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    Chun-Li by Sabre

    Version: 1.1 | Updated: 06/15/98 | Search Guide | Bookmark Guide

                          |       Chun Li FAQ        |
                          |            By            |
                          |           Sabre          |
                                 Version 1.0
                         E-mail:  fatalclaw@hotmail.com
    Revision History:
    Version 1.1 (6/15/98)   --   Haven't update this much because I was 
                                 working on my MVC FAQ.  I fixed some 
                                 stupid format mistakes and added a little 
                                 here and there.  Not much though.
    Version 1.0 (5/31/98)   --   Start writing my first FAQ, any inputs
                                 and contributions will be appreciated!  
                                 Will add more combo, strategy, and partner               
                                 info later on. 
    Copyright 1998 by H. C. Yu
    Copyright information:      Please…
                  (1)  DO NOT use this FAQ for your commercial use.
                  (2)  DO give credits where they're due.
    Why use Chun Li?
         To kick Wolverine's and Spiderman's behind HARD!!!  Isn't that 
    Table of Contents:
         Special Moves
         Super Moves
         MVC is the most balanced Vs game put-forth by Capcom so far.  Every 
    character is good and deadly in the hands of experts.  There is not a 
    single character that is characterized as "disadvantaged," besides the 
    secret character Roll of course.  Amidst all these excellent characters, 
    I consider Chun Li to be the best overall character.  Though her style 
    of fighting might seem "weird" to many players, practices will pay off!
         Chun Li has always been referred to as cheap, because of her 
    defense and chipping potentials.  Indeed, she was a bit cheap in XVSF 
    and MVSF; however, in MVC, her cheapness is taken out in many ways.  In 
    the first game, her Lightning Kick Super was everyone's nightmare due to 
    the insane amount of blocking damage it took off.  To top it off, she 
    can't be hit afterwards!  Also, Spinning Bird Kick has no recovery time 
    at all, and the Super Bird Kick does amazing damage!  Chun Li was just 
    way too cheap in this game.  In the second game, MVSF, Chun Li still 
    enjoyed the invulnerability of blocked Lightning Kick Super.  However, 
    she lost the invulnerability of blocked Spinning Bird Kick and Super 
    Bird Kick.  In exchange for this lost advantage, Chun Li gained 
    invulnerability of blocked Axe Kick.  Now the third game, Chun Li again 
    lost something in exchange for something else.  Lightning Kick Super no 
    longer is invulnerable if blocked - Chun Li will indeed be punished if 
    this super is blocked!  To make up this loss, Capcom gives Chun Li a new 
    air super that is, IMO, the best looking super of the game.  That's all 
    about the major changes in Chun Li and yes, she still has that 
    impenetrable roundhouse launcher for defense.
         In this FAQ, I'll discuss Chun Li's specials and supers in detail 
    and reveal some ass-kicking strategy in using her well.  BTW, did I 
    mention that she's the perfect character to use to kick those 
    Wolverine's and Spiderman's butt?!
    *Since you are all familiar with controls, I won't list the joystick 
     motion involved!
    Kikoken                 IMO a rather useless move.  This fireball is 
                            too slow to be of any use at all.  Fireball 
                            fights are long gone in history; besides, Chun 
                            Li's fireball isn't that fast.  Yes, this 
                            fireball can be comboed, but why bother?  I 
                            almost never use this move, I'd be surprised if 
                            I ever use it in any match!
    Mini-Kikosho            Another bad move that shouldn't be there.  
