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Chun-Li

by Xenomic

Chun-Li Faq

                                 .-----------------------------.
                                 | Copyright 2006 Steven Marr  |
                                 | By Steven Marr (aka Xenomic)|
                                 | [email protected]       |
                                 | [email protected]       |
                                 | [email protected] |
                                 | AIM: Xenomic                |
                                 |                             |
                                 '-----------------------------'


                         ---------------------------------
                                       Legal Script
                         ---------------------------------

All copyrights and trademarks are acknowledged where are not specifically 
mentioned. If you wish to reproduce this document AS IS, you may do so after 
asking my permission, and not for profit. If I see fit, I, however, will 
revoke permission and ask for it to be taken down if necessary.


---------------------------------------------------
                Table Of Contents
---------------------------------------------------

1. The Basis of this Guide
2. Keys
3. Breakdown of Attacks
4. Chun-Li's Profile
5. Chun-Li's Moveset
6. Breakdown of Chun-Li's Moves
7. Chun-Li's True Power
8. How to Maximize Your Chun-Li Game
9. Credits
-----------------------------------------------------
1. The Basis of this Guide

This guide is to help those get acquainted w ith Chun-Li
This FAQ will also attempt to breakdown Chun-Li in terms of offense and 
defense. 

------------------------------------------------------------
2. Keys

Use this Legend to help you understand the different definitions that I will 
be using throughout this FAQ.




u=up
f=forward
d=down
df=down-forward
db=down-back
b=back


qcf=quarter-circle forward
qcb=quarter-circle back
hcf=half-circle forward
hcb=half-circle back
360=360 degree rotation of directional pad
720=720 degree rotation of directional pad
fdp=Forward Dragon Punch (forward, down, down-forward)
bdp=Back Dragon Punch (back, down, down-back)



LP=Light Punch
MP=Medium Punch
HP=Heavy Punch
LK=Light Kick
MK=Medium Kick\
HK=Heavy Kick
PPP=Three punches together
KKK=Three kicks together


Ch.=Charge move
(air)=Move can be done in air.
(AIR)=Must be performed in air




----------------------------------------------------------------
----------------------------------------------------------------
3. Breakdown of Attacks



Here is a breakdown of what category each attack that each fighter in
this game uses. Consult this chart if you're unsure as to what attack falls
into what category. Moves that meet certain special requirements will be
listed by their name.





-Projectiles-


Moves that can be fired in a fireball-type style, and can hit from across
the screen.


The following attacks fall into this category:


 -Hadoken (Ryu)
 -Shakunetsu Hadoken (Ryu)
 -Shinku Hadoken (Ryu)
 -Hadoken (Sakura)
 -Shinku Hadoken (Sakura)
 -Gou Hadoken (Shin Akuma)
 -Messatsu Gou Hado (Shin Akuma)
 -Chaos Flare (Demetri)
 -Demon Billion (Demetri)
 -Sonic Boom (Guile)
 -Ichimonji (Kenji)
 -Bakuryusho (Kenji)
 -Soul Spark (Rose)
 -Aura Soul Spark (Rose)
 -Dio-Cega (Jedah)
 -Sunshot (Ingrid)
 -Sunburst (Ingrid)
 -Metallic Sphere (Urien)
 -Temporal Thunder (Urien)
 -Aegis Reflector (Urien)
 -Arctic Stream (Tornado Mist) (Hydron)
 -Kikouken (Chun-Li)
 -Kikou-Shou (Chun-Li)
 -Zanku Hadoken (Shin Akuma) [Also classified as Air]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air]
 -Soul Smasher (Pyron)



-Anti-Air-


Moves that are used to counter air attacks and jumping opponents. Typically
bad when blocked or when they miss.


The following attacks fall into this category:


 -Shoryuken (Ryu)
 -Shin Shoryuken (Ryu)
 -Gou Shoryukne (Shin Akuma)
 -Messatsu Gou Shoryu (Shin Akuma)
 -Somersault Kick (Guile)
 -Aerial Russian Slam (Zangief)
 -Demon Cradle (Demetri)
 -Somersault Strike (Guile)
 -Air Knee Grapple (Alex)
 -Sunrize (Ingrid)
 -Sunarch (Ingrid)
 -Sunshine (Ingrid)
 -Delta Kick (Felicia)
 -Hydro Spin (Hydron)
 -Venom Funnel (Hydron)
 -Tempest Fall (Hauzer)
 -Hoyoku-Sen (Chun-Li)




-Air-


Moves that are done while in the air. Great against Rush attacks and some Other
attacks, but bad when against Anti-Air attacks.


