Street Fighter Zero 3

Street Fighter Zero 3

14.10.2013 10:37:59
~B
A-ism ONLY version

[PlayStation FAQ ver.pf36SFZ3Zchn]

IN THE SAME GRAND BLAZING TRADITION AS ALL MY GRAND BLAZING FAQs!
ACCEPT NO IMITATIONS! THIS IS THE STRONGEST CHUN LI FAQ IN THE WORLD!
or at least it's intended to be that way..


FAQ Author: oKt
FAQ History: September 1999 – April 2000
omar_ken@yahoo.com and I won't type that again.


DEDICATION:
CAPCOM The Only Legend. And ANDREA CORR, The Only Queen.


THE LEGAL SCHMEAGLE
Due to extreme external (good-natured) influence & pressure, I'm hereby
forced to reconsider and restate this section.. and here it goes.. this
FAQ and all my other humble FAQs can be accessed from any darn page you
find 'em on. That's okay, you don't need to ask my permission or
anything if you wanna put my humble lil FAQs up on your web-pages, only
as long as you're distributing my FAQ material FREE OF ANY KINDA COST
WHATSOEVER in addition to NOT ALTERING AS MUCH AS A PIXEL IN 'EM, ya
understand!!! Please promote STREET FIGHTER like it should be promoted,
coz we Street Fighters have a world to conquer, yeeaahh!!!!

Please refrain from plagiarising my hard work. This FAQ is self-
copyrighted by me, yers truly, oKt, BUT if you link this FAQ or wish to
host it at your webpage or anything like that, feel free to do so, so
long as you remember to give credit where credit is due. If you wish to
exchange it for moolah (such as maybe after printing it, if u know what
I mean, and I'm sure u do), kindly remember that YOU CANNOT and YOU
MUST NOT do so, I beseech thee!! Whenever mentioning this FAQ, please
mention that it is available at www.gamefaqs.com, coz no FAQ-site can
get any better than GameFaqs! Thank you and good night! Er, I mean,
thank you and please read on!!


CONTENTS:

1 --> Introduction
2 --> Credits list
3 --> Get lost! You cannot compare with my powers!
4 --> Uh, "kicking" tail the CHUN LI way!
5 --> All the right moves
- basic moves & comments
- special moves & details
6 --> All this & combos too!
- beginner-level combos
- competition-level combos
- champion combos
- insane combos
7 --> Technique or not technique?
- basic strengths & weaknesses
. know thyself
. know thy fighter
- super strategies
8 --> Get ready fighters...
- the 10 rules of street fighting
9 --> FAQ History (& other interesting stuff)




1 --> INTRODUCTION

Well, I finally finished my CAMMY-FAQ some hours ago after a 4 month
lapse (!) and am charged enough to begin work on this next one! Since I
haven't been online for around a month now, I've had ample time to
finally do something and so here I am on the FAQ-scene again by demand!
Well, not exactly by demand. More like stupid &%!#@ bad luck..

Yes, all my fans will be quite aware that this is my THIRD FAQ for the
greatest fighting-game on earth, the one & only SUPER MARIO BROS!! I
mean, oops, SFA3. And in case nobody knew that (which is digestable),
you should go and read my other two FAQs as well! The purpose of my
guides/FAQs is.. well, actually I feel I should share my knowledge with
the rest of the world, 'coz I'm a really generous creep. Now read on,
leave me alone and don't bug me with your "no, WHY REALLY?"

Alright, since you're all dying to know (*sarcasm alert*), the reason
I'm writing this FAQ is that CHUN LI is the world-famous queen of
fighters (other than Kyo and Iori, those butt-ugly cross-dressers) and
I actually detested her from the good old days of SF2CE, but come the
SFA-series, this was an all-new 100% improved CHUN LI! She kicked major
#&%@ and chewed bubble-gum.. no no, that was some other game.. well,
she kicks major #&%@ nonetheless and looks a LOT more decent and
sophisticated and deadly in her new outfit and her new snazzy sneakers,
especially after that, um, "movie"! And that's not all: she's being
constantly improved in every other SF game in which she makes an
appearance (but I haven't played SF3-3rd Strike yet)! There was a
visible world of improvement in CHUN LI from SFA to SFA2, and heck, she
was INVINCIBLE in SFA2 and my #1 most favorite character as well! But
when I saw her in SFA3, my eyes popped out IN DISMAY & UTTER
DISAPPOINTMENT! BELIEVE IT!! I refused to believe her low MK won't
combo any more, and her new HK looked pretty weird as well!

Losing hope in CHUN LI, I then started playing SAKURA and CAMMY and the
rest of the gang, and (after 4-5 months) one fine day chose CHUN LI
just for, er, kicks (bwaahh haah haahhh!!) and that was the day I
realized that Capcom is, was and will always be the one-&-only true
king of fighting games! CHUN LI was back and back with a vengeance,
baby! Yes, once again there is a 100% improvement in her from the good
ol' SFA2, believe it! Even though her low-MK is not comboable, she
kicks major #&%@ and how! Capcom is a technician when it comes to
fighting games, and they don't need to prove it ever again to me! I
mean this is UNBELIEVABLE! They actually REMOVED a trademark CHUN LI-
move, added NO NEW SPECIAL MOVE whatsoever and ended up IMPROVING her!!

Whoa, lest this turns out to be a Capcom-praise FAQ, I think I should
finally begin.. with the same old message..

I've always played games from the SF-series just to feel good, because
they're some of the very few games out there that succeed in making one
feel good, & I've learnt that winning isn't everything. Nosirree!
HUMILIATING your opponent is what it's all about!!! But, woefully,
that's NOT what this FAQ's about, either! If you plan to play to win &
feel good about THAT, then I'm afraid this FAQ won't help you very
much, but if you need to get to know CHUN LI better & want to have a
great time playing this great game, then you're reading the right FAQ!
Now let's get moving & have some fun!!

NOTE: This guide/FAQ is supposed to be for those people who already
have a fair background of the SF-series and SFA3. Beginners are advised
to please refer to some other excellent FAQs available at
www.gamefaqs.com & please note that this is NOT an overall SFA3 FAQ but
a CHUN LI-specific FAQ! So I won't be telling you the A-B-Cs of SFA3,
but what I'll do is show you CHUN LI's awesome moves & techniques as
thunk & implemented by yers truly! Also bear in mind that I will not
follow a point-by-point / bulleted format. Instead, this FAQ will look
more like an essay (so live with it), coz if you noticed in the
beginning, I said that this is actually a "guide" and not just answers
to FAQs, but I've written "FAQ" coz I'm sure everyone will agree that
"GameFAQs" sounds a lot better that "GameGuides" (so long as you
pronounce the word "FAX")! Let's proceed, then!!



2 --> CREDITS LIST

Thanks of various sorts go out to today's lucky winners:

The Corrs - Thank you so so SO VERY MUCH for your beautiful music :)

Martin Riggs & Roger Murtaugh – These guys are so incredibly funny! I'm
sorry, I just can't help myself, but I really admire their insane
friendship and am a HUGE Lethal Weapon-fan and I'm just so sad it had
to end.. I can't believe they're too old for this #$%@, I can't believe
it, I can't, I can't...

Umar F – Ah yes, the good ol' SF2CE days! No super combos, no air
blocking, no air throws, no air fireballs, no recoveries! What a dull
life we used to lead then! Hee hee, I remember how we used to duke it
out in SF2Turbo, but played only on the condition that I don't use a
single Dragon Punch coz UMAR didn't know how to pull it off!
Letting the good times roll at siddiqui78@usa.net

Mansoor R – Yaahh haahh hahhh, you were scared of my CHUN LI, haa haa
haa!! All he did was use ADON's buggy low-MP in SFA2 and cream
everyone, until he met his match! Woo hooo! I bet you don't remember
any of this now, do you MAN? ohhh nooo, you're too busy playing *99
now! :P
Waiting for another ADON bug at mansoor2537@hotmail.com



3 --> GET LOST! YOU CANNOT COMPARE WITH MY POWERS!

Yes yes yes everyone's dying to know who I am. Well, Hi, I hope you're
pleased to meet me ;D My name isn't really secret or encrypted or
anything, but the most fitting & most commonly known abbreviation is
your fiendish neighborhood good ol' reliable oKt. Other really
interesting, exciting, thrilling (yawn!) stuff about me is that I am
the big bad bruddah of that infamous FAQ-guy "NT" (who goes around late
in the night wearing a black cape by the secret-identity of "SHattY"
the sinister tracker at www.traxinspace.com) and I'm admittedly an SF-
freak, SF-maniac, SF-addict, call me what you may. Sticks & stones may
break my bones, but attack me if you dare, I will crush you.

