his Shin
Shoryuken. That alone makes him a threat... Against Ryu players,
DON'T be offensive and think before you press the buttons, Only use
Chun-Li's safest pokes and don't take any risk. Chun has better
normal moves than Ryu, so you should win in the long run. If he's
using Denjin Hadoken set-ups, just learn how to parry it (5 hits
when fully charged, remember). Ryu can stun you pretty fast, but
unless you can't parry his jumping HP, you're safe. Remember that
a blocked/sag hit fireball is a guaranteed Houyokusen (=SAII).

Q: He can be tough for Chun-Li to beat because of his stamina,
and because he has great priority on some of his normal moves.
Playing defensively against a Q player is not a good thing because
that will let him taunt three times and get the defensive bonus.
Try to be more offensive against a Q player (see the "Chun-Li press"
section) and most of all don't forget to mix up your moves. Trick
your opponent into thinking he can parry all your moves, then poke
with the low MK and use the Houyokusen (=SAII) if it hits. =)

Oro: He is probably the best "anti-Chun" character. He basically has
everything you need to play against Chun-Li: high priority moves
(particularly jump-ins), damaging supers (and I'm not even talking
about his EX supers), double jump, air throw (which used right can
make Chun-Li's worthless), AND a fireball/dragon punch set of special
moves. Oro can wait for Chun-Li and turtle all day... He also appears
to have very good stun capabilities, and his HK can be used as a poke
because it has very fast recovery. The best solution is to abuse
Chun-Li's pokes, in my opinion. Watch out for the Kishin Riki (=SAI):
if he uses it up close, you can try jumping straight and throw
HK. But the best idea would be to run away. Always keep an eye on your
opponent's super meter because you must fear the EX Kishin Riki.

Hugo: Ugh. I hate playing against him (but love using him =). He can
kill any character in a matter of seconds, including Chun-Li. She's
lucky she's got a good damage/stamina ratio so she can still compete.
Abuse her pokes, force Hugo to be offensive and NEVER use her Spinning Bird
Kick: that's a free 360 or Gigas Breaker (=SAI) for your opponent. Be
patient, and don't take any risks. Hugo's Palm Bomber can out-prioritize
Chun's HP, though. Always keep an eye on his pokes and don't stay too
close. If he has the Megaton Press, just stop jumping and poke with HP.
I know it's boring, but you have no choice! =)

Urien: A smart Urien player can cause Chun-Li many problems, mainly
because of his traps. Stay grounded, and wait for your opponent to
take the initiative. Don't jump against him (you'll get caught by a
Metallic Sphere -> combo. Don't give him opportunities to parry neither
because he'll probably follow-up with a "Low HP, EX Heabutt,
HK Tackle or(Metallic Sphere XX) Temporal Thunder", and that HURTS.
Remember that you can pass through the Metallic Sphere with the
Houyokusen (=SAII), but the projectile is so slow that you have to do
the super when it is right on top of you, usually removing any chance
of hitting Urien out of his recovery. Usually, the Houyokusen starts
to pass through the Sphere (often beginning to hit Urien) but when the
invincibility runs out, the Sphere is still overlapping Chun-Li and
she's out of the super. Charge your meter and hope that he does a mistake,
then do "Low MK XX Houyokusen". Don't forget to tech roll (press down
when you fall down) if he is using Aegis Reflector (=SAIII), it can

Ken: He can also be tough, especially if your opponent abuses the
cross-up combo. This time you should probably try to be more
offensive since Ken's mix-ups are likely to hit you if you just try to
block. Use Chun's anti-air techniques and use blank jumps to lure
you opponent into Shoryukens. Once you have parried a Shoryuken, you
can safely retaliate with a Super Art (Kikou Shou,=SAI, works well) or a
combo. Just don't let him develop his game. Don't jump too much
because of the Air Hurricane Kick. Learn how to recognize his pokes
and parry them.

Akuma: This is usually a pretty easy match-up for Chun-Li, unless
you are fighting against a very smart player. Dash a lot and try to
scare your opponent by low pokes. Mix-up your game and use the
Houyokusen. You can safely poke against Akuma because of his low
stamina: even if only a few of your pokes connects, you've almost
won the fight. Play in a similar way as against Ken if your
opponent is smart. Parry or dash under air fireballs, and kara-throw.