The following attacks fall into this category:


 -Flower Kick (Sakura)
 -Royal Judgment (Anakaris)
 -Bat Spin (Demetri)
 -Head Stomp (Alex)
 -Devil Reverse (M. Bison)
 -Head Stomp (M. Bison)
 -Zessho Hohou (Yun)
  -Nishou Kyaku (Yun)
 -Sun Dive (Ingrid)
 -Violence Knee Drop (Urien)
 -Dangerous Headbutt (Urien)
 -Bushin Hasso Ken (Guy)
 -Sakura Otoshi (Sakura)
 -Hazan Shu (Chun-Li)
 -Zanku Hadoken (Shin Akuma) [Also classified as Projectile]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile]
 -Hyakkisu (Shin Akuma)
 -Orbital Blaze (Pyron)




-Rush-


Moves that force the character to dash and attack at the same exact time. These
are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, 
but can be useful against Other attacks. These also help the character get 
across the screen faster.


The following attacks fall into this category:



 -Ransetsu Jin (Kenji)
 -Flash Chop (Alex)
 -Dashing Elbow (Alex)
 -Boomerang Raid (Alex)
 -Stun Gun Headbutt (Alex)
 -Jumonji (Kenji)
 -Achilles Rush (Leo)
 -Chronos Rush (Leo)
 -Hercules Rush (Leo)
 -Flying Powerbomb (Zangief)
 -Chariot Tackle (Urien)
 -Tyrant Slaughter (Urien)
 -Rolling Buckler (Felicia)
 -Dancing Flash (Felicia)
 -Hayakage (Guy)
 -Bushin Gorai Kyaku (Guy)
 -Hydro Spin (Hydron)
 -Psycho Crusher (M. Bison)
 -Mega Psycho Crusher (M. Bison)
 -Deluge Assualt (Hauzer)
 -Deluge Crisis (Hauzer)
 -Sakizakura Ken (Sakura)
 -Midare Zakura (Sakura)
 -Zodiac Fire (Pyron)




-Other-


These are moves that don't really fall into any one category, and can be 
classified by their own self. How these moves work against others 
depends on the situation at hand. 


The following attacks fall into this category:



 -Tatsumaki Senpukyaku (Ryu)
 -Tatsumaki Zankukyaku (Shin Akuma)
 -Shunpu Kyaku (Sakura)
 -Bushin  Senpu Kyaku (Guy)
 -Pharoah Magic (Anakaris)
 -Hole of Hell (Anakaris)
 -Midnight Pressure (Demetri)
 -Midnight Bliss (Demetri)
 -Total Wipeout (Guile)
 -Knee Press (M. Bison)
 -Knee Press Nightmare (M. Bison)
 -Rasen Kyaku (Kenji)
 -Flying Powerbomb (Zangief)
 -Enmazuki (Kenji)
 -Soul Reflect (Rose)
 -Soul Throw (Rose)
 -Aura Soul Throw (Rose)
 -Soul Spiral (Rose)
 -Nero Fatica (Jedah)
 -Spreggio (Jedah)
 -Ira Spinta (Jedah)
 -Prova-Del-Cervo (Jedah)
 -Powerbomb (Alex)
 -Double Lariat (Zangief)
 -Punishing Flat (Zangief)
 -Tetsuzankou (Yun)
 -Kobokushi (Yun)
 -Sourai-Rengeki (Yun)
 -You-Hou (Yun)
 -Guren Ken (Karin)
 -Hosho (Karin)
 -Mujin Kyaku (Karin)
 -Rasen Cho (Karin)
 -Ressen Ha (Karin)
 -Yasha Gaeshi (Karin)
 -Kanzuki-Ryu Shinbi Kaibyaku (Karin)
 -Kanzuki-Ryu Ko'ou Ken (Karin)
 -Sunupper (Ingrid)
 -Sunlower (Ingrid)
 -Sun Delta (Ingrid)
 -Cat Spike (Felicia)
 -Mars Slash (Leo)
 -Hozanto (Guy)
 -Tadpole Spawn (Hydron)
 -Lightning Mast (Hydron)
 -Strangling Spark (Hydron)
 -Haru Ichiban (Sakura)
 -Spinning Bird Kick (Chun-Li)
 -Hyakuretsu Kyaku (Chun-Li)
 -Negative Stolen (Demetri)
 -Gigas Driver (Leo)
 -Gaia Driver (Leo)
 -Spinning Pile Driver (Zangief)
 -Hyper Bomb (Alex)
 -Final Atomic Buster (Zangief)
 -Atomic Suplex (Zangief)
 -Finale-Rosso (Jedah)
 -Zenpu Tenshin (Yun)
 -Arakuma Inashi (Karin)
 -Sand Splash (Felicia)
 -Please Help Me! (Felicia)
 -Hellcat (Felicia)
 -Bushin Flip (Guy)
 -Volcano Breath (Hauzer)
 -Gust Flame (Hauzer)
 -Planet Burning (Pyron)
 -Piled Hell (Pyron)
 -Cosmo Disruption (Pyron)