Yeah yeah, that's the same paragraph as my previous FAQs. So as if
anybody really cares about who I am! What is this, an oKt-FAQ?!

I've been playing SF since 'Champion Edition' (& proud of it!) but the
fun part is that I haven't played anything else, atleast not how I
would call playing a game "playing a game" so please don't expect
praise of other "fighting games" 'coz I dedicated my attention to SF in
order to become the best at the best. Of course, in MY opinion, I am
still a beginner 'coz I am tragically a very slow-&-stubborn learner..
in YOUR opinion, however, I MIGHT be juuuust a tad short of being the
ultimate @#$% bloody SF-Champ devil-man hisself.

Among less interesting things, I am still a Spidey-man, still a
Punisher freak, the same ol' Manga/Anime-addict & Wolverine/X-Men-
hater, & I sincerely believe in the fact that John Romita Jr. is the
Kirby of today & tomorrow. I also believe that Michael Jackson used to
sing very good ONCE UPON A TIME, before he did that *ugh* thing.. Oh,
and my dog was Michael Turner's 'model' for ASPEN.



4 --> UH, "KICKING" TAIL THE CHUN LI-WAY!

Well I've already given the reason behind my writing this FAQ. But why
CHUN LI ye ask? Well, why not? After all, she started the whole women-
fighters-thing as far as I'm concerned, because she is the First Lady
of fighting games, and not JUST fighting games, she was there in the
ORIGINAL fighting game, the one that initiated the vs. 1-on-1 genre!
And STILL not just that, she wasn't the useless stereotypical dumb
bimbo obligatory female-fighter, but one heckuva tough contender, and
as a plus, it was REALLY tough to play as her, with no combos
whatsoever or fireballs or anything! If someone knew how to kick tail
with her, he/she would easily do it all day long! So let it be heard
far and wide, CHUN LI's the one and only true queen of fighters!

The only reason I hated CHUN LI in the beginning, in the good ol' days
(SF2CE etc), is that that's when I began to play SF2, and when you
BEGIN playing ANY SF-game, going for the Shotokan-fighters is just a
natural spontaneous reaction, as anyone will surely agree! But there
are some people who get so much used to the Shotokans that they think
all the other fighters in the game are just useless, and I'm not making
this up coz I personally know some morons who do not appreciate the
true value of SF. I remember when I fought this guy (and –hee hee-
creamed him) and all he had to say was "SF is such an old series, and
there's nothing in it but Hadokens and Shoryukens" but little did he
realize that he was the one using Shotokans all along and all I used
were my 3-Queens (Sakura, Cammy and CHUN LI) and some of the weirder
guys (Sodom, Rolento and Dan) and a friend of mine commented later on
to me something like "Hey I thought you knew how to play SFZ3! Why
didn't you take some (Shotokan) fighter?" Well, there's just one way I
wanna respond to comments like these, but there's no middle-finger or
up-yours symbol on the keyboard...

Anyway, like I was saying, I BEGAN playing SF2 then, and when I'd had
enough Shotokan-practice, I decided to try out the other guys, like
after a year.. yecchh, that sucks, I know, but I'm a slow-learner, but
I've learnt that the rest of the cast in SF games has that magic, that
charm and that OOMPH that is missing in all supporting-characters in
any other 1-on-1 game! They can stand up to anyone and give em a real
run for their money! And CHUN LI was about the only character I
couldn't really get, coz she had those weird moves! Her "wind kick" was
IMPOSSIBLE to actually connect and her "spinning bird kick" could be
easily countered, and all she had was her basic attacks, her super-
floating jump, and that extremely uncanny ability to cling to the edge
of the screen. Big whoopee. Of course, that was when I could never have
realized the usefulness of basic attacks!

On a more street-fighting level, CHUN LI is as much an excellent
fighter as she always was from the very start of the SF-series. Suffice
to say she is one of my 3-Queens, so she just IS excellent, that's a
given! She can attack far, she can attack upclose, she can defend, her
Super Combos are devastating and her "Gomen-ne" win pose is good enough
a reason to beat your opponent perfect! Not to forget her regular 3-
kicks-&-awesome-stance "ya-ya-yaah, haaaaa!!!!" win-pose is one of the
best win-poses in the game! In ANY game, infact!

Oh! You mean you want to know her STORY & BACKGROUND?!? Ohhh!! Why
didn't you say so! Well, I'll tell you what! Why don't you refer to
some excellent FAQ related to this topic, like the loads of work they
have at www.gamefaqs.com, or some other CHUN LI-specific FAQ for that?
I'm just a very VERY lazy slob, and besides, knowing her story won't
REALLY help you VERY much in learning how to play as her, but of course
I MAY be wrong.. All I know is M.BISON (the last boss with the red cap
and a mutated smile worse than Joker's) wasted CHUN LI's dad, giving
CHUN LI (a secret Interpol agent) all the more reason to beat him up
really bad. Hey, all the SF-games I've played (and own) are Japanese,
ever since SF2Turbo (on the superb Super NES), so I can only tell you
what I was able to pick up & what I read in magazines and FAQs! At any
rate, the two of em are definitely not the best of friends, are M.BISON
(not Vega or Balrog) and CHUN LI (not the Wicked Witch of the East) ..
or was it the West-one who was Wicked?

Remember once again that SF-games are absolutely perfect (& I'm sure
everyone will indubitably agree), meaning that every single character
can stand his/her ground & obliterate all obstructions, IF YOU KNOW
HOW!



6 --> ALL THE RIGHT MOVES

If you referred to another FAQ like I politely asked, or if you're a
dedicated SF-freak, then I shouldn't go on with this drivel, 'coz these
moves-descriptions & stuff is the most boring thing I find in a FAQ! I
mean, what's in a punch?! Just press the button & see for yourself, for
crying out loud! Anyhow, I guess this is necessary nonetheless...but
I'll keep this short & sweet...grumble grumble... and I refuse to
change the text from my previous FAQs too, so there!

I would still advise absolute beginners to refer to the excellent
aforementioned FAQs for instructions on combos & other technical stuff
(like the laws of the Super Combo Meter, Zero Counters, Super Combos,
Rolls & Recoveries & Tech Hits, etc). I will, however, attempt to
provide you with a thorough, personal, step-by-step, move-by-move
analysis.

SF-games are all about technique, not mindless punches & kicks &
fireball wars. It's about technique, about anticipation, about
ingenuity, & most of all, about fun. The one thing I personally believe
that makes SF-games so much fun is not winning, but out-thinking your
opponent, but this is not possible if what you want to do doesn't
happen the very instant you want it to happen. The best part about SF-
games is that the moves respond to your reactions just when you want
'em to, unlike other games that I can mention (but I won't 'coz I don't
wanna ruin this FAQ!) that make you 'learn' the moves' timings by
heart, instead of their being just sorta spontaneous. Timing is of
essence, & all moves must complement each other, & Capcom is tops when
it comes down to this!

Remember that the controller is your best friend, so if something's not
working, smashing it won't help. Atleast not every time. You HAVE TO
KEEP IN MIND what your gameplan is & that you know what you're doing.
The idea of it all is to make your opponent do what YOU want him to do.
Keeping this in mind, go to the player-selection screen & choose CHUN
LI and go ahead and KICK some (sorry, I just can't keep these puns
under a lid!) ghha-hahhahaah!!

LP , MP , HP = Light Punch , Medium Punch , Hard Punch
LK , MK , HK = Light Kick , Medium Kick , Hard Kick

That's your basic button-layout. Now for its description:


[Far Standing]

LP = A quick, repeatable slap that is comboable/bufferable.
MP = A quick, straight out comboable chop with decent range.
HP = An angled uncomboable fist that hits hard! Neat anti-air!

LK = Quick comboable jab mid-kick.
MK = Quick medium high-kick to the kissah! Almost same as LK.
HK = A new roundhouse kick, hitting straight out, unlike SF2.

I've heard that some people find CHUN LI an awkward character to
control. Well, she's pretty much solid and natural to me! She is also
one of the faster fighters of the SF-series, which is a plus if you
chose her. Anyway, as with all fast fighters, you have to constantly
keep moving around instead of sitting and thinking of a definite
strategy. This means that you'll have to think fast and revise your
gameplan every now and then. This eventually leads to confusing your
opponent by moving in on em or distracting from a distance. Unless it
is successful in confusing you first.