Remy: He CAN be tough if your opponent is one of these guys who sit
all day long wait for you to jump in. If you have decent parrying skills
though, you can parry his special moves quite easily. Watch out for
the occasional EX Cold Blue Kick (I recommend blocking it), and poke
a lot. When you jump-in, always be prepared to parry a multi-hit attack.
If you block his crouching roundhouse, just parry the second hit (low).

Necro: He's a good anti-Chun-Li character because he can keep her
to a distance. Learn to parry his anti-airs and play more defensively
when your opponent has a super bar charged. The best solution is to
poke like crazy: the more he sticks out his limbs, the more chances the
poke has to hit. As usual, her standing HP is a weapon of choice. Remember
to stay out of the corner since he can use his Magnetic Storm (=SAI) out
of his throw.

Ibuki: She should not be a big issue, mainly because Chun-Li has
much more stamina and damage potential. To win the fight, your opponent
has to make virtually no mistake. Stay on the defensive and wait for the
opening. Your opponent will probably be scared of your low MK, so don't
be afraid to use overheads. You can meet Ibuki in the air and out-priori-
-tize her with a Jumping MK. (Kara-) Throw a lot.

Elena: She should not be much of a problem with you. You can poke her
all day long with HP and wait for her to make a mistake. Don't let
her start pressuring you and develop her mix-up game. Learn how to parry
the Rhino Horn and punish. If your opponent is trying to throw and has a
full super bar with SAII, chances are that he's trying to find an
opportunity to heal. Go to the opposite corner of the screen and whiff a
HP to make your opponent try the super, and then use the Houyokusen. =)
Try to block high most of the time because her most damaging combos start
with low MP.

Makoto: She can be pretty annoying when used right... Try to be defensive
especially if your opponent is using the Abare Tosanami (=SAII) because
its follow-ups can be very painful. Poke, poke and poke. Jump-in and parry
her anti-airs. Try not to get caught in her trap... So you must avoid
getting too close, you don't want her to connect her Karakusa too often.
Watch out for her Seichuusen Godanzuki (=SAI) because it comes out fast and
deals a lot of damage. Basically, remember Makoto can dish major damage and
stun in a short period of time.

Alex: Alex usually suffers a lot against Chun-Li. Try to push him in the
corner, where he is not effective. Watch out for the Stungun Headbutt
(=SAIII) as a wake-up or when you jump in. He can also use the Hyper Bomb
(=SAI) after a parry or after the Spinning Bird Kick. When you poke with
the low MK, remember Alex can use his Headstomp (overhead). Keep poking
high and low and don't let him attack. If he starts playing mind games
with the "MK -> LP Flash Chop", try to parry the MK or throw.

Yang: Smart Yang players will mix-up their game a lot. Watch out for the
Forward + MK overhead. He can poke you to death with his (EX) Mantis Slash,
too, and his normal pokes have high priority. However, Yang doesn't have
any real way to deal damage in a short amount of time, contrary to Yun. You
can use to your advantage: zone, and try to catch him with your pokes. Keep
him at a distance, don't let him pressure you. The EX Spinning Bird Kick
works well against Yang, especially used as a wake-up. You don't have much
to fear from his Super Arts: his Raishin Mahaken (=SAI) is easy to parry
unless included in a combo, his Sei-ei Bu (=SAIII) doesn't deal much damage
and is impossible to combo into, and his Tenshin Senkyuutai (=SAII) is mainly
used for EX moves.

Twelve: He should not be a threat for you. His low stamina and his
inability to deal much damage makes it an easy opponent for Chun-Li.
Watch out for his anti-air (parry them), and his normal throw. His dive
move is easy to parry, and the only Super Arts you should fear are
X.F.L.A.T. (big damage, but if you play defensively it shouldn't hit you)
and X.C.O.P.Y., obviously. You don't want to fight against a powered-up
Chun-Li. =)
If your opponent uses X.C.O.P.Y., run away until the Super is over and
use a Super when he's morphing back.

Dudley: He can be quite annoying, but if you keep in mind that low MKs can
stop many of his attacks, you should be fine. Don't get into a "poke war"
with him, he is just too good at it. His MK, HK, HP chain can be annoying
and some players use it as an anti-air. Fear the Corkscrew Blow, it is
very fast and has almost no recovery time. Try to mix-up your game and use
the down/forward HK a lot.