-Teleport-


These moves can move the character across the screen, and at
anywhere on the screen, depending on which version and button
the player used to initiate the move.


The following attacks fall into this category:




Teleport moves
 -Ashura Senku (Shin Akuma)
 -Teleport (M. Bison)
 -Psycho Vanish (M. Bison)
 -Kagerou (Kenji)
 -Utsusemi (Kenji)
 -Galaxy Trip (Pyron)






-Miscellaneous (Misc.)-


These are attacks that hold one or more properties.


The following attacks fall into this category:


 -Zanku Hadoken (Shin Akuma) [Also classified as Air and
Projectile]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air
and Projectile]
----------------------------------------------------------------
4. Chun-Li's Profile

Nationality-Chinese
Birthday-March 1, 1968
Fighting Style-Chinese Martial Arts
Age-36
Height-170 cm
Weight-Won't tell
BWH Sizes
B-?
W-?
H-?
Blood Type-A
Special Skill: Shooting (ranked 6th in an international contest)
Likes-Fruti, European treats
Dislikes-Crime, Indecisive people
Affiliation-INTERPOL




First Appearance: Street Fighter II


Additional Appearances:


Street Fighter II: Champion Edition
Street Fighter II Turbo: Hyper Fighting
Super Street Fighter II: The New Challengers
Super Street Fighter II: The Tournament Battle
Super Street Fighter II Turbo
Hyper Street Fighter II
Street Fighter: The Movie
Street Fighter Alpha
Street Fighter Alpha 2
Street Fighter Alpha 2 Gold
Street Fighter Alpha 3
Street Fighter Alpha 3 Upper
Street Fighter Alpha Anthology
Hyper Street Fighter Alpha
Street Fighter EX
Street Fighter EX Plus
Street Fighter EX Plus Alpha
Street Fighter EX2 Plus
Street Fighter EX 3
X-Men vs. Street Fighter
Marvel Super Heroes Vs. Street Fighter
SNK Vs. Capcom: Match of the Millennium
Capcom Vs. SNK
Capcom Vs. SNK Pro
Capcom Vs. SNK 2
SVC Chaos: SNK Vs. Capcom
Marvel Vs. Capcom
Marvel Vs. Capcom 2
Capcom Fighting Evolution
SNK Vs. Capcom: Card Fighters Clash
SNK Vs. Capcom: Card Fighters Clash 2 Expand Edition
Namco X Capcom
Super Puzzle Fighter


------------------------------------------------------------
5. Chun-Li's Moveset


Here, we shall show the different moves and the way to use them:


(Note that the names of the Normal Moves are from psychochronic's
faq.)

Link to faq:

http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt

-Normal Moves-

Senjou Shou...............................F + MK

Yoku Senkyaku..........................F + HK

Tenshin Shuu Kyaku................DF + HK

Hakkei.........................................B + HP

Souren Shou..............................B + MP

Yousou Kyaku (AIR)...............D + MK

Kakushu Raku Kyaku..............Hold MK (Close only)

Yousou Suitatsu Da.................D + HP (while jumping
straight up)



-Special Moves-

Kikouken...................................HCF + P

Hyakuretsu Kyaku...................Press K rapidly

Spinning Bird Kick..................Ch. D, U + K

Hazan Shu................................HCB + K


-Super Special Moves-

Hoyoku-Sen.............................QCFx2 + K

Kikou-Shou..............................QCFx2 + P


------------------------------------------------------------
6. Breakdown of Chun-Li's Moves


As always, the names of the Normal Moves are not the official names.
I have picked out names that would closely resemble what the move
looks like, though what I call them may not or isn't always accurate.



