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    Chun Li by JChristopher

    Version: 1.5 | Updated: 11/09/99 | Search Guide | Bookmark Guide

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    STREET FIGHTER III 3RD STRIKE FAQ
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.5
    Nov. 9, 1999
                                                                           
    this faq is copyright 1999-2000 Joseph Christopher
                                                                                       
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  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's back, with a pair of bigger, better-looking b***s than any
      other female in the capcom world with R.Mika as the only possible
      exception. (I know what you're thinking but no, I meant boots!) Capcom
      certainly did a great job of "translating" her graphics and make her
      fit in the SFIII world, but enough of her looks. Using Chunli yields
      a lot of advantages, namely,
                                                                           
    1. Chunli has a vide variety of high and low hitting moves that can keep
       an opponent hopelessly guessing
    2. Chunli can NEVER be out-smarted in mid-air. (she has an air throw, a
       two-hit mid-air kick, a mid-air punch that pummels the opponent on the
       ground, a triangle jump, and more!)
    3. Chunli's moves can all serve as surprise attacks (except her fireball
       but who needs that?)
    4. Chunli's tauntS ARE the only oneS that can really annoy an opponent
                                                                           
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Normal Moves
      IV. Special Moves
       V. Supers
      VI. Combos
     VII. Vs. Computer
    VIII. Vs. Human
      IX. Ending
       X. Credits
      XI. Revision History
     XII. Final Words
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    + - at the same time
    P - any punch
    K - any kick
    L - low
    M - medium
    H - high
    / - or
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash       - F,F / B,B (goes in direction you choose)
    super jump - D,U / D,UF / D,UB (goes in direction you choose)
    throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
                 direction)
    overhead   - MP+MK
    taunt      - HP+HK
    parry      - tap F at the moment of impact of the opponent's attack (maybe
                 done in mid-air)
    low parry  - tap D at the moment of impact of the opponent's attack (no
                 longer can it be done on high attacks)
    red parry  - tap F at the moment of impact of the opponent's attack right
                 after blocking a previous one. (both the current and previous
                 attack must've been a combo for the red parry to be acknowledged)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      _  _  _____  ____  __  __    __    __
    (_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
     _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
    (____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1) LP - Chunli doesn't throw real jabs, but her LPs can be considered
            identical to any shoto's jab in terms of speed, damage, and
            effectiveness.
                                                                           
       a) standing - Chunli opens her hand, palm up, close fingers, and hits
                     the opponent in the neck or in the chest if he's a little
                     taller like Urien. Must always come in sets of three
                     if you are to fully utilize Chunli's poking powers.
                                                                           
       b) close - an elbow to the opponent's face. Good poker, but really
                  nothing more than that. Does neglible damage and can easily
                  be recovered from but enough of this move and on to the next.
                                                                          
       c) crouching - she throws a punch that's just as useful as any normal
                      or small sized player's jab in the game. Used to confuse
                      low-blocking opponents to continue blocking low when
                      you decide to do an overhead or a Hazan Shu.
                                                                           
       d) jumping - she leans forward and reaches out almost horizontally
                    with a long-range cross-armed punch that comes out slow
                    and cannot be taken as a high priority move despite its
                    reach.
                                                                           
    2) MP - generally (and unexpectedly) just considered as pokers and nothing
            else. Counters many dashing attacks and therefore should be used
            in those situations.
                                                                           
       a) standing - her farther arm does something similar to her standing
                     LP, but the hand is faced down and hits the opponent's
                     face while the other hand is simultaneously hitting the
                     chest. Looks like she'll need a lot of recovery time for
                     this move but no, it recovers just fine...
                                                                           
       b) back - your arm becomes a blur as you swiftly slap your opponent
                 and just as quickly return your whole arm to its original
                 position. Not a very useful move but a move nonetheless so
                 try it and you might find a combo for it.
                                                                           
       c) crouching - from a sitting position, Chunli reaches out her hand
                      in the form of a punch by bending over until she's practically
                      already lying on the ground. You can use this move as
                      a surprise attack to those who block high while your
                      still a little far from them.
                                                                           
       d) jumping - it's just a slower but more damaging version of the
                    jumping LP, also as long reaching yet also as low in
                    priority.
                                                                           