Sean: He is not a very good character, but an experienced Sean player can
be tricky to beat. You can easily parry most of his moves, but he can use
mind games involving the basketball taunt or the Sean Tackle. Don't forget
his roll, it can be annoying whem used right. Don't underestimate the Sean
Hadou, even though it is only one parry it can be comboed easily. Most
players use his other 2 super arts, though. Just try not to get caught when
your opponent's bar is full. You can easily parry the Hyper Tornado if it
is not comboed (just one parry) but remember it has an invincibility start

Chun-Li: This is a tough fight, obviously... If you've mastered all the skills
contained in this FAQ, you should be alright. Chun vs Chun is mainly a battle
of pokes. Stick to the best ones (HP, Back + HP) and use overheads so that
your opponent can't connect the low MK. Do not jump too much because you
have nothing over your opponent in the air. You need to play smart and dash
a lot. The press technique is recommended.

Tiers description (versus Chun-Li):

Tier 1:


Tier 2:


Tier 3:


Note: This is only a personal opinion on tiers -against Chun-Li- based on
the character's natural strentgh. This is not my opinion on the Third Strike
tiers in general (only against Chun-Li) and it implies that both players
have equal skill, which is obviously impossible in reality. Another thing
you have to keep in mind is that Third Strike is a well-balanced game,
mainly because of the parry feature. This chart is based on the character's
normal, special, and super moves, their (kara-)throw range, the quality of
their pokes, their parry follow-ups, their stamina, their damage potential,
and finally if they can or not develop their game against a good Chun-Li.
This is just meant to be an indication on what kind of fight you should be
expecting when you are fighting a good player, please do not take it


7. Extras:

7.1 Chun-Li's outfits

You get a different outfit depending on the button you press to
select her on the character select screen. If you have finished
the game with her at least once (and have saved it on your VMU)
you have access to 6 new colors:

LP _ Regular color, SF2 Chun-Li with the blue dress
MP _ Green dress
HP _ Dark blue dress
LK _ Navy blue dress (similar to her HP outfit)
MK _ Black dress
HK _ Red dress
LP + MK + HP _ Gray dress with normal stockings

After finishing the game:

Start + LP _ Light blue dress with purple stockings (my favorite =)
Start + MP _ Black dress with gray stockings
Start + HP _ Red dress with red stockings
Start + LK _ Pink dress with pink stockings (Bubblegum Chun!)
Start + MK _ Gray dress with gray stockings
Start + HK _ her outfit is totally black

7.2 Chun-Li's pre-fight intros

She walks toward her opponent and salutes him/her saying "Iku wa
yo" (="here I go") in Japanese.
She walks toward her opponent and salutes him/her saying "Junbi wa
ii?" (= "Are you ready?" in Japanese).
She walks toward her opponent and says "Kore wa honto no tsuyosa yo"
(="This is true strenght" in Japanese).
She walks toward her opponent and salutes him/her saying "Zhu Ni
Hao Yun" (= "Good luck" in Mandarin).

7.3 Chun's victory poses

She crosses her arms and says something in Japanese.
She jumps and laughs, and then says "Yatta!" (= "I did it" in Japanese).
She crosses her arms and says "Xie xie" (= "Thank you" in Mandarin).
She crosses her arms and says "Tameraiba make yo" (= "If you
hesitate, you lose").

7.4 Chun's win quotes

"Am I still the strongest woman in the world? Tell me!"
"It's been much too long since I've been in a fair fight"
"No, I've never throw any of my bracelets away. Why do you ask?"
"You haven't seen my best yet! Please let me show you!"
"You'd be great if you found a better reason to fight!"
"Put some though into your actions and you'll eliminate your regrets"
"Hey, leave me alone! I'm a fighter, not a news reporter!"
"Power is useless without skill and speed!"

7.5 Arcade mode translation speech

Mid-boss speech before fighting Urien:

Chun-Li: "I don't know what your scheme is... But I can't let
you harm small children!"

Chun=Li: "Where is that girl?"

Urien: "How could you ask to see me for such a trifle thing?
You must be a fool!"

Urien: "I'll give you the girl, but you must entertain me in return."

Urien: "Your legendary legs are said to have destroy "that

Urien: "Let me find out for myself, if the rumors about
you are true..."

7.6 Chun-Li's ending

*In a street crowded with cops and police cars:
_You're going to be ok now..."