                            Originally designed as air defense, this 
                            move often gets Chun Li killed!  This is 
                            usually a messed up move because it's so 
                            easy to perform, so be careful.  I usually use 
                            it in ground combo, but only when I feel 
    Spinning Bird Kick      This is an OK move.  It's usually best if used 
                            in combos instead of as air-defense.  As 
                            mentioned earlier, this move lost its 
                            invulnerability a LONG time ago.  Chun Li 
                            will be punished if blocked.  I rarely use this 
    Lightning Legs          Chun Li's signature move since SFII !  This 
                            move still chip off good deal of damage, 
                            especially if the player is good enough to whip 
                            it up whenever he wants.  I have trouble doing 
                            this move for some reason, and it doesn't come 
                            out unless in a combo.  Anyway, Chun Li now has 
                            a little lag time afterwards, so don't use it 
                            as though there's no tomorrow!  This move is 
                            great as OTG combos and air combos.  A useful 
                            move, but not the best.
    Axe Kick                IMO Chun Li's best special!  This is an 
                            overhead hit that'll nail any crouching 
                            opponent.  Sadly, it doesn't OTG anymore, but 
                            that's OK still.  Chun Li's game-play involves 
                            some poking, especially low hits.  Tag in an 
                            Axe Kick after any low hit will often frustrate 
                            your opponent.  BTW, did I mention that this 
                            move has virtually no lag time?  One caution 
                            though, different kick buttons will have 
                            different range, so experiment a little bit.  
                            Also, don't be too predictable with this move. 
                            If opponent reads your strategy, he or she can 
                            switch, or in some case counter, while Chun 
                            Li's doing this move.
    Neck Kick:              Another excellent overhead move.  Same strategy 
                            as Axe Kick in general.  This move has little 
                            lag time as well, but beware of those cheap 
                            throws because Chun Li is right up in their 
                            face if blocked.
    Head Stomp              A rather useful move.  This is an excellent 
                            jump-in move because very few attacks will pass 
                            through this move.  Chun Li can confuse 
                            opponents by mixing in triple jumps and Head 
                            Stomps.  I use this mainly as combo lead-ins.
    Lightning Kick Super    This is my personal favorite super!  It combos 
                            fairly easily, and does amazingly good damage - 
                            nearly half life if you keep jamming on the 
                            buttons!  This can be OTG, but can be avoided.  
                            If by any chance Chun Li missed or blocked by 
                            this move, PRAY HARD!
    Air Demon               Possibly the coolest looking super in the game!  
                            This super combos into air combos, and does 
                            solid damage.  The combo is a bit tricky 
                            because sometimes the CPU can block the super!  
                            BTW, if this is blocked, Chun Li's up for the 
                            opponent's mercy!
    Kikosho                 IMO a rather useless super.  I think it can be 
                            OTG but I've never used it.  This super is a 
                            bit weak, and leaves Chun Li extremely 
                            vulnerable if blocked!  BTW, if anticipated, 
                            you can snuff those Wolverine stomp or even 
                            cross up some players.
    Super Bird Kick         The damage this super inflicts has been toned 
                            down a lot!  It's still comboable, but does 
                            about average damage.  I only use this move for 
                            variations in my combos, so people won't call 
                            me cheap.
    Ground Combos -
    (1)   Head Stomp -> J. Roundhouse -> D.S. Short -> C. Forward -> C. 
          Roundhouse -> Lightning Leg(OTG)
          *This combo is Chun Li's bread and butter ground combo.  
           Lightning Leg OTG often connects and is fairly safe, even if 
    (2)   Head Stomp -> J. Roundhouse -> D.S. Short -> C. Forward -> C. 
          Fierce -> Axe Kick
          *The Axe Kick at the end will not count as part of the combo, but 
           will often nail the opponents.  Even if the combo is blocked, 
           finish the combo for a little chipping damage.  Hey, if they 
           blocked wrong during the process, they'll get nailed!
    (3)   D.S. Jab -> S. Strong -> Mini Kikosho
          *Not a spectacular combo, but works.