    3) HP - come in a variety of uses and should be taken individually and
            not described as a whole hence,
                                                                           
       a) standing - a long-reaching punch to the head that actually makes
                     you do a step forward first before executing it. It's
                     a good anti-air that comes out fast and like I just said,
                     has a longer reach.
                                                                           
       b) back - remember what Chunli did to launch her first projectile
                 in the SFII series? Well, if you don't, it's a double palm
                 strike to the midsection and that's what her back HP in
                 SFIII 3rd Strike does. And like its predecessor, does a lot
                 of damage.
                                                                           
       c) crouching - you make a big swing with one arm that looks like it
                      could reach further than her other moves but actually
                      cannot. Use this move only as a combo filler cause that
                      is what it does best.
                                                                           
       d) jumping - it's an even slower and yes, even more damaging version
                    of the jumping LP and MP. And like I said also as long
                    reaching yet also as low in priority. She doesn't cross
                    her arms in this move, though. If you hit the HP button
                    twice she'll do a second punch with her other arm.
                                                                           
    4) LK - just makes her look awkward and doesn't really do anything to
            help win a match. All the LPs are even better pokers than these.
            Try it but don't buy it.
                                                                           
       a) standing - I can't really describe it. You'll have to see it for
                     yourself. Let's just say it's her farther leg that attacks,
                     targeting her opponent's shin. This farther leg makes
                     its way behind the nearer leg to connect.
                                                                           
       b) crouching - from a crossed legged sitting position, Chunli straightens
                      out her outer leg to hit the opponent swiftly and easily.
                      Good poker but rather use the crouching LP verion.
                                                                           
       c) jumping - a straight horizontal K that's one of the best moves to
                    use in an air to air encounter. May also serve as a jump-in
                    but rather leave that to the H attacks.
                                                                           
    5) MK - having to ability to pierce through most attacks, this is her
            most underrated move. Use it to counter incoming dash attacks
            and close range encounters with the fireball. Also a good combo
            filler and should be used mainly for that.
                                                                           
       a) standing - Chunli's farther leg makes a giant spin and hits the
                     opponent's face on the way up. Looks like it's already
                     fit for an HK but then again, maybe not.
                                                                           
       b) forward - a straight forward K that has its advantages, reach being
                    the most evident, and disadvantages, slowness being the
                    most evident.
                                                                           
       c) close - you do an axe K that hits the opponent once on the way up,
                  and twice on the way down if you press the MK twice. Cannot
                  be comboed into anything ('cept the Hyakuretsu Kyaku, of
                  course) but even if it can, I'd rather use a D+HP-> special->
                  any of the first two supers if I'm this close.
                                                                          
       d) crouching - from a crossed legged sitting position, Chunli spins
                      while trying to straighten out her inner leg. It's the
                      best thing to do after a jump-in because even though
                      it does less damage than the crouching HP, it reaches
                      further and therefore combos better.
                                                                           
       e) jumping - it's just a slower but more damaging version of the
                    jumping LK, also as long reaching and also as high in
                    air to air priority. Can also be a good jump-in but like
                    I said, such a task should be left to the HPs and HKs
                                                                           
    6) HK - don't ever tap the HK button once. Always tap at least thrice
            a second to make sure a missed HK would turn itself into an
            HK Hyakuretsu Kyaku that's sure to perish any opponent's thought
            of punishing your mistake.
                                                                           
       a) standing - a roundhouse K that needs a little hop before it is
                     executed. I think it can be used as an overhead but really
                     I'm not very sure about that.
                                                                           
       b) close - Chunli delivers a knee to the opponent's chest while making
                  such an awkward pose: her body tilted away from the leg that
                  delivers the knee and her arms both stretched out. Great
                  damage but cannot be comboed into anything.
                                                                           
       c) crouching - from a crossed legged stting position, Chunli straightens
                      out both her legs with much force to hit both the opponent's
                      shin and hips(in Hugo's case hits only the shin) and
                      knock him down.
                                                                           
       d) jumping - very similar to the standing HK(notice it needed a hop
                    in its execution) Just another hard hitting, high prioritized
                    roundhouse K
                                                                           
    * if you press DF+HK while close to the opponent, Chunli will jump at
      an arc that'd make her land behind the opponent and double kick him
      in the back of the head before she sets foot on the ground---cool
      confuser!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    * EX version - done by pressing two P/K instead of one in every move
                 - basically just increases in speed and number of hits
                                                                           