-Normal Moves-


-Standing Moves-

LP (Hand Thrust)

-This is Chun-Li's poke move. You can probably pull out 4-5 of these
within 5 seconds, or maybe even up to 7, if you're fast enough. This is
the move you want to use to combo into other moves.


LP Close (Quick Elbow)

-A standard Close move. Pretty quick and has great combo potential, but
the damage is low (as expected). You can probably only get 2 of these off
before you go back into the regular LP.


MP (Abdoment Punch)

-Has decent reach and pushes the opponent back if it connects, but comboing
off of this move is not as easy as you would think. It's a little slow, but not 
by a considerable amount.


HP (Strong Fist)

-The reach on this move is pretty good, but it's got both slow start-up and
recovery time, and by the time your opponent blocks this move, they can
most likely counterattack right away. I'd recommend not using this move
at all.


LK (Heel Kick)

-Once again, as with most LP and LK, this move is great for combos and speed
priority. It's not nearly as fast as most LKs, but it's still a pretty decent 
move.


MK (Roundhouse Kick)

-Decent in that it can be used somewhat as an Anti-Air move, but it's pretty
slow and has bad recovery time. Comboing off of this move is a very low
priority as well.


MK Close (High Kick)

-This move is alright, but not recommeneded, as you can simply use the 
extended version and do more damage. However, this can be good to
use for mix-up games when up close. If you abuse the extended version,
then use this move instead of that move, then your opponent may not
move fast enough to counter any other actions that you may do after
you get the chance to attack.


HK (Back Roundhouse Kick)

-This is similar to the MK in just about all aspects, except that it hits a bit
higher than the MK. Don't try to combo off of this move either, as it's not
worth the risk of taking damage.


-Crouching Moves-

LP (Quick Punch)

-It's a little slower than most normal Crouching LPs, but it's still good for
combo starters. It has very little range as usual, and you can probably pull
off about 4 of this within 5 seconds as well.


MP (Foot Punch)

-Chun-Li punches the opponents foot. Not that great of a move, and has
some lag time in both start-up and recovery. Your best bet would be to
ignore this move completely.


HP (Backhand Chop)

-This move executes relatively quick, but comboing off of it is pretty low,
as you can get punished for trying. Still, it's nice to knock opponents
out of moves, but once again, I'd recommend not using it that much.


LK (Foot Kick)

-Very limited range and low damage, but great combo starter, poke move,
and speed priority move. It's pretty fast compared to the other LP and LK
moves that Chun-Li has too.


MK (Extended Foot Kick)

-Has a little better reach than the LK, but is a lot slower. You can try to
combo off of this move as well, but the best thing you can really do is
combo it into a Hyakuretsu Kyaku to Houyokusen.


HK (Handstand Kick)

-Chun-Li stands on one hand and trips the opponent. Surprisngly, this
move has pretty good range (similar to Demitri's Crouching HK), and
could be used in a mix-up game as well.


-Jumping Moves-

LP (Falling Fist Diagonal)

-Lasts the whole time that Chun-Li is in the air until she hits the ground.
It doesn't do that much damage, nor is it good for combos (as far as I know),
but it's great for knocking opponents out of moves.


LP Straight Up (Falling Fist)

-Same as the LP. Nothing different here.


MP (Quick Falling Fist Diagonal)

-This move is the fast version of the LP. It lasts about half a second, and
for it to hit grounded opponents, you'd have to time it right. It's still
good for knocking opponents out of moves, and not bad for going into
combos.


HP (Strong Punch)

-It's got decent speed and range, but not one of the better moves that
you can use while jumping. It becomes pretty obsolete when you
try to hit a grounded opponent who can use Anti-Air (like Ryu or
Demitri), so your best bet is to go with some other move.


HP Straight Up (Strong Hook)

-This move is surprisingly fast for a HP, and it's great for knocking
opponents out of moves too. However, the downside is that you
HAVE to jump straight up for you to use this move, and against
opponents like Shin Akuma and Demitri, that's not going to cut
it.



LK (Air Kick)

-As with both of the LP, this move will last the whole time that
Chun-Li is in the air. It's good for combo starters once you
get back to the ground, but other than that, I wouldn't mess
with this move.