When it comes to fighting from afar, CHUN LI isn't as good as she was
in SFA2, but in any case, she is one of those few nasty characters who
have the knack of irritating opponents from a distance. On the other
hand, if you analyze SFA3 on the overall, some techniques and moves of
the OTHER characters have been revised in such a manner that the few
changes in CHUN LI seem to be quite fairly decent and more technical
than the no-brainers of yesteryear.

Forget CHUN LI's Far Standing LP.. its only use is that you can ignore
it altogether! If your opponent manages to get upclose, some rapid LPs
can shove him/her back, & that's about it. Her MP is an excellent quick
medium far-reaching chop which can be 2-in-1'd into any special move or
Super Combo, and serves as a simple but effective anti-air if judged
right. Her Far Standing HP is also quicker than most of SFA3's HPs, and
is not comboable from afar. It's angled at 45-degrees, so it's an
effective anti-air against opponents jumping in from afar. Make sure
that you time it properly, as CHUN LI takes some time to pull back her
punch.

Like CAMMY, CHUN LI is best constantly moving around. If you get stuck
in a corner or trap, you gotta move outta there as fast as possible, &
I emphasize FAST mainly because CHUN LI, I reiterate, is quick on her
feet. So long as CHUN LI's moving around all over the stage, & your
gameplan is sailing smoothly, she has unbelievably high chances of
winning than mostly anyone at all. CAMMY's a tough contender in this
department, may I add.

CHUN LI's HK is an altogether revised move, and is excellent in all
aspects that I have seen to-date. It hits from quite a distance and
counters MANY attacks! Use it from far, very very far, but not very
frequently as opponents may wisen up after they get creamed by it twice
or thrice! It serves as a beauty of an anti-air against those sorry
saps who try to jump and attack from a long looong way ahead.

CHUN LI's HK is better than her LK and MK in the sense that IT JUST IS!
Take it from me! Both CHUN LI's LK and MK hit a bit high (around that
45-degree angle again) but are too weak for words! The LK is okay when
it comes to a combo or two (as it IS comboable from afar, but there is
next to no use of keeping your opponent at bay when you've gotta be
close and into the attack!) but that's all there is to it.



[Close Standing]

LP = (Same as Far Standing LP)
MP = (Same as Far Standing MP)
HP = The classic hard-hitting comboable palm-smash!

LK = (Same as Far Standing LK)
MK = Really weird, CHUN LI takes her leg straight up to her head.
HK = Classic HK again! Still hits straight up & still uncomboable.

The close standing attacks are primarily there to help you complete
your combo of choice, so we can forget about the close standing HK, coz
it's uncomboable. That is the reason behind my including this "how to
combo" section here, just like it was there in my previous FAQs:

What is of importance here is the timing of your attacks: if you are
following-up on a jump-in attack (like jump-in HP) you will have to
time your close-standing attack properly so that a 2 hit combo is
registered. Eg- jump & hit HP, & wait for just, JUST a micro-second
(and when I say micro-second, I MEAN micro-second!) & THEN hit HP for a
2 hit combo. If you act too fast, nothing will happen, & if you're
slow, a combo will not be registered, meaning that your second hit can
be blocked (or countered), so the timing has to be perfect.

Even when you are following-up on a close standing attack, the timing
of the special move that is buffered to complete your combo is
different for each move. Eg- you have to do the "KIKOKEN" JUST THE
MOMENT you hit *MK* to register a combo, but you can enter the
"KIKOKEN" motion EVEN AFTER A LITTLE BIT if you're following up with
the close standing *HP* ... B E C A U S E short attacks (MK) can be
recovered from almost immediately, but a hard attack (HP) takes some
time for your opponent to recover from, & THAT IS A RULE and it only
makes complete sense!

CHUN LI's (close standing) comboable moves include LP, LK, MP, MK and
HP. If you want to inflict more damage real quick, the HP is the #1
choice to include in a combo (details ahead), whereas the LP and LK
just help to make your combo look insane & fresh (& of course inflict
comparatively less damage).

If you hit HP when your opponent is a bit close (or you're close to
your opponent), CHUN LI will throw her upclose HP instead of the far
standing one (d-uhh, really?), which is a lightning fast sorta double
palm-smash, like she drives her open palms into her opponent as hard as
she can, and check out the CRAACKK!! sound effect that follows it!
Hoooo-boyyy, did that hurt or did that hurt!! It's comboable with ease
once you get that timing right, whereas her MP is comboable from both
far & close, the former being a straight out chop to the kissah, and
the latter being the same as well.

I have to admit, the good ol' MP should be used for a guaranteed combo
because the timing for the next (special) move is just perfect, and it
is comboable from close AND far! But the reason I DON'T use MP at all
is that my CHUN LI-style-of-fighting is to constantly be on the
offensive, keeping my opponent under pressure, and just beating the
crap outta the sorry @#$%.. er, pardon my @#$%.. which is why I rely
more on good clean guaranteed powerful hits, CHUN LI's speed, and the
almighty GRAB >:) hhah hahh hhahh!!! The only advantage the MP has over
CHUN LI's HP is that the HP sometime misses the opponent completely
from upclose for some reason! CHUN LI throws the punch but my opponent
is sometimes not in range for it to connect! But anyway, the HP is so
sweet and stylish from upclose, I'd rather hit that than MP anytime!
Its quickness is a plus 'coz your opponent will never know what the
*#%@ hit him! And check out the SMAAASSH sound effect!! Ouch!!!

Other than that, CHUN LI's upclose attacks really aren't much, but
that's mostly because she doesn't need anything else much anyway! Her
MK is too quick and comparatively weak to use in combos, and just
forget about LP and LK! Her upclose HK is something I can't quite
digest. What a weird kick, again something I agreed with in X-MEN vs SF
only (it's a launcher. Ok, I can accept that), but I can't understand
its use in any other game.. wotta weird anti-air..


[Crouching] -hold DOWN & press a punch/kick button-

LP = Quick comboable chops / slaps.
MP = Excellent comboable long-range punch.
HP = Classic CHUN LI chop, still the same, hitting a long way ahead.

LK = Ultra-quick comboable jab kick. But is it repeatable..?
MK = Excellent quick long-distance UNCOMBOABLE leg-stretch.
HK = The good ol' trip, still uncomboable.

One of CHUN LI's great advantages over almost anyone else is the speed
of her basic attacks. She throws her punches and kicks lightning fast,
and can recover from em almost in a flash! In order to surprise her
opponents, she needs to rapidly switch between high and low poking
attacks every now and then, and the advantage I'm talking about falls
here, as both her high and low basic attacks "come out" before her
opponent can say "OUCH!!"

CHUN LI's crouching attacks do NOT revolve just only around her low MK
any more (as in SFA2) well mainly because her low MK is now just as
good as SAKURA's! The similarity here with SAKURA is only the
disadvantage of their crouching MK being uncomboable. Not that it's a
bad move: au contraire, it's one of the most excellent long-range
crouching attacks in the game! Not as good as CAMMY's low MK, but CHUN
LI has better things to do than just kicking one low MK over and over!

If there's one thing you should learn by now, it's that TIMING is
everything!! Meaning that if you time your attack JUST RIGHT, you'll
succeed in delivering. Otherwise... heh heh, anyhow, the point I'm
trying to make here is that you have to KNOW (in the back of your mind)
just WHEN your attack is going to HIT your opponent. If you have that
timing right, CHUN LI's flurry of quick poking crouching attacks (mixed
with her far standing ones) will demolish your opponent!

CHUN LI's low MP and HP are also infamous for hitting her opponents out
of their attacks, provided your timing is precise. Practice will make
things perfect! Eg- While you (CHUN LI) are blocking low, NASH, next to
you, decides to push you further away with a crouching MP > Sonic Boom
combo. Hit MP at the PRECISE moment to hit NASH's 'punch' before it
hits you, and you'll see COUNTER HIT come up on the screen! I'm
stressing timing because when it comes down to the fight itself, it's
this timing that'll help you out BIG TIME (explained in the technique-
bit ahead) & not some flashy combo video you downloaded from the net!
Remember that the timing of each of CHUN LI's (or anybody's) attacks
vary vastly. You HAVE to know when your punch/kick will actually
connect, & you HAVE to know when a punch/kick will hit YOU!

CHUN LI's classic low HK (gratuitously swiped in a Sickeningly
Nauseating Krap 1-on-1 game that I don't wanna mention) is the same ol
classic SF2 trip, and still works like a charm if you use it very
sparingly! After a quick dose of high/low pokes, opponents will never
realize that they can be tripped with CHUN LI's heavy-duty low HK! It
also serves as a neat anti-air against opponents jumping in from a
distance, and no, it is NOT comboable, so use it only when you're SURE
it WILL connect, & when you REALLY DO want to trip your opponent (which
will be, like, never!) and please ensure that it really, really, REALLY
does connect, because there's a little lag time that follows..