    1) Kikkoken - D,DF,F+P
                                                                           
           It's back to its old, short-range, self, but who needs a fireball
       anyway? Beginners can evade it, Normal players can parry it, Better 
       players will counter. In short, don't you EVER use it except in combos
       but even then, there are other, higher-hitting moves to replace it.
           EX version can reach the other end of the screen but then again,
       what did I just say about fireballs?
                                                                           
    2) Hyakuretsu Kyaku - K (rapidly)
                                                                           
           This move, as far as I know, is impossible to parry (at least fully
       and easily). Besides being totally undetectable, it's so speedy it takes
       less time to reach a 5-hit combo than a two-hit jab. But it's not all
       that good. It has short range, makes you vulnerable to fireballs, and
       takes some time to recover from. At least you're still kicking while
       recovering.
                                                                           
    3) Spinning Bird Kick - Hold D,U+P
                                                                           
           Not as fast as her Hyakuretsu Kyaku (actually, I haven't seen anything
       that is) but still a very good surprise move. It can now be part of
       a combo unlike in her previous SF appearances.
           EX version of this move is the only one that changes in effect.
       It's stationary and sucks the opponent in like Ryu's EX Tatsumaki.
                                                                           
    4) Hazan Shu - D,DB,B+K
                                                                           
           One of the many reasons people should think thrice before throwing
       a fireball. The LK version can also be used as an instrument for confusing
       those who block all day. A good strategy would be to hit him with a
       double D+LK/D+MK and connect with this move. It won't register as a
       combo, you're guaranteed at least one hit if you don't do it often.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                           
                                                                           
    1) Kikoshou - D,DF,F,D,DF,F+P
       (comes in one short super bar)
                                                                           
            Quite damaging, that is, if it hits close. Otherwise, it's just
       a big pushover. It can definitely save you from jumps and dash ins but
       then again, the damage isn't quite as worth as when you use it offensively,
       I mean in a combo.
                                                                           
    2) Houyoku Sen - D,DF,F,D,DF,F+K
       (comes in two moderately long super bars)
                                                                           
            ALWAYS follow up this super with a super jump-> double HP. Most
       people forget that. This, in my opinion, is the best super to use whether
       you are playing against the computer or a human. It's quick both in
       execution time and recovery. It's a great surprise move and easily be
       redone if blocked. And it CANNOT (fully and easily, at least) be parried!
       Damage is also quite worthy of attention.
                                                                           
    3) Tensei Ranka - D,DF,F,D,DF,F+K
       (comes in three short super bars)
                                                                           
            Usually, a super equipped with three small super bars is quite
       useless, otherwise it would be cheap. The three short super bars were
       meant to make up for the super itself so why choose this? It could
       be used as a confuser (much like its simpler version, the Hazan Shu)
       but I think the simpler one, being faster and more difficult to detect,
       is even better.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
    
    (every LP Kikkoken maybe followed by a Kikoshou or a Houyoku Sen)
    (every HK Hyakuretsu Kyaku and HK Spinning Bird Kick maybe replaced
     by a Kikoshou or a Houyoku Sen)
                                                                           
    Beginner
                                                                           
    1) UF-> HK-> D+HK
    2) UF-> HP-> D+HK
    3) UF-> HK-> D+MK-> LP Kikkoken
    4) UF-> HP-> D+MK-> LP Kikkoken
    5) UF-> HK-> D+HP-> LP Kikkoken
    6) UF-> HP-> D+HP-> LP Kikkoken
                                                                           
    Intermediate
                                                                           
    1) UF-> HP-> D+HP-> HK Hyakuretsu Kyaku
    2) UF-> HK-> D+HP-> HK Hyakuretsu Kyaku
    3) UF-> HP-> B+HK-> HK Hyakuretsu Kyaku
    4) UF-> HK-> B+HK-> HK Hyakuretsu Kyaku
                                                                           
    Expert
                                                                           
    1) UF-> HP-> D+HP-> HK Spinning Bird Kick
    2) UF-> HK-> D+HP-> HK Spinning Bird Kick
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
    * a general strategy would be to do a Spinning Bird Kick followed by a
      Hyakuretsu Kyaku because the computer can rarely retaliate in this
      kind of situation
                                                                           
    * These are NOT 100% applicable in all cases. There's always a chance,
      slim as it may be, that the computer did not follow what I say below.
      But it's safe to say that if you follow my guidelines, you'll always
      win.
                                                                           