LK Straight Up (Falling Leg)

-Same deal here. However, this is more useful than the LK, as
you can use this to knock opponents out of moves, whether
they're on the ground or in the air (with the exception of moves
like Shin Akuma's Zanku Hadoken).


MK (Quick Air Kick)

-The fast version of the LK. As with the MP, you'd have to time
it right to hit grounded opponents. Otherwise, the rest is the
same as with the MP.


MK Straight Up (Quick Falling Leg)

-Same deal here as with the MK.


HK (Slash Kick)

-This is very fast, and has great reach. It's also very good for
combo starters, surprisingly enough. It's also safe on both
start-up and recovery, which makes this move one of the
better ones that you can use.


HK Straight-Up (Split Air Kick)

-An interesting move, nonetheless, but it lasts about a second.
Compared to some of the other moves that Chun-Li has, I
wouldn't bother with this move that much.


-Special Normal Moves-


-Senjou Shou-

-Yoku Senkyaku-

-Tenshin Shuu Kyaku-

-This move is odd, simply in the fact that I haven't seen it
do any damage at all. It's more of a flip move than anything else,
but not all that useful, as it leaves Chun-Li open to attack.


-Hakkei-

-Pretty powerful in the fact that it stops a lot of Normal Moves, and
that it's speed is outstounding. Comboing off of this move, however,
isn't all that great.


-Souren Shou-

-Extremely fast and has almost zero recovery time and start-up time.
You can even combo off of this or chain this endlessly just about.
One of the better moves that I've seen with Chun-Li.


-Yousou Kyaku-

-This is a great move for surprising your opponent and for setting
up combos with Chun-Li. However, the recovery time is not that great,
and if it's blocked, you're left wide-open to attacks. Use it whenver you
think your opponent is least expecting it.


-Kakushu Raku Kyaku-

-This move will only work if you hold MK down while you're close to
the opponent. It will hit up to 3 times, and does pretty decent damage.
The start-up time is a little slow, but you can probably still  manage to
get the 3 hits in regardless. A very nifty move for head-to-head combat.


-Yousou Suitatsu Da-




-Throws-

LP + LK + <- or -> (Turn Throw)

-This is Chun-Li's only throw. It's not really worth using, IMO, but that's
clearly up to you. It does throw the opponent pretty far away from Chun-Li,
but with her in this game, you want her to be close to the opponent.




-Special Moves-


-Kikouken-


STRONG VS.

Anti-Air attacks
Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves
Projecitle attacks (cancels with them)


WEAK VS.

Super Special Projectile attacks
Air attacks


-Chun-Li's only projectile (aside from her Kikoushou). It's speed depends
on which P button you use to fire it off. The EX version is extremely slow,
making it good for rushing in and doing some combos before it hits.




-Hyakuretsu Kyaku-


STRONG VS.

Rush Attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Air attacks
Anti-Air attacks


-This is the move that makes Chun-Li infamous. However, it's not as
potent as it used to be, as it's pretty tough to combo off of and into.
However, it's still potent nonetheless. You just have to mash the K
button in order to make sure that the move comes out.




-Spinning Bird Kick-


STRONG VS.

Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projecitle attacks
Air attacks
Anti-Air attacks
Other attacks
  -Hole of Hell (Anakaris)



-Another one of Chun-Li's infamous moves. It's actually pretty safe
to use compared to some of the other moves, although if blocked,
it can still be used against you. Not to mention that a lot of attacks
can beat this move. Still, it's good for comboing into other moves,
if you manage to get this one to connect. Avoid using it from far
away, unless you're trying to trick your opponent.




-Hazan Shu-

STRONG VS.

Air attacks (except Zanku Hadoken)
Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Anti-Air attacks
Other attacks
  -Hole of Hell (Anakaris)



-This move is useful for many different purposes, some of which you
may or may not agree with. It's safe on block and has good start-up and
recovery times, is pretty decent for comboes, and does a decent amount
of damage. Add to that that it's good against a lot of attacks, and it's hard
to find a better move for Chun-Li.



-Super Special Moves-

-Hoyoku-Sen-

STRONG VS.

Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Air attacks
Anti-Air attacks



-Not one of the strongest moves, but you can pretty much combo this
move off of almost anything that Chun-Li does. It's nice to do it off of a
Hyakuretsu Kyaku, but you have to be able to time it just right in order to
pull it off. Not bad by any means.




-Kikou-Shou-


STRONG VS.