CHUN LI's crouching HP is the same as it was in SF2, the far-reaching
closed fist. It hits from a distance alright, and is easily her most
powerful basic attack, as opponents will admit. But if they don't, then
let em have one.. It takes a while to actually "come out" but it hits
cleanly, and is uncomboable as always. It's not the best anti-air
attack against opponents jumping in from afar, but it's a good one,
provided your timing is impeccable.

Her crouching LP and LK.. well, I don't prefer one over the other coz
the only time I use LK or LP is when they're being used in a combo,
otherwise their only use that I can think of is to quickly push back
aggressive opponents if they get too close for comfort. At any rate,
it's not very easy for anyone to get that close to CHUN LI coz the
basic strategy is for you to demolish opponents from a distance and for
YOU to get upclose and personal, not your opponent to get upclose to
YOU! Hee hee anyhow the LP & LK work to push back upclose opponents
quickly, after which you can push them even further with MP and MK and
get back to work!



[Straight-up Jump] -hold UP & press a punch/kick button-

LP = A mysterious down-angling punch.. hmmm..
MP = Hi-priority anti-air punch. And I do mean HI-PRIORITY!
HP = Not the best straight-up-jump attack coz it hits downward.

LK = Er, let's assume she's got no straight-up jumping LK..
MK = An almost straight-out kick, looks weak but is great!
HK = The ol' jump-HK, still very powerful, still 2 hits.

I must admit I rarely use any of these attacks. In fact, the only time
I'm jumping straight up is when I hit 'up' accidentally! The only other
time I jump straight up is either to set up my opponent, or just to hit
him with CHUN LI's jump-MP if I anticipate my opponent to jump in. CHUN
LI's jump-MP is the best anti-air she got, with the special ability to
get a counter-hit and hit opponents outta their jump-attacks before
they even know what happened!

The only straight-up jump attacks that I find commendable are CHUN LI's
MP,MK and HK. CHUN LI's MK hits a far way out straight ahead but a bit
upwards (kinda like her 2nd "Tenshokyaku"-hit.. that is, IF I remember
correctly..), but again her MP is the most effective, counters almost
everything your opponent will throw at you if they're jumping as well,
and is made for her straight-up jump, period! Her straight-up HK hits
twice, but I always have trouble with timing it, but it's great for
trapping opponents getting up from the floor if they're in a corner!
Two hits bang!bang! and go on and grab em hahaaha >:) or moan-groan,
sure, sure, combo away.. I'm not sure if the second hit knocks her
opponent down like it did back in SF2CE.. not that it really matters
though..



[Jump-in Attack] -hold UP/FORWARD & press a punch/kick button-

LP = Same as the Straight-Up Jumping LP
MP = Same as Straight-up Jump one.
HP = The ol' jump-in SMAAASSHH! Hits really hard & is just great!

LK = Just like the MK, but since that's a GOOD MK, forget the LK.
MK = CHUN LI's furthest reaching jump-in, a very efficient kick.
HK = It hits twice and all, but I prefer jump-in HP more.

CHUN LI's jump-in attacks are spear-headed by her jump-HP, the classic
smash from yon olde-SF2-days! Her jump-HK is also the same as the one
from the good-old-days as well, but I still prefer the HP over anything
else. Once you've got the timing right, you'll feel right at home, as
the jump-HP will easily counter almost any air-defense move (that your
opponent will throw to stop your jump) with ease. All you need to get
right are two basic things: the timing and anticipation.

Her jump-in LP is quite useless (that's only how I feel) because of its
short-range and weird diagonal angle, and LK hits the furthest, but
both are quickly recoverable from. However, her jump-LK is her most
effective (and probably her only) cross-up attack.

Her jump-MK reaches WAY out, just as in SFA2, but can be countered
easily, though it can be abused to an enormous extent (by jumping into
opponents from afar and attacking them from waaay beyond).

Her jumping MP is the same as the straight-up jump MP, so let's
completely forget about it when jumping INTO opponents. Her jump-MP's
useful for hitting opponents out of their anti-air attacks IF they're
ALSO JUMPING.

I can't really be the judge of this, but most people say her jumping HK
takes the cake as her best jump-in attack because it's got two-hits as
well as tremendous power. But somehow I think her jump-HP is a step
ahead because.. I dunno, I think it just IS! It just seems to be so
much more a 'cleaner hit' than CHUN LI's jump-HK, but I can't explain
why! Maybe if anyone out there plays CHUN LI (or decides to), you can
tell me! Rest assured I'd still beat you up, jump-HK or no jump-HK
heeheehee..

So summing it up, first-prize goes to jump-HP, runner-up is jump-MK,
third position is held by jump-HK, then jump-LK.. and as for LP and MP:
Don't frown, guys! We look forward to seeing you again next week!


Ohh what's this??..

KIKOKEN : Back-to-Down-to-Forward + Punch
TENSHOKYAKU : Charge Down (2 sec) then hit Up + Kick
LOTSA DARN KICKS : Tap any kick button quickly & repeatedly
SENRETSUKYAKU : Forward-to-Down-to-Back + Kick
REVERSE KNEE DROP : Hold Down/Forward, hit HK
REVERSE FLIP KICK : Hold Down/Forward, hit MK
NECK-BREAK KNEE : Hit Down + MK during jump
*KIKOUSHOU : Down-to-Forward, Down-to-Forward + Punch
*1000 BURST KICK : Hold Back(2sec)then hit Forward-Back-Forward+Kick
*KAZAN-TENSHOKYAKU : Charge Down/Back for 2 seconds, then quickly move
Down/Forward-to-Down/Back-to-Up/Back + Kick. AKA "The Helicopter".

NOTE: Please see that the motion described in each move listed above
indicates a 'smooth roll of the thumb' & not tapping the keys, unless
indicated. Eg: down-to-forward does not mean tapping the down-key and
then the forward-key, but a smooth rolling motion from down to forward.


Some babbling about these special moves...

- Now here's a unique move! N O T !!! I wonder why everyone has to have
a fireball! But CHUN LI's "KIKOKEN" is a trademark CHUN LI move, make
no mistake! It did wonders in the last ZERO/Zero-game and it's here to
stay! A major improvement over the years, CHUN LI's "KIKOKEN" has
surely made its mark & proven its worth. Yelling "KIKOKEN" (and not
"HADOKEN" mind you) CHUN LI gathers some serious kick-butt chi and
throws it at whoever messes with her for a massive SINGLE HIT! Even
though the damage it inflicts is low, its annoyance is fantastic and
CHUN LI's recovery from it is just perfect! Of course then there is the
matter of the dissipating fireball, which is even better, coz otherwise
there would definitely have been a lot more recovery time, which CHUN
LI does NOT need! A necessary move. An excellent move. Don't complain
about it, coz Capcom was generous enough to keep it the same as the
good ol' SF2Turbo motion, instead of that horrendous back (2 sec)-
forward-punch crap!

- Here is the second trademark CHUN LI move.. no, not that upside-down
"SPINNING BIRD" crud! This is A-ISM, wake up!! So once CHUN LI charges
down a bit and then hits up and kick, she unleashes her version of
Guile & Nash's Flash Kick.. Somersault Kick, Razor Kick, Blade Kick,
WHATEVER! Anyway, this hits for a maximum of three hits (HK) and is a
great rocking-&-rolling anti-air attack (but it can be air-blocked)!
The LK-version of the move works like the Dragon Punch, meaning that it
hits your opponents' attacks from afar, sorta like sucking their
attacks in and hitting them back. You know, like connecting the Dragon
Punch at the very last moment. That thing. Neat!!

- Going back to the good old days, I remember the very first time I
played SF2. Hee hee I asked my friend Aqib to get RYU for me (duh!) but
he picked CHUN LI & told me playing her was easy, coz all I gotta do
was hit any kick-button as fast as I can & she'd throw LOTSA DARN
KICKS! And I was like "hmm this is good!" but of course all he did was
go back and start throwing HADOOOKENs after HADOOOOKENs. Ahh hah haahh
I didn't even know when I got KO'd!! And if you do just that even now
in ZERO3, the same thing will happen to you.

I'm not saying you shouldn't take CHUN LI if you're a beginner, but
it's just that.. no, wait.. you shouldn't take CHUN LI if you're a
beginner. But if, perchance, you do take her, forget about using this
move as your key to victory. It's great to finish an unsuspecting
opponent off with, and it's great for juggles etc, & it's FANTASTIC to
keep ZANGIEF at bay, but it's not the kinda move you'd wanna do over
and over again, basically coz she's standing right there and not moving
a pixel forward, leaving her absolutely defenseless! But a great move
nonetheless, and a classic!