    * Houyoku Sen is the most recommended super for the computer
                                                                           
    Akuma - if you block a combo of his that ended with a Hadouken, do a
            Jump HK cause he'll jump and try to do another dive K combo
          - if he's in the corner and blocks your Kikkoken, he'll jump.
            Do a dash back to Houyoku Sen if you will
                                                                           
    Alex - whenever he does a HP Back Fist, duck. He'll follow up with a
           Double Dive P which you should be ready to parry and counter
         - if he suddenly walks back for 3 sec, get ready to parry his charging
           elbow
                                                                           
    Chunli - she wouldn't be herself if she didn't jump at least 10 times per
             match. Simply rely on your Hyakuretsu Kyaku and you'll be fine
                                                                           
    Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
             to anticipate his moves. A good strategy would be to block his
             attacks and retaliate
           - note: don't block all day, especially if he's close cause he,
             like most computer opponents, can always throw you when you least
             expect it
                                                                           
    Elena - memorize her body language and you'll see her charging kick from
            a mile away
          - low blocking her D+LK will make her do an overhead kick and follow
            it with a sweep so counter as you see fit
          - she'll super jump for you if you're too far away so time your
            Spinning Bird Kick wisely
                                                                           
    Gill - continue parrying his fireballs until he does something else
         - he rarely parries in mid-air so you know what to do
         - super jump back and bounce forward to land behind him if he gets
           too close
         - don't get intimidated by his meteor shower; it can be parried
         - get intimidated by his ULTRA CHEAP angel of death super
         - have at least one super ready to counter his resurrection super
                                                                           
    Hugo - jab occasionally to make sure he doesn't grapple you
         - when he jumps, carefully time a sweep cause he never expects it
                                                                           
    Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
          - if she jumps forward, meet her in the air and pummel her to the
            ground with a HK
                                                                           
    Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
        - if he's near fully charged and you launch a Kikkoken, he'll jump
          over it and propell himself with an EX Tatsumaki, landing behind you
                                                                           
    Makoto - don't risk slow moves even if you think their damage is worth
             the wait. She'll surely punish you with her speedy power P
           - don't HK repeatedly just to charge up your super meter. She'll
             see to it that you learn your lesson
                                                                           
    Necro - don't jump cause he has a whole lot of ways to counter
          - his mid-air drill K is always followed by a sweep
          - he mixes his groud and air attacks but keep an eye on his feet
            and you'll know when to do a Hyakuretsu Kyaku
                                                                           
    Oro - he'll always follow a straight fireball with an upward one
        - he rarely uses his uppercut now. That means you can always beat
          him via jump-in combos
                                                                           
    Q - he's crap. Don't know why he was chosen for a secret challenger.
        Not much strategy is needed for him. He can be obliterated even by
        simple jump-in combos
                                                                           
    Remy - concentrate on countering his attacks and low parrying his projectile
         - don't rush cause that's what he's waiting for
         - if you must jump, be sure you're ready to parry a 2 hit flash kick
                                                                           
    Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
          and attack
                                                                           
    Sean - you're half-screen away and you throw a Kikkoken, he'll always counter
           with a hopping heel K which you, in turn can counter with a parry->
           super
         - two D+LK s will always be followed by a hopping heel k. Parry and
           super
                                                                           
    Twelve - don't lose hope if he's been countering all your jump-ins for half the
             round. he won't be countering the succeeding ones and thus victory
             for you
           - keep an eye out for his invisibility. It's when you give all you've
             got: He'll accept every last bit of it
                                                                           
    Urien - crouching for 3 or more seconds yields a dive knee
          - walking back for sec yields a charging shoulder
          - standing for 3 or more seconds yields a projectile
                                                                           
    Yang/Yun - they may have different abilities, but the strategies the computer
               has in mind when playing them are identical
             - whenever they're very far from you, they'll super jump and 
               dive K. You'll parry and super
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
      \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    Well, there won't be any universal rules for fighting against humans cause
    no two humans think identically. There are, however, general rules that
    could apply to at most 80% of your encounters with human challengers
                                                                           
    1) Houyoku Sen is the most recommended super
                                                                           
    As I have mentioned above, the Houyoku Sen is best used whether your opponent
    is a human or a computer. It does considerable damage, can be comboed further,
    is great surprise move, can easily be redone if blocked, CANNOT be parried,
    and is quick both on execution time and recovery. Whew! I'm out of breath!
    But that's how Ms. Li is supposed to make anyone feel, right?
                                                                           