    (4)   D.S. Jab -> C. Short -> C. Strong -> C. Forward -> C. Roundhouse
    (5)   Head Stomp -> J. Roundhouse -> D.C. Short -> S. Roundhouse -> 
          Roundhouse Spinning Bird Kick
    (6)   D.C. Short -> C. Forward -> Roundhouse Spinning Bird Kick 
    Air Combos -
    (1)   Head Stomp -> J. Roundhouse -> D.S. Short -> S. Roundhouse -> 
          S.J. Jab -> S.J. Short -> S.J. Strong -> Head Stomp -> Head Stomp 
          -> Lightning Leg
          *The bread and butter air combo!  It looks pretty awesome and 
           does solid damage.  The last part of the combo requires some 
           practicing and might miss sometimes.
    (2)   J. Jab -> J. Fierce -> D.S. Short -> S. Roundhouse -> S.J. Jab -> 
          S.J. Short -> S.J. Strong -> S.J. Forward -> S.J. Roundhouse
    (3)   J. Forward -> J. Roundhouse -> D.S. Short -> S. Roundhouse -> 
          S.J. Jab -> S.J. Short -> S.J. Strong -> S.J. Forward -> Strong 
          air throw
          *Tagging an air throw at the end is often risky and tough to 
           accomplish.  Practice will make perfect!
    (4)   Head Stomp -> J. Roundhouse -> D.S. Short -> S. Roundhouse -> 
          S.J. Jab -> S.J. Short -> S.J. Strong -> Head Stomp -> S.J. Jab 
          -> S.J. Short -> S.J. Strong -> Head Stomp -> S.J. Jab -> S.J. 
          Short -> S.J. Strong Head Stomp -> S.J. Jab -> S.J. Short -> S.J. 
          Strong -> Head Stomp -> Repeat…
          *This combo is listed in Mig's page and IT WORKS!  I'm currently 
           working on repeating the sequence indefinitely.  So far, my best 
           number is about 40 hits.  I'm still trying to find a trick to do 
           it consistently.  I'll definitely let you guys know once I 
           master it.  For now, keep practicing!
    (5)   Head Stomp -> J. Roundhouse -> Lightning Leg
          *This combo chips A LOT of damages!  It's just wrong!
    Super Combos -
    (1)   Head Stomp -> J. Roundhouse -> D.C. Short -> C. Forward -> C. 
          Fierce -> Lightning Kick Super
          *This is her bread and butter super combo!  Keep on jamming the 
           buttons for maximum damage.  This combo can be extremely deadly 
           - nearly half life sometimes!
    (2)   Head Stomp -> J. Roundhouse -> D.S. Short -> S. Roundhouse -> 
          S.J. Jab -> S.J. Short -> Air Demon
          *Her other bread and butter super combo!  Cancel into Air Demon 
           very fast, or sometimes the CPU will block.  Human opponents 
           will have very little chance of blocking.  This combo looks cool 
           and does good damage.
    (3)   Head Stomp -> J. Roundhouse -> Air Demon
          *Heh, this is a beginner combo.  'Nuff said!
    (4)   Head Stomp -> J. Roundhouse -> D.C. Short -> S. Roundhouse -> 
          Super Bird Kick
    (5)   Head Stomp -> J. Roundhouse -> D.C. Short -> C. Forward -> C. 
          Roundhouse -> Lightning Kick Super (OTG)
          *This is an OTG combo, thus can be avoided.  So, beware!
    (6)   J. Jab -> J. Fierce -> S. Short -> C. Roundhouse -> Kikosho (OTG)
    (7)   D.C. Short -> C. Roundhouse -> Team Super (OTG)
          *A safer version of combo 6 because even if Kikosho is blocked, 
           it's hard to hit Chun Li if blocked/avoided because it's a Team 
         Chun Li is very balanced in this game.  She has excellent priority, 
    quick footwork, and power.  She can adapt into several types of 
    game-play.  She can play hit and run with style, or combo like a B!$*@ !  
    Her only weakness lies in having no effective keep-away tactics.  For 
    now, I'll break down her game-play into offense and defense.  In each 
    section, I'll discuss how she can excel in that category.  In the 
    future, I'll most likely add more categories.