It's been six months since then... When I held the girl, the girl whose
life I saved. I finally realized what my true "fight" should be...

For my Mother country, that my father tried to protect...

For all the warm-hearted people I met throughout the world...

*In her dojo, with many children:

_To teach the meaning of true strength and beauty to these kids...
That is the purpose of my life, and my future. I'll use my fist to
create our tomorrow!

*Chun-Li and her students are all doing kicks*


8 Credits:

To Kao Megura: For all his FAQs on the site and especially his Third
Strike FAQ. You're missed, man.

To Skill Smith: For the "special conditions" combos.

To SlimX: For his hard work to keep the Third Strike board
clean and interesting, for giving me so much feedback (Houyokusen
follow-ups, anti-poking techniques, comments on the Back + HP,
Close + HK, Forward + HK, runaway/build meter Houyoku, and reminding me
of the jump wall), and being a cool IRC peep.

To chunli89: For her imput on Kikouken strategies, and her translation
of the Skill Smith combos. Thanks again!

To TheHY: For his efforts on the gameFAQs Third Strike board board and
for coming up with the "Chun-Li press" concept, and for telling me
about the "HP, Hazanshou" follow-up after the Houyokusen.

To Shadowgeist: For commenting on so much stuff that I can't name
it all -Kikoushou, priority issues, "versus help" against almost
all the characters-, and reminding me of some details I didn't mention
(option defense select, SBK giving lots of Super energy, an extra
color, extra crouching damage...). Good stuff.

To KDTC: For reminding me that Houyokusen is guaranteed after a sack
hit hadouken, mentioning the close standing MK XX Kikoushou combo,
and the anti-air properties of the standing MP.

To TrueWarrior: For his "Speech translation FAQ", it helped me a
lot since I can't read Japanese.

To Ryo Yamazaki, Chip , samson, yota2001, CAPCOMSNKVISCOSAMMY... :
For bearing with my "cheap" Chun-Li tactics and being cool and skilled
opponents. Wait until I come back from the US to give you guys a
lesson! =P

To MeesterYuk: For proving the Houyokusen parrying rumor wrong and
telling me about it! =)

To JMar: For mentioning the down-forward -> Lighting Kicks combo, even
though I can't recommend it. =)

To totalstuff: For hosting this FAQ and my reviews on his site, Best site EVA!

To miffo, OrochiJin, NickEvil, MCJess and Vegita: for proofreading this
FAQ and helping me on the formatting.

To All my peeps from the boards -NickEvil, Geohound Omega, HustleKong,
MCJess, Crispin Evil, Nevermind Me/Mao, totalstuff, FighterX, Andy7878,
Twinkie, softoutlaw, Mr. Bump, KANE79, 6Bit, rpgrobert, hoag1, miffo,
lobo, NoMeRoN, Jack Torrance, WTFer, D0NKEY K0NG, Rick, Roufuss, Skinny
Puppy, DigDat0, Momac*, Zohar Metatron, KindredWarr, ChainsawRaccoon,
Akira from PSO, XwShaynewX, Gudeath, thefigurehead, OrochiJin, dreamon,
YoungForrest, ninjakid, Punkguy, Dillinger, xtreme, umgogo, Lantis, lukav,
MeesterYuk, shaolin stylez, kal-el, chunli89, Space Ace, Terry Bogard,
Crimson Fury, Mr. Angry, pepper2000, Project Jiek, DFisher34, bobfish,
AkumaZ, Annihilated, cliveboy, Vegita, srwilson, JazzieD, Vegita, GDBlood,
NeoGamer, Cormega, Adanis, GalFord, Zigfried, Gunblade, MLai, Forman,
Rebirth Gamer, CJones, Huricanne Higashi, GlucoseJoe, ShinATproof,
DanKetch, Solid Snake, Czigga, gwings, Tones, Super Android, NekkiBasara,
Lebowski, DRVO...- and I'm missing some: For making me want to stay on the
boards and write this FAQ.

To CjayC: For being a cool person -most people don't
realize the work- and not rejecting my FAQ. =)

To For being a cool place.

To For being a great place for info. I first got the option
select defense and kara-throw information from them.

To Capcom and SNK: For making the best fighters.

To Sega: For making the DC.

Vive la France! =)

This document is copyright 2001 Nadir Sellam a.k.a. BillyKane.