    2) Mix-up your D+MK, Overhead P, and your throw
                                                                           
    If you get close to an opponent, try as randomly as possible to execute
    one of these attacks and follow it up with another randomly chosen move.
    Most of the time I just mix-up the crouching kick and the overhead punch
    and only use the throw when my opponents' getting the hang of it.
                                                                           
    3) Try jumping straight up as the first round starts
                                                                           
    Normally, your challenger would throw a fireball which you should parry.
    If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
    happens, repeatedly tap forward and LP+LK to anticipate either an attack
    or a throw. 
                                                                           
    4) Parrying is a big part of the game but...
                                                                           
    Chunli does not rely on parrying that much. She's the offensive type.
    Besides, if you're using her the only good thing to do after parrying is
    a super. If, therefore, you haven't charged yourself up yet, better rely
    on your Hyakuretsu Kyaku. It can counter just about anything you can parry
    except fireballs.
                                                                           
    5) Remember that you are "the great pretender"
                                                                           
    Confusing opponents is what Chunli does best. Aside from the conventional
    mixing up of your D+MK, Overhead P, and Throw, you can use her LK Hazan
    Shu to get through low-blocking opponents. As I've mentioned above, A good
    strategy would be to hit him with a double D+LK/D+MK and connect with this
    move. It won't register as a combo, but you're guaranteed at least one
    hit if you don't do it too often.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    * Chunli's sub-boss is Urien and this is what they have to say:
                                                                           
    Chunli: I don't know what your scheme is but I can't let you harm small
            children! Where is that girl?
                                                                           
    Urien : How could you ask to see me for such a trifle thing?
            You must be a fool!
            I will give you the girl but you must entertain me in return.
            Your legendary legs are said to have destroyed "that organization"
            I'll have to find out for myself if the rumors about you are true.
                                                                           
    * Chunli's ending:
                                                                           
    It's a beautiful morning and Chunli relives the memory of her adventure.
    She whispers to herself, "It has been six months since I held in my arms
    the child whose life I rescued. Now I know the true reason for fighting...
    to protect my motherland, just as my father did." She is then seen training
    a bunch of Chinese kids. They all do a flying kick...(a little too mushy
    don't you think?)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Jeff Maxwell for sharing his opinions on the predictabilities of different
                 computer opponents and...
                 for constantly giving me a taste of brand new kung-fu shoes
                 (but that's nothing compared to the taste of a pair of bigger,
                  better looking b***s! (again, i meant boots!) hehe)
                                                                           
    Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows
                                            of ASCII arts
                                                                           
    E A Schweikert (easye@bu.edu) for Chunli's close MK comments
                                                                           
    Gamefaqs.com for paying attention to this faq
    Capcom and all its affiliates for creating such a great game
                                                                           
    Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
                                                                           
    v1.5 - updated normal moves section
    v1.4 - fixed some errors
    v1.3 - again improved ACII art
    v1.2 - added normal moves section
    v1.1 - improved ASCII art
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Chunli I left out
    or if you just want to comment on my work. Thank you. If ever I revise
    this faq and add something you feel came from one of your emails to me,
    email me again and remind me bout it so I can give you credit. Thanks
    again.
                                                                           
    Chunli has four taunts. I'm not sure if there is a specific code for each
    taunt, but as of now I can only randomly access them via the conventional
    taunt code (HP+HK). Based on what I have observed when playing her myself,
    the taunt she most frequently does is the one where she yawns and exercises
    her head from left to right. Her second most common taunt is the one where
    she yawns and massages her neck. In her third taunt which I don't see that
    often she just yawns. Her last and hardest taunt to chance upon is done
    by yawning followed by an extensive back stretching---cute!
                                                                           
    Chunli has three victory poses plus one I'm not sure of. Anyway, her first
    victory pose is the old jump up and down while laughing followed by a
    peace sign. The second one was also seen before: she crosses her arms and
    bows. Her last(?) pose is some sort of kata. The other pose I was talking
    about is just like her first, except that after a few moments, she starts
    blushing. Can this be considered a different victory pose or not?
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    And just in case you read the last part of this faq before the first,
    allow me restate my legal notice...
                                                                           
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
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    ||  4) You will not use even a single phrase, sentence, or concept found         ||
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    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
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    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       

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