    Offense -
         Super combos are Chun Li's forte, especially and first two "bread 
    and butter" combos!  They are fairly easy to perform, and inflicts 
    above-average damage.  Ground combos are a bit weak, but are great for 
    chipping damages.  Air combos are descent, and does solid damage.  For 
    me, I basically stick to those "bread and butter" combos, because they 
    do good damage without exposing Chun Li into harm (except the super 
    combos of course).
         One thing to remember when using Chun Li is to take advantage of 
    her speed and priority.  Chun Li is one of the fastest characters in the 
    game, so put that aspect of her into good use.  Constantly mix up 
    dash-in combos with jump-in combos, and don't hesitate to get right up 
    in their face with a throw!  Personally, I despise walk-up throws, but 
    that's necessary sometimes.  Air throws are fair, and with Chun Li's 
    high priority, are easy to perform.
    Defense -
         If forced to play defense, Chun Li has no problem of whatsoever!  
    S. Roundhouse, her launcher, is an excellent air defense.  Very few 
    attacks will pass it through.  Even if the attack goes through, it'll 
    often end up trading hits!  Once launched, the opponent is at the mercy 
    of air combo, infinity, or even Air Demon super combo!  Spinning Bird 
    Kick and Mini Kikosho can also act as air defense, but are riskier and 
    less effective than her launcher.
         Chun Li can often snuff those dash-in attacks with C. Short à C. 
    Forward.  This will often pose problem for those Wolverine and Spiderman 
    players, because dash-ins are their main combo starters!  If they 
    managed to block those two low pokes, finish with a Short/Forward Axe 
    Kick or Neck Breaker for a little chipping damage.  I repeat, DO NOT try 
    Lightning Leg attack!
         Also, take advantage of her triple jump ability!  Chun Li can stay 
    up in the air for a LONG time!  If you sense the situation is getting 
    hairy, take it up to the air and triple jump to safety!
    Wolverine:     This is possibly my number one team - very few people 
                   can beat me when I pulled off this combination!  
                   Wolverine is also very powerful, and is a combo machine.  
                   The advantage of this team is speed and super combos.  
                   Both characters have quick foot-speed, and can pull off 
                   damaging super combos easily.  This team might be 
                   considered cheap, because both characters can chip 
                   blocking damage without exposing themselves to 
                   counter-attacks very often.
    Spiderman:     Another of my favorite, I'm pretty good with the two 
                   characters.  Again, this team combines both speed and 
                   power.  I usually use Spiderman to pull off those cheesy 
                   over-powered air combos and Chun Li to pull off those 
                   powerful super combos.  Remember, take advantage of the 
                   speed and priority of these two characters!
    Strider        Can you notice a pattern of my game-play?  I thirst for 
                   speed and combos!  Strider is another combo maniac with 
                   blinding speed.  His forte lies in ground combos, 
                   chipping damage, and possibly air combos.  I stick to 
                   ground combos a lot, because they are very powerful and 
                   safe.  Air combos are flashy as well, but don't do as 
                   much damage.  Sadly, Strider has no super combos.  Heck, 
                   that's what Chun Li is there for, isn't it?  One caution 
                   though, Strider gets killed very easily - he takes too 
                   much damage!  Again, take advantage of the speed and 
                   priority of these two.
    Cap America    Cap can be deadly if used correctly.  He is strong, and
                   Has high priority.  He has flashy air combos, deadly 
                   super combos, and extremely damaging team super combos.
                   Although he isn't as fast as Chun Li, Cap America makes
                   up the lost with power and strength.
    Credits and Thanks:
    My buddies over at UCR and Tilt for letting me whip their butts for 
         practice (J/K)!
    Migs Rustia, who has an excellent site at
    Edward T. Ma for his format of doing his great FAQ.
    Get Your Private, Free Email at http://www.hotmail.com

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