- Aah yes this is a great attacking move, where CHUN LI bellows
"SENRETSUKYAAAKU!" as she flips forward on the ground on her palms,
throwing her feet over her head and forward, sorta like a gymnastic
split, smack into a crouching opponent's noggin! This is very blockable
but hits crouching opponents only, meaning that your opponent has to
STAND & block. It's a BIT slow and is quite short range, albeit
extremely effective, a move.

- The first of CHUN LI's three basic-attack-type special moves is her
REVERSE KNEE DROP. Just hold down/forward diagonally and hit HK to make
her jump almost straight up and flip over and face the other way in
mid-jump, then bring her knee down on her opponent's head. If done
upclose, this works as a cross-up, meaning that her opponent will have
to block the other way (i.e. by pressing forward), otherwise it hits
like a normal jump-in attack, only that it's really slow and really
visible. As if her (normal) jump wasn't floating enough, this is, well,
you can very well imagine, SLOW.

But the good part is that this is an overhead attack, meaning that it
HAS GOTTA BE blocked high. If your opponent is crouching, he/she will
surely be hit, after which they'll be sent flying back to their end,
and to add insult to injury (and vice versa), hitting HK again (after
CHUN LI hits ground & is standing) will add yet another hit, sending em
flying back with yet more damage! Woo hooo!!

- The second basic-attack-type special move CHUN LI has is her REVERSE
FLIP KICK. Hold diagonal down/forward and hit MK to have her kick out
in front of her and then leap back, kicking with her other foot. This
has to be done upclose to manage 2-hits, otherwise CHUN LI just flips
back from where she's standing. Even after it connects, your opponent
will NOT be smashed away to the end of the screen or even knocked down,
but will instead just get stunned and pushed back a bit, but the damage
is decent enough. Also, methinks it serves as an OK air-defense if
timed properly.

- The third & final of CHUN LI's basic-attack-type special moves is her
NECK-BREAK KNEE. Jump into or away from your opponent and hit down + MK
simultaneously and CHUN LI will throw a lightning fast knee-drop during
her jump. Of course the damage is not very much considering this isn't
a "special" special move, but these basic-attack types are there from
the very beginning (SF2) so I guess only CAPCOM and the veteran CHUN LI
players know what their REAL use is, but all I know is that I don't
normally use these three moves very much. Perhaps once in 2 rounds, but
that's it!

If you happen to meet your opponent very very close in mid-jump, the
NECK-BREAK KNEE is just the thing you wanna do! Trust me! Once the knee
connects, hitting down+MK again QUICKLY will have CHUN LI drop another
knee for 2-hits, and you can do it again for a 3-hit combo! Whooop!!
Also, since CHUN LI has this uncanny Spider-Manish ability (or does
Spidey have the CHUNish ability?) to cling to the end of the screen
when jumping, you can do the knee-thing after you jump forward from a
corner-cling.

- *Super Combo #1 "KIKOUSHOU" – Yes, the same super move from SFA2,
where CHUN LI grinds a massive 11-12 hit super-duper grand-blazing
fireball blast into her opponent. This is her most effective (& my
favorite) Super Combo in the sense that it doesn't involve charging in
any direction of any sort, plus it hits her opponent from quite a
distance, as a chi-wave is visible (lev-3), showing the brilliant range
of this brilliant Super Combo! It is also the #1 Super Combo to smash
your opponents with if they're jumping happily towards CHUN LI (coz it
can't be air-blocked)!

- *Super Combo #2 1000 BURST KICK – Oh yeah, the fastest Super Combo of
em all! It starts, it hits, it ends, all in a fleeting moment or two,
demolishing CHUN LI's opponent ever-so-smoothly! In this, CHUN LI tears
towards her opponent with some rapid LKs and MKs, followed by Lotsa
Darn Kicks, then looks on as the humbled chump falls down to the
ground. Hold on, it doesn't finish there! After this, if she feels like
working out some more, CHUN LI can manage to add more quick hits as her
hapless opponent falls to the ground, ashamed eternal!

When done on Level-3, CHUN LI rips towards her opponent at breakneck
speed, going thru most obstacles like a warm knife thru butter! I've
had her go "through" Hadokens and Sonic Booms and M.Bison's fireball
etc, but have yet to check if the 1000 BURST KICK can go thru the
"Shinkuu" brand of super fireballs, SAGAT's hi and lo fireballs, and
other Super Combos.

- *Super Combo #3 "KAZAN-TENSHOKYAKU" – CHUN LI reaches the ground,
strikes a mean pose, and (provided her opponent is near her) takes off
to the skies in her "Tenshokyaku", only this is the meanest
"Tenshokyaku" that I've ever seen :) kicking her opponent repeatedly
and relentlessly, after which she falls back down to the ground, her
opponent following suit. Only she lands on her feet, and her opponent
land on his head.

This is my second favorite Super Combo of all 3 of CHUN LI's Super
Combos. It is easily comboable (with a single crouching LP or LK) & has
decent ("Tenshokyaku") range and hits opponents out of their attacks
all the time (if they're within the "Tenshokyaku" range), AND it's very
damaging. No, it's EXTREMELY damaging for a Super Combo, seeing that it
gives you ample time to recover and add yet more hits to CHUN LI's
falling opponent (which depends on who the opponent is and how good
your timing is as well)! But again, this does not mean this is CHUN
LI's ONLY Super Combo. And no, it is NOT an absolute necessity to
connect it either, because if your opponent is alive, he can and will
block it! And no, this is NOT blockable IN AIR.



7 --> ALL THIS & COMBOS TOO!

Alright ladies & gentle-fighters, here are some of CHUN LI's combos,
including beginner-level combos, competition-level combos, champion
combos, and insane combos. Each of these will be followed by 'stars'
which indicate each combo's usefulness in my opinion. The more the
stars, the more effective & practical the combo. All combos are rated
on a scale of 1-5 (asterisks).

NOTE: For the sake of simplicity, I've typed down Super-moves in CAPS
for those of you looking for Super-related-combos. All combos followed
by (c) means that they have to be done in the end of the screen
(corner) only. All (1) or (2) or (3)'s following Super-related-combos
indicate the Super-level required.

NOTE: Please take note of the following abbreviations:
Std = Stand
Cr = Crouch
Jmp = Jump-in
UJ = Straight-up jump

NOTE: Please also note that all of CHUN LI's combos do NOT work on each
and every opponent. Some moves may entirely miss most of the shorties
(average & short-height characters). For practice purposes only, choose
the gigantic SAGAT as your opponent. For practical purposes, try these
combos in an actual fight. I mean an actual fight IN THE GAME, for
God's sake!

=======================================================================

[Beginner-level Combos]

(1) Lotsa Darn Kicks (hit kick repeatedly) [6 hits]***
(2) jump HP, crouching HK [2 hits]
(3) crouching MP + Kikouken [2 hits]*
(4) Reverse Knee Drop, followed by far standing HK ***

=======================================================================

[Competition-level Combos]

(1) close standing MK + Kikoken [2 hits]
(2) jump HP, stand HP + Kikoken [3 hits]***
(3) jump HP, crouch MP + Tenshokyaku [5 hits]****
(4) cross-up LK, stand HP + Tenshokyaku [c] [5 hits]****

=======================================================================

[Champion(Edition)Combos]

(1) jump HP, stand HP + Tenshokyaku [may not connect]
(2) jump HP, crouch MP + 1000 BURST KICK (3) [lotsa hits]*****
(3) jmpHP, crMP + TenshoKyaku, stdLP + Tenshokyaku [c] [9 hits]***
(4) ujHK, crMP + Tenshokyaku, stdHP + Kikoken [c] [8 hits]*
(5) ujHK, crMP + K'TENSHOKYAKU(3), stdHP + Tenshokyaku [c][?hits]****

=======================================================================

[Insane Combos]
If you can just simply breeze thru these combos, and have no trouble in
pulling these off anytime anywhere, then what can I say? You've GOTTA
be insane! Feel free to substitute the Straight-Up Jumping HK with your
choice of Jump-In Attack (like jump-in HP). The more the stars(*) the
more insane the combo :)

(1) Alright I must admit, this isn't exactly a combo, but it sure is
crazy! And not only CHUN LI, but almost any character in the game can
do this, so long as you're doing it right! But sticking to CHUN LI,
when your opponent jumps at you, jump yourself and counter his attack
with your MP, but make sure his attack IS COUNTERED. You will know that
when COUNTER HIT comes up written on the screen and everything will
pause for a bit. Now as soon as you're back on the ground, jump into
your opponent (or straight up, whichever you see fit) again with MP,
but make sure you hit him again! Now IF YOUR OPPONENT RECOVERS from
that and attempts to attack yet again, you gotta jump up as fast as
possible and hit him with MP so that you knock him outta his attack,
then jump up and hit 'im again if they recover! And if they recover and
attack again, CREAM EM AGAIN! And let's see if they can digest that
this weekend! *****

All of the following Insane Combos are CORNER combos->

(2) ujHK, stdLP, stdLK + 1000'B'KICK(2), stdLP + KIKOUSHOU [?hits]
(3) follow CHAMPION COMBO #2 with standing HP + Tenshokyaku *****
(4) ujHK, stdHP + 1000'B'KICK (& follow thru) [yes, standing HP]
(5) ujHK, crMP + 1000B'KICK(1), crMP + K'TENSHOKYAKU [?hits]***
(6) ujHK, crMP + Tenshokyaku, stdHP + K'TENSHOKYAKU [?hits] NASTY!
(7) ujHK, crMP + K'TENSHOKYAKU(2), stdHP + K'TENSHOKYAKU [?hits] MEAN!