Projectiles that are not Super Specials
Rush attacks
Anti-Air attacks
Air attacks
Other attacks


NO EFFECT VS.

Teleport moves
Super Special Projectiles


WEAK VS.

None



-One of Chun-Li's best Super Specials in this game (yes, I know. She only has
2....leave me alone!) and possibly her most damaging Super Special. This is also
a great move to do chip damage to opponents who like to block a lot as well.
You can use a lot of attacks to try and combo into this move, but don't bother,
as you most likely won't succeed.

------------------------------------------------------------
7. Chun-Li's True Power


Chun-Li uses the Street Fighter III fighting system, which is described below.

Data from psychochronic's faq.

Link to faq:

http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt

2 Super Meters, Leap Attack to break their crouching
guard, Dashing to rush opponents down, Quick Standing
to get right back up, Parrying to build meter and turn the
match around, Super Jump, Super Cancels to cancel a
special move into a Super Art and EX Special Moves to
create uggle your own juggle combos.

*Dashing: Fx2 or Bx2:
A great tactic to add speed and mobility. Pressing forward
twice commands to dash forward and pressing backward
twice commands to dash backward.

*Leap Attack: MP + MK:
An overhead attack which must only be blocked standing.
Great for mix-ups and to attack opponents who use crouch
excessively in their gameplan. Has a very quick startup but
hits later down the animation and is extremely difficult to
link an attack after.

*Parrying:
-High: Tap F before a high attack hits
-Low: Tap D before a high attack hits
-Air: While jumping, tap F before an attack hits
The known sub-system which made 3S famous around
the world and seen in CvS2 playing under the P-Groove.
Parrying is another form of blocking which enables to
react from a regular block and attack instantly. The
opponent freezes for a split-second which makes the
player to freely strike in that opportunity. Instead of
losing damage, a parry gains meter in return. This effects
all forms of attacks, whether it's normals, projectiles and
even supers. As it's past counterpart, parrying is for the
risky-type players, allowing to have sorts of blind guesses
of the opponents attack patterns throughout the match.
Parries are also vulnerable to throws, making it more harder
at a close-range game so use it strategically as it's one of
the most risky sub-systems out there.

*EX Moves: Any Special Move using Multiple Buttons
instead of one:
Uses 50% of 1 gauge, this enables to extend the damage
and hits of the move, similar to ES moves for the DS cast.
Some EX moves can juggle which can leading to long
combos and some characters' moves don't have it EX
classified so watch the timing and the move as it costs
meter.

*Quick Standing: Tap D as you touch the ground before
getting knocked down:
Seen in the SFIII series and uses the CvS2 Safe Fall sub-
system. This ability allows the player to simply bounce
back from a knockdown attack before hitting the floor.
A quicker way to get right back up, a defensive purpose
and to avoid follow-up attacks. Be careful as each
character has their own animation frames for this
ability.

*Super Cancel: Doing a Super Art after a Special Move:
SFIII characters have the ability to do a Super Art right
after a Special Move and it works exactly like a normal
attack cancel. Even EX moves can be cancelled too.

*Super Meter: 2 Gauges:
SFIII characters has 2 gauges as their meter. When the
meter reaches "1/2",  it indicates that they are available
to execute a Super Art. Each character has 2-3 Super Arts
in their move list, which gives multiple options to strike.
The ability to have 2 gauges gives the opportunity should
that one attempt misses, you're safe to attempt another one
and few characters having to use the whole meter in one
combo.

*Super Jump: D then UB, U or UF:
This action enables the character to jump slighty higher
and further than a normal jump. It can be used for far
crossup attempts and increasing the chances of avoiding
projectiles.



Chun-Li isn't nearly as powerful as Ryu, Jedah, or Alex, nor does she have the
vitality of Zangief, Leo, or Anakaris. She does, however, have speed to back her
up in fights. So, is this enough to pull her through? Actually, it can 
very well be! Like in the other games that Chun-Li has been in, her 
speed is the one thing that'll keep her opponent's on their toes at all 
times (a bit reminiscent of Mai...but that's for another day...).


Unlike what most people say, Chun-Li does have some pretty powerful combos,
though not all of them are convienient. I've come up with 6 different combos,
though whether or not they're all worth using is up to you:


1) Lightning Kick Bonanza!


Combo: Jumping HK, Hyakuretsu Kyaku, Houyokusen
Opinion: Great for lots of hits and for damage, but to combo off of Hyakuretsu
Kyaku is tough.



