From: stdnt171@whscdp.whs.edu (-=THE JESSTER=-)
Newsgroups: rec.games.video
Subject: Re: Complete Chun Li Strategy Guide: SNES SFII
Date: 1 Jan 93 20:43:36 CST
Organization: Washington HS, Milwaukee, WI

In article <1993Jan1.091240.23839@grebyn.com>, rich@grebyn.com (Richard Lawrence) writes:
>                           A Word on Joysticks
> 
>   If you are playing SFII with the default SNES control pad, you are
> a) insane and b) must have little bitty hands.

My hands are as big or bigger than most people's.  As for my sanity, well I
guess that's debatable.

> My advice to ANYBODY
> looking to get enjoyment out of this game is loose the pad instantly.

This advice is rediculous for two reasons.  First of all, I and many I know can
play just fine with a standard SNES pad (I've even gotten to the point where I
can do zangief's SPD fairly consistantly).  Secondly, most sticks available
that try to emulate the SFII arcade layout are rediculously expensive.  I have
no intention of paying as much for a joysick as I did for the game its self
(much less pay for two of them.)

Also, game play more resembles the arcade if you don't have turbo switches on
your buttons.  This strategy guide is incredibly biased in that you repeatedly
suggest maneuvers that aren't possible without a turbo feature.

>                         Description of Moves
>   Here is a brief summary of moves described in the manual, and what 
> they are good for.
> 
> Shoulder Throw: <push towards opponent and hit "L">. Crucial against 
> Ken and Ryu. Note that Chun Li does *not* need to be touching the 
> character to perform a shoulder throw - she can be a little ways away. 
> Shoulder throws also work in mid-air, where they are almost 
> indefensible. Not safe to use against E. Honda.
> 

This can also be done with the medium punch, or "X" button.

> Head Stomp: <push down and any kick key>.

This move, on the other hand, requires the medium kick or "A" button.  It won't
work with just any kick key.

> This move is important 
> because with it you can hit other characters even when they are 
> "invincible". Examples: Blanka when he is electric, Bison/Honda when 
> in a torpedo

These characters are not "invincible" durring these moves.  All characters have
one or more ways to knock their oponents out of these moves.  The only real
"invincible" moves in the game are the Dragon Punch (invincible on the way up,
quite vulnerable on the way down), and Vega's purely defensive backflip, and
even the head stomp can not get through these moves.  I would also just like to
add that the Tiger Uppercut is not invincible.  I have managed to knock Sagat
out of it a couple of times.

> Note: the 
> computer opponent will follow a hurricane kick with a Dragon Punch. 
> 
> 4) Chun Li vs. Ken: First, read the above section, especially the 
> responses to attacks. Keep in mind that Ken and Ryu are *the same 
					  ^^^^^^^^^^^^^^^^^^^^^^^^^
> character*. The only difference between playing the two of them on 
  ^^^^^^^^^^^
> level 7 SNES is the opening - Ryu will always start by moving towards 
> you (making him easy to throw). 
> 

This is simply not true.  There are major differences in the way the computer
plays these two characters.  First of all, only Ken follows up the hurricane
kick with a DP.  Ryu likes to follow it up with a throw so it is dangerous to
simply block and "let it happen".  In general Ken really overuses the DP where
as Ryu rarely uses it.  This is why I find Ken a much easier oponent to defeat. 
Simply block his DPs, move in, and throw.  This also seems ironic considering
Ryu's the one who is always saying "You must defeat my Dragon Punch to stand a
chance." then he rarely uses the thing.

> 9) Chun Li vs. Vega: 
[Lengthly discussion of this match up that was a lot more complicated than it
needed to be deleted]

Just about the only thing you need to know about Vega is that if you knock him
down, he will almost always jump immediately upon standing up.

Now all you have to do with most characters (won't work with Zangief or
Dhalsim.) is knock him down once (I usually do this by waiting for him to jump
off the wall and jumping up over him as he lands to attack him), then keep
jumping over him as he stands up and fierce kick/punching him back down.  
Three hits like this and he's dizzy.  Slam him, then continue.  Sometimes, he
may back flip out of this sequence.  Follow him with more jump attacks until
he manges to attack you or jump onto the wall or something. Then start over.

> 10) Chun Li vs. M. Bison:
>   b) STAY IN THE MIDDLE OF THE SCREEN. If you get close to the wall,
> you are toast. Once you allow Bison the beginning of a strong
> combination attack, it's basically over.
> 

Actually, I have no problem with Bison cornering me.  In fact, Bison is one of
the easiest of the bosses if you know how to handle him.  Just about the only
way to consistantly beat him with all characters is to play DEFENSIVELY. 
Simply block all his moves (don't worry if he backs you into a corner) and wait
for him to make a mistake.  How to deal with his mistakes depends on your
character.  Some characters can easily knock him out of the air when he decides
to back off and jump kick you.  Some have good counters for when he head stomps
you against the wall.  Any character can get an easy hit in after blocking a
head stomp in the middle of the screen.  Any character can also easily knock
him out of his torpedo when he decides to do one.



Other than the comments I've made here, the strategys in the original post
seem to work fine.

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