=======================================================================



8 --> TECHNIQUE OR NOT TECHNIQUE?

BASIC STRENGTHS & WEAKNESSES
In the end it all comes down to who's the winner..& who's the loser..
So who IS the better fighter? Well, what I like to think is not who won
or lost in the end, but who managed to OUTPLAY his opponent. This again
does not mean that the winner outplayed the loser. For all you know,
all it took to turn the tide was a jab-kick before the time ran out!

What I'm trying to get at here is that this FAQ is NOT gonna tell you
how to WIN, but how to manage to outthink, outsmart & outplay your
opponent, because that is where CHUN LI excels! I mean, if I were
writing a HEIDERN FAQ (KOF*94), which I plan to sometime in future
(pluggg!), I would've written things like 'The Top-1 move to finish off
your opponent with within 10 seconds' or 'Top-1 reason why you just
cannot lose' if you get my drift. However, this is a CHUN LI FAQ, so
you must understand & accept the fact that CHUN LI is CHUN LI! She's no
RYU or KEN (Thank God for that!) and hence you have to accept her as
she is, realize her weaknesses & capitalize on her strengths. But even
before you do that, you have to realize YOUR OWN weaknesses! This is
EXTREMELY IMPORTANT!


[know thyself]

- So what counts as a weakness? First of all, some real expert players
can often clearly read your gameplan if you keep foot-sweeping them
5-10 times in a row. In other words, you have to keep mixing-up your
attacks & revising your strategy from time to time and should never
follow a certain fixed pattern.

- Do not fall into traps. You should realize that your opponent is as
human as you are (sometimes) & will adopt tactics that will tilt the
match to his favor, just like you plan to do! Eg: RYU throws a fireball
& you jump over it, but get hit by a Dragon Punch. Again. And again.
And again. See a pattern? Your falling into it is not a good thing.

- Anticipation is the key to victory. If you PREDICT your opponent's
next move successfully, you'll find yourself countering it almost
automatically, like a natural reaction. However, if your opponent
anticipates your attack beforehand, you're gonna be in a world of hurt,
& don't I know it! Anticipation is a major factor in a 2-player fight,
and it will feel natural after (a LOT of) practice.

- Finally, the set-ups! Over the years I've learnt quite a lot about
these 1-on-1 games, mostly by watching others play..or being beat up by
them..and the most important lesson I've learnt is that you don't stand
a chance if you can't set up your opponent into making mistakes. You
have to make sure that YOU aren't being suckered into a trap, because
the purpose of setups is to inflict maximum damage unto the.. uh..
sucker.

- Keeping in mind the last two points, remember that anticipation &
setups go hand in hand, but these are again NOT THE ONLY METHODS that
will lead you to victory. Keep moving around & keep ATTACKING from time
to time, using CHUN LI's lowMK/HP pokes and standingHK etc etc, & try
to counter almost anything with all she got! And remember, "GRABS ARE
FAIR!"

- Keep both eyes (or as many as you have) open ALL THE TIME during a
bout. Remember, you CANNOT afford to laze around or slacken at ANY
point in this game, coz the tide can turn pretty unexpectedly. I know
this 'coz it's happened to yers truly & I've paid for my mistakes
dearly. Lazing around & intentionally trying to give your opponent a
chance is not an option, unless you're some sorta expert (in which case
you don't need to read this FAQ). Either that, or your opponent is an
SNK-guy.

- You must have a solid purpose behind pressing each button or
executing any move that you do. This may seem to sound stupid, but it
isn't.

- Remember that as a general SFA2 and A3 rule, whenever you're jumping
into your opponent, the moment you press up/forward, move your thumb to
the down/back position to assume the air-block, so that if your
opponent decides to counter-attack you before you know it, his attack
may be blocked (if possible – like mistimed Dragon Punches can be
blocked, but of course the "deep" ones can't).

- I'm a bit unaware of this, but I think air-recovery is better than
the ground-roll, 'coz it helps you to recover & counter-attack while
you're falling, instead of taking extra hits (no, it is NOT possible to
be juggled infinitely, unlike some bogus games, and I DON'T mean X-MEN
vs SF). So air-recover as much as possible, and soon it will feel only
natural. Hit all 3 punches while you're falling to the ground, then
prepare to counter-attack! Also please note that this awesome unique
SFA3 air-recovery feature will soon be imitated in some upcoming
Stinking Nauseous Klumsy game..

So now you know where you're making mistakes. Accept the fact that once
you know yer mistake & you still repeat it, then you're just dumb and
stoopid and you should go play brainless loser Stinking Nauseous Klumsy
games instead.. hehehe never mind that, you'll get it after some
practice ;)


[know thy fighter]

- Down on the ground, CHUN LI's basic attacks rarely face stiff
competition, thanks to her handy low-MK & low-HP and far-reaching HK &
MP, but that's about it. Make sure that you try to use every single
dirty tactic you can think of to LURE your opponent into doing what you
want em to do, and this is the true key to victory with CHUN LI, I
happily admit, muuah-ahhhahha! This is possible if you're doing the
right thing at the right time, and if you KNOW what you're doing as
well! Try to use her speed and her hi-priority counters as much as
possible. These include her crouching MP, HP and MK against those pesky
pokers, her crouching MK again and standing HK and HP against those
loathsome turtles and nasty grabbers (ZANGIEF) from far away, and her
rapid crouching LP or LK against those 'normal' grabbers (like VEGA or
BLANKA). It all depends on the situation. Long story. Remember once
again CHUN LI is one of the best when it comes to grabs/throws, so try
to make FULL use of this ability, which has made CHUN LI CHUN LI!
However, if your opponent complains.. just beat him up or something,
the sissy!

- CHUN LI's basic air-defense on the overall includes every single
basic attack in her arsenal, even her LK, provided you do the right
move at the right time. This is very very very very deep since this
varies from situation to situation.

So what are these situations? Well, it's a really long list, but let's
see what I can come up with. I'll list as many "basic" situations as
possible, & will attempt to give the most effective counters to them as
well. Don't memorize this, please, it's just a guide, & besides,
situations tend to vary with each passing second. SO IT ALL REALLY
DEPENDS ON YOUR GRASP ON TIMING, THE DEGREE OF AGREEMENT BETWEEN YOUR
MIND, YOUR FINGERS AND YOUR GAMEPLAN, & THE ACCURACY OF YOUR
ANTICIPATION. <--These really are golden words, so try to keep 'em in
mind almost all the time.

(this is gonna be the layout)
x. situation
- your response/counter-attack
- alternate response
- alternate response, and so on.


1. Opponent jumps AND ATTACKS
- timed HP or HK
- jump with MP
- Tenshokyaku
- KIKOUSHOU (let em have it!)
- KAZAN-TENSHOKYAKU
- block (shucks!)