2) Fireball Kick!

Combo: Standing MK Hold (close), Kikouken, Houyokusen
Opinion: Not bad, but not that great either. This is something a starting 
player may want to use more than an advanced player.



3) Combo Galore!

Combo: Jumping MK, Crouching LK x2, Spinning Bird Kick, Hazan Shu, Crouching
HK, Hyakuretsu Kyaku, Houyokusen
Opinion: A pretty powerful combo. However, the Hazan Shu can be the very sole
downfall of the whole combo. Depending on when you use it, you may either use
it too early, too late, or just mess up and mess the entire combo up.



4) Beginner's Combo

Combo: Jumping MK + D, Kikouken, Houyokusen
Opinion: This is something for beginner's to start out with. It's a pretty 
simple combo, and it does do it's fair share of damage, but not that 
convienient due to the Jumping MK part of the combo.


5) Fireball Massacre!

Combo: Jumping MK, Crouching LK, Standing LP, Kikouken, Kikousho
Opinion: This combo is actually pretty decent, and the Kikousho does a lot of
damage even if it is blocked (around 7% chip damage). You have to make sure
to get the Kikouken out beforehand though, if you want to maximize this combo.
It may be best to try this in a corner too, as the Kikouken may push the 
opponent out of range for the Kikousho.


6) Ultimate Special Combo!

Combo: Jumping MK + D, Spinning Bird Kick, Hazan Shu, Hyakuretsu Kyaku,
Kikouken, Kikousho, Houyokusen
Opinion: The ultimate combo that I could come up with. Pretty advanced stuff
for just using special moves, if you ask me. The Hazan Shu may be the downfall
once again if you do it wrong, and timing the Kikouken off of the Hyakuretsu
Kyaku will be a bit tricky, not to mention pulling Houyokusen after Kikousho,
as your opponent will most likely block it. Still, if you manage to pull all of 
this off, it'll nearly kill any opponent that you face.

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8. How to Maximize Your Chun-Li Game


This section is a guide for how to use Chun-Li in different game strategies.



-Aggressive Style (Offensive game)-


Here, you want to use Chun-Li's speed to your advantage, as she doesn't
have nearly enough power to make her threatening as she does in the other
games that she's in. Rushdown your opponent with Hyakuretsu Kyakus and
Spinning Bird Kicks, and constantly throw out Kikoukens and Hazan Shus to
try and keep your opponent backed up in a corner. When your opponent tries
to counterattack, counter them with a Houyokusen or Kikousho. Use Kikousho
even if your opponent is blocking to inflict chip damage. Above all else, combo
with LP, LK, MK, and the like. Using attacks like Souren Shou and Hakkei also
help in this style as well.



-Conservative Style (Defensive game)-


Kikouken, Hazan Shu, Hyakuretsu Kyaku, and Kikousho work very well here.
The EX version of Kikouken is very good in terms of its speed, as it moves 
rather slowly. You can change in the Aggressive Style from there if you feel 
the need to. If your opponent gets too close, use Souren Shou and Hakkei to 
push them back some. Get trapped in a corner? Use Tenshin Shuu Kyaku to 
get out of the corner. Don't rely on Chun-Li's defense to get you through 
this fight, as she doesn't have very much vitality compared to the rest of the 
fighters.



-Mix-Up Style (Offensive/Defensive game)-


Here, you'll want to throw out some Kikoukens and Hyakuretsu Kyakus to keep
the pressure on your opponent, and you'll want to rush in, combo some, then
back out and fire some more Kikoukens. Jumping in and out also helps, as long
as you know how to Parry, as this will work against virtually any move. If you
decide to get out of dodge, use Houyokusen to trick your opponent into thinking
that you're retreating. 



-Unfair Style (Cheap game)-


You don't want to be cheap, do ya? Well, I guess I can help a little with this. 
However, I'd advise you to not do this against your friends or in tournaments, 
as people simply won't play you if you do this style.


Anyways, one way to use this style is to constantly pummel out Kikoukens
at a close range (not next to your opponent), and Kikoushos. Hyakuretsu
Kyakus up close combined with these two attacks will frustrate many
players, as there is almost no way to counterattack when constantly barraged.

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9. Credits


Thanks to Gamefaqs, for hosting this faq

Thanks to psychochronic, for letting me do these faqs

Thanks to assassin17, for giving me ideas on doing the
formatting of these faqs.

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