2. Opponent jumps AND DOES NOT ATTACK
- any attack
- Tenshokyaku
- KIKOUSHOU (let em have it!!)
- jump-up MP, or crouch HK
- KAZAN-TENSHOKYAKU
- jump AT THE LAST MOMENT and air-throw

3. Opponent jumps AND ATTACKS VERY EARLY (mostly grabbers)
- straight-up Jump MP or MK (must connect, or else..)
- crouch HP or HK
- Tenshokyaku
- KIKOUSHOU (let em have it!!!)
- KAZAN-TENSHOKYAKU
- wait for opponent to land, then combo him

4. Opponent jumps FROM A DISTANCE
- timed standing HK or crouch MK
- timed Kikoken (so that opponent lands on it!)
- anticipate it and jump and grab (or MP) opponent first!
- KAZAN-TENSHOKYAKU if you think it can really hit
- expect long-range move(GIEF's jump-HK),counter with jump MP
- jump QUICKLY into opponent (DON'T attack) & grab upon landing

5. Opponent jumps FROM UPCLOSE
- move under opponent & counter-attack from behind (HP)
- stay down and hit MP when he lands behind you (beware cross-ups)
- Tenshokyaku or K'TENSHOKYAKU after opponent has jumped over you
- jump back with MP or MK

6. Opponent attempts cross-up
- timed crouch MP (may trade hits, really tough)
- Tenshokyaku or K'TENSHOKYAKU after opponent has jumped over you
- block (if getting up)

7. Opponent keeps poking
- hit opponent's 'punch' or 'kick' with LK Tenshokyaku
- surprise opponent with a sudden Kikoken or 1000 BURST KICK
- timed crouching HP/MK or stand HK (from a distance)

8. Opponent sits right there
- start poking, beginning with crouch MK
- go near opponent & move back & forth & wait for him to mess up
- (if you're moving back & forth) go and grab that lousy turtle!
- surprise opponent with sudden Senretsukyaku
- timed Senretsukyaku from distance (mustn't connect) then wait
- crouch and wait(near), & if opponent flinches..1000 BURST KICK!

9. Opponent is getting up
- jump in very late with HP (to counter counter-attacks!)
- wait to the very last moment, then go and grab!! (use wisely)
- keep walking into opponent, then let em have Lotsa Darn Kicks!

10. YOU jump in with HP or MK
- if it connects, follow with your combo
- if it connects, hold on just a bit, then grab opponent
- if blocked, push opponent back with pokes
- if blocked, act like you're gonna grab or somethin, then KIKOUSHO

11. YOU jump in very early with HP or MK
- blocked or not, look out for grabbers & jump away immediately!
- if you expect a nasty attack upon landing, follow with KIKOUSHOU
- grab (use rarely 'coz they learn quickly! & expect this yerself!)
- multiple crouch LPs & LKs to get away from it all!
- just one crouch LK, then go & grab
- if blocked, act like you're gonna grab or somethin, then KIKOSHOU


Needless to say, the situations are almost limitless, so every
situation will demand something different. If anyone out there in the
world agrees with me, I guess I'll be a happy man. Now I'm not gonna
list down any more situations 'coz that won't be fair for YOU. Trust
me! If you want to have the fun that SF is all about, then go ahead &
play the game like it should be played! WITHOUT any guides or walk-
throughs, etc! I mean, I NEVER knew how to Dragon Punch until AFTER ONE
YEAR of playing SF2-Turbo on my SNES!! ONE WHOLE &#%$@ STUPID YEAR!!!!
No guides, not even the manual, no nothing! It was fun... maybe that's
why I appreciate the game so much.

If you manage to keep these pointers in mind, you will ALWAYS know what
you are doing & where you stand (that is, at beginner, intermediate or
expert level). Then even when M.BISON jumps away into a corner just
like that, or RYU suddenly spin-kick-jumps away when he's upclose, or
BLANKA just sits right there, or that freak ADON taunts you with that I
R R I T A T I N G thumbs-down, you will know in the back of your mind
if they're doing so to make you attack, or just wasting time, or
preparing to suddenly attack as you come jumping forward. At this point
you will also realize how to counter-attack appropriately, as you can
easily predict your opponent's next move. Well, somewhat. Don't worry,
this is a tried and tested technique, & it's been doing wonders for
yers truly since SFA2!


SUPER STRATEGIES
OK here we go, the strategy-bit! There won't be any crap like how to
beat a CPU or human opponent etc, but just some info and insight (as
much as I know) on CHUN LI's moves, and the major plan of action that
you should be sketching during a fite..

CHUN LI (like CAMMY) is one of those fighters who can be a regular
genuine major pain when it comes to attacking. I mean she can total ANY
opponent at all, but this is only possible if you don't have this
pestilent fear of Shotokan-fighters in your mind! If you think grabbing
is unfair, then I wish you the best, now go read some other FAQ! But if
you agree with me (unlike, um, everyone) that "grabs happen," then
accept it for a fact that CHUN LI has got to go and grab to win, and
that is a MUST! Combined with her super speed, CHUN LI's a tough
customer when she gets upclose and personal, because that's what she
needs in order to demolish all competition: a constant flurry of low-
poking attacks, not extremely frequent though, as she zips here and
there, hitting all jumping opponents from afar, surprising the crap
outta em! Keep your opponent pinned and have em block everything, then
surprise em with a grab here and a slam there (trust me please, grabs
always happen, and they are FAIR). And the best part, one of CHUN LI's
best setups is that after you're done attacking, try to get close to
your opponent (but not too close) and just sit there and do nothing, so
that the moment your opponent reacts, all you have to do is any of her
Super Combos, as the situation requires, and then start all over again!

CHUN LI is probably not the best when it comes to defense, mostly
because of her awkward air-defense moves. They take a bit practice to
get used to in the beginning, but that's not a problem, as later on
you'll come to realize that you shouldn't get into the habit of playing
defensive in the least! If you've got your gameplan right (which should
constantly keep changing during the fite) you won't have a chance to
block until after you've won and the fight's over! So CHUN LI hereby
orders you to set her opponents up as much as you possibly can coz her
advantage over most of the other characters is SPEED! Don't fret about
setups, ANYONE can DREAM up setups, but the real thing is IF your
opponent got suckered into it or not!

1. LK "Senretsukyaku" a bit close to opponent (preferably when opponent
is getting up from the ground), make sure it DOESN'T connect, and
keep charging DOWN all the time, then wait for opponent to attack
while charging DOWN all the time, and when CHUN LI recovers and the
moment opponent flinches, follow through with LK "Tenshokyaku."

2. When a fight gets really heated up, try to somehow get close to
opponent with MK "Sensretsukyaku" while charging BACK or DOWN/BACK
all the while, and then unleash your 1000 BURST KICK Super Combo so
that CHUN LI breaks through every darn thing and creams 'em! Make
sure opponent is aggressively attacking you so that he's thinking of
countering everything & is not blocking at all!

3. Go a bit near crouching opponent and hit HP (but make sure he
doesn't sweep you first as you get close to him/her) then follow
with any move you want. CHUN LI's HP is long-range and it packs a
WALLOP, but if your opponent is crouching, there is a possibilty
that the punch will go over his head! Works best against shorties.

4. Grab opponent, then walk forward as he gets up (or as he's getting
up) and grab again, and as the throw misses completely, follow
through with "KIKOUSHOU" immediately! But you have to read your
opponent's gameplan before you try this risky stunt! Then try to
grab again & repeat!

5. Jump into opponent & hit LK to cross-up! If opponent crouch-blocks,
your LK may or may not hit him, so grab 'im if possible, or time the
LK a liiittle late so that it hits anyway. In any case, the best
thing to do is to grab OR to go on with any combo of your choice OR
to unleash a ripping "KIKOUSHOU!" to completely demolish everything
your opponent does after being crossed-up!

6. This is another classic! Works with most fast characters! Go near
opponent and start moving towards and away, and keep an eye out for
a low HK attack, coz some people can't help but try to trip you! But
make sure you're out of their range, then go up and grab 'em as
they're recovering from their Crouch-HK!!


Like I said before, these are NOT the ONLY setups that CHUN LI's got,
so you can think up some of your own which are WAY more effective! And
PLEASE don't try to memorize these coz they're supposed to JUST HAPPEN
once you get into it. Anyhow, all these things matter a lot during a
fight, & once you're REALLY into it, you'll be surprised at what you
can do in just 99 seconds! Here's something else that counts a lot :
the air-recovery counters!

So if you're hit and falling...

1. and opponent jumps after you, you should recover and hit MP or MK or
HP immediately, 'coz if he jumps to attack, your attack (MP/MK) will
cancel his move out & smash him, or if he plans to air-throw you,
your attack (HP) will hit him while he's "elevating".

2. and opponent keeps walking towards you, you can recover and hit HP
or HK to hit (almost) directly under you & try to follow with a
combo (or better yet, go ahead & grab)!

3. and opponent does some special move (Dragon Punch, Somersault Kick,
Tiger Uppercut, etc), you must recover and block it. If it's badly
timed, you can block it, otherwise..oUCH! Or you may risk a timed MP
or HP which can counter-hit some special moves, but your timing
counts.

4. and opponent does a Super Combo, you may recover and attempt to
block it, or just take it like a man..er, girl.. (some Supers are
blockable so I'd advise you try and block as many as possible. Some
Supers are breakable, so it depends who's dishing it out to ya!


Well, there you have it, folks! That's one way of fighting the CHUN LI-
way! I sincerely hope you enjoyed this FAQ & found it informative &
resourceful. IF I receive enough response & encouragement, who knows!
maybe I might just be able to muster enough strength & courage (not to
mention lotsa time) to prepare FAQs for my other favorite SFA3 guys,
like Vega(not Balrog)(not M.Bison) & Balrog(not M.Bison)(not Balrog) &
Blanka & Guile & Fei Long & Honda & etc, etc..

Please direct your e-mails (if any) to omar_ken@yahoo.com



9 --> GET READY FIGHTERS...

Finally, at last, and NOW! Now that you're ready for the real fight,
don't EVER forget these top-10 EXTREMELY IMPORTANT RULES:

10. DO NOT base the fight on connecting Super Combos only
9. Keep the time-factor in mind from, er, time to time
8. Don't LOOK at your life; have an idea of how much is left!
7. Don't LOOK at your Super-meter; have an idea of it
6. PLEEEASE keep moving around, don't just sit there!!
5. Puh-LEEEAASE keep mixing up your attacks!
4. Don't WAIT for your opponent to attack; ANTICIPATE the next move
3. Set up your opponent CONSTANTLY & make your own openings!!
2. Keep your eyes ON YOUR OPPONENT, not on your own fighter!
1. CAPCOM rules



[HISTORY SECTION!]

September 1, 1999 --- found the spirit to begin this FAQ
September 4, 1999 --- added loadsa info and updates
September 5, 1999 --- updated ALL 3 of my FAQs.. it's a dirty job..
November 10, 1999 --- where was I for the last 2 months!?!
November 15, 1999 --- alright, now I'm getting back into this!
November 17, 1999 --- major updating, baby!! whew, I need sleep!
December 11-14'99 --- PERSONALLY discovered amazing new combos! Whoop!
December 14, 1999 --- okay, now I'm going into the final FAQ phase.
December 17, 1999 --- some more updating.. I'm sleepy..
December 18, 1999 --- I am DEFINITELY feeling sleepy now..
January 31, 2000 --- alrighty then, time to finish this FAQ.. soon..
February 19, 2000 --- will definitely finish this FAQ this year..
April 20, 2000 --- well SOMETIME this year, DEFINITELY!!
April 20, 2000 --- waitaminit.. I just finished it!!! (HUH?!?)
& if you read all that.. good for ya! Some people can't read, ya know!



[BONUS SECTION!]

TOP 5 REASONS FOR PLAYING SFA3!
5. Air-Recovery! The best new concept that will soon be mimicked!
4. E.Honda's new music! A JILLION times better than SF2!
3. That great Sagat vs. Adon intro (or was that Adon vs. Sagat?)
2. ShinBison's new "PSYCHO-CRUSSHHHAAAAAAH!!!" super!
1. Vega, Blanka and Guile are back and at their BEST!
0. Blanka electrocuting Dan -AND- It's not that crappy SF'EX2+

TOP 5 MOST IMPRESSIVE SUPER COMBOS!
5. Ken's Shippu-jin-rai-kyaku (fresher than another Drag.Punch)
4. Cammy's Maximum Cammy -&- ShinBison's "Psycho Crushhhaa!!"
3. Guile's Sonic Hurricane
2. Guy's Raging Demon Thing (it's more scary than hurtful!)
1. Dan's Shinkuu-Gadouken! It's THE BEST!!!

TOP 5 BEST STUFF IN SFA3!
5. Sagat's new MP and HP from upclose. They've GOTTA hurt!
4. The voices for Honda, Sagat, Guile and the announcer!
3. Fei Long & Dee Jay's fantastic new supers!
2. Zero (heh heh) loading time on the PSX!
1. The BEST original characters in any game in every aspect!


[P.S. SECTION!]
P.S: Did I mention that I like SF-games?
P.S 2: There's NO WAY a dumb Shotokan can beat Blanka fair & square.
P.S 3: ..and there's NO SUCH THING like a 'smart' Shotokan!
P.S 4: Forget CHUN LI.vs.CHUN LI Mansoor, you'll lose in just about
CHUN LI.vs.AnyOne-You-Choose against ME the champ-of-champs
hahahahaaha!! >:) boy I feel so evil tonite heeheehee..


[BAD.. no, AWEFUL JOKES SECTION!]
Have you read the Bible?
No, I'm waiting for the movie!

Have you read JAWS?
No, but I've a pink tongue!

Why did the elephant lie in the middle of the road?
To trip the ant ..yechhh :P

Teacher: You can't sleep in class!
Timmy: Yes ma'am, but if you were a bit quieter, maybe I could..

My wife reminds me of the sea.
You mean she's wild, restless and romantic?
No, she makes me SICK!

My wife's an angel.
Really? Mine's alive..

KNOCK KNOCK!
Who's there?
MOTHER.
Mother who?
DON'T YOU REMEMBER YOUR MOTHER??


[THE UNMENTIONABLES SECTION!]

"Thank you"s to -
Capcom of Japan
The genius who created CHUN LI
The other genius, who designed her SFA-outfit
Nintendo, for everything
Everyone behind the excellent SF2TAM and the SF2V-series
Uzair Z – B.L.A. SAINT-MAN
Jaggas Productions Un-Inc. Un-Ltd.
Andrea, Caroline, Sharon & Big Jim - The Corrs
Marty & Doc Brown
Riggs & Rog


"%#&@ you"s to –
Val Kilmer and George Clooney for their Batman
wCw and WWF and their dumb wrestling soaps
The nimrods behind that Van Damme SF-movie..
..and %#&@ Van Damme too!!
All my economics teachers


All material in this work is self-copyrighted by oKt. If you wish to
use this FAQ on a webpage or put it up on FTP or anywhere accessible
via internet and.. OHH you know what I mean!!.. then feel free to do
so! The world can always use more of anything-SF and SF-anything!!! BUT
if you plan to sell this FAQ, like publishing it in a printed format
(like magazines) or any such thing and so on, making profit/money on it
without letting me have 200% commission first, PLEASE REFRAIN FROM
DOING SO ..on second thought, forget the "PLEASE" coz I'll kick your
butt if I find out someone paid money to YOU just to read my FAQ!

CHUN LI and STREET FIGHTER ZERO 3 / Zero 3 are copyright trademarks of
Capcom, the ultimate technicians! oKt's heart is owned by SAKURA, CAMMY
and CHUN LI. And of course Andrea Corr.. that dreeeeaamy voice :)

This FAQ is available and accessible at www.gamefaqs.com (or any other
site, for that matter, so long as it's available free-of-cost and in
its original form and format).

Other oKt works-of-art at www.gamefaqs.com ->
oKt's Street Fighter Zero 3 Ace Guide – Sakura
oKt's Street Fighter Zero 3 Ace Guide – Cammy

Aaaaand in the works ->
oKt's Street Fighter ZERO 3 – The Mean Green Fighting Machine {Blanka}
oKt's King of Fighters *94 Master of Disaster HEIDERN Guide

Believe it, baby!
11:20(PM) April 20, 2000
omar_ken@yahoo.com




[THOSE-OF-YOU-STILL-ALIVE-&-ACTUALLY-ENJOYING-THIS SECTION!]

ALL-TIME TOP-5 FLICKS!
5. Back To The Future trilogy -&- The Naked Gun trilogy
4. Street Fighter 2 V (series) -&- Power Stone (Japanese tv-series)
3. Patlabor: The Mobile Police
2. Aliens (part 2 of 4)
1. The Lethal Weapon series

MOST-OF-THE-TIME TOP-5 SONGS!
5. Wanna Be Startin' Something [Thriller] - Michael Jackson
4. Wild Wild West [single] - Will Smith
3. Dreams {Tee's Radio Mix} [single] - The Corrs
2. The Corrs: Unplugged [album] - The Corrs
1. Smooth Criminal [Bad] - Michael Jackson

NO-TIME, NO-WAY, NO-WHERE WORST-5 EVERYTHING!
5. Mor(baaarrf!)Kombat
4. Ricky "I-can-sing!-Please-believe-me!" Martin
3. Leonardo DiCa(AAARRGGH!!)
2. Van Damme's Street Fi.. NOOOoo I can't say it, it's TOO sickening..
1. Bad hair days. Like maybe tomorrow.


By the way, I used Courier New 10-font-size. Hope you had fun. Adios.








 
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