From: rauser@fraser.sfu.ca (Richard John Rauser)
Subject: Chun Li Strategy Guide (REPOST)
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Wed, 9 Sep 1992 16:41:48 GMT





    The Unofficial, Incomplete Chun Li Strategy Guide

      (incomplete because even I don't know everything!)

by Rick J. Rauser
(c) 1992 by WNI and RJ Rauser

NOTE: All moves, combos, and tactics are to be applied to both the Classic
and CE editions of the game, unless otherwise noted.

Introduction            

   So you've decided you want to play the hot, sexy babe from China, eh?
Well, you've made a good decision. Chun Li isn't as powerful as I would like,
but boy, is she fast. Ken and Ryu are slowpokes by comparison, and next
to Chunny, Dhalsim and Honda are moving in slow motion. Her speed is without
a doubt one of her best assets, as are her gorgeous, toned thighs :-) .
Seriously, however, a word of caution right at the outset: no matter how
many moves/combos/tactics you memorize, nothing will substitute for practice,
practice, practice. Everything I am about to tell you about Chun Li I have
learned myself through endless hours (and endless quarters :-( ) of practice.
So, while the information in this guide will certainly be helpful, don't
expect to whip your local Guile master after reading it. Nothing will
replace practice.

    I should also point out that Chun Li has limitations (I know, don't we all)
that may frustrate some players initially...keep at it, and remember, no matter
how good you are, there's always someone better.

  (soap box mode off)

   Okay, let's get down to it. The Chun Li strategy guide is divided into
three parts: Moves, Combos, and Tactics. The first two are self-explanatory,
and the third explains how to fight against specific characters and types
of opponents (yes, the human kind :-)


Part I: Moves

Buttons:     Punch   |Jab|  |Strong|  |Fierce|
 
             Kick    |Short||Forward| |Roundhouse|

Keep these in mind...


1. Wind kick: Chunny's leg will kick the air repeatedly so fast it blurs. 

 Comments:  Chunny's nastiest move. Press the forward or short kick button
rapidly (roundhouse also works, but it's slower to start). On CE, this kick
is much, much easier to do...tape the button even three times and the wind
kicks starts up. On Classic, it's much harder to get a wind kick going.

2. Helicopter kick: Chun Li will do a headstand then fly towards her opponent,
upside down, her legs spinning like a helicopter blade. 

  Comments: Seldom used, but looks neat. Hold down on joystick for
a couple seconds then push up and hit forward kick. (Same as Guile's razor
kick). The problem with this move is that it's slow (Chunny has to do a
headstand, THEN the kick) and a good opponent will see it coming. BUT it
can work in certain situations...if your opponent is dazed, it's a nice
move for some variety from the Ground Slam. If you stay crouched (like
a Guile player will do) you'll be ready to do a helicopter kick as soon
as your opponent jumps at you...if timed right, they'll land on Chunny's
spinning legs (not a bad thought :-) and take damage. 
   To be honest, however, I almost never use this move.    

3. Air Throw: Chunny will grab her opponent from the air and slam them to the
ground.

    Comments: Meet your opponent in mid-air and hit Fierce, moving the joystick
towards your opponent. Don't worry if it doesn't work...some characters have
higher throw priorities than Chunny. Keep practicing. You might prefer to
use a kick in mid-air, as it is less risky, but experiment.

4. Ground slam: Same as the air throw, but it is done on the ground.

    Comments: Easier to do than the air throw, because the timing isn't as
tricky. Same motion as air throw. Do this everytime your opponent is dizzy...
just move in, push joystick towards them, and hit Fierce. Make sure you're
close, though, else Chunny will do a punch. 

5. Heel Kick: Chun Li will jump over her opponent and stomp on their head
with her heel.

     Comments: This is one of Chunnys' nicest attacks. When in the air, pull
down on the joystick and hit Forward kick. Tap forward kick rapidly and 
Chunny will instantly do a wind kick when she lands. (NOTE: On CE, Chunny's
heel kick has been butchered...she can only do one stomp. On Classic, she
can do up to five in a row with proper timing). Of course, you have to be
above your opponent to connect :-). 

6. Backwards Somersault (CE ONLY): Chun Li will kick her opponent in the chest,\
then flip backwards to safety.

    Comments: a very nice move, only in Champion Edition. Push towards your
opponent on joystick, then hit Forward kick. 

7. Fowards Somersautl (CE ONLY): Chun Li will jump over her opponent and knee
them in the back.

     Comments: another great move, also only on CE. Push towards your opponent
and hit Roundhouse kick. 

8. Off the wall jump: When near the edge of the screen, jump up, then move the
joystick back until Chun Li hits the "wall" (edge of screen) then move
joystick towards your opponent. This gives Chun Li a nice height advantage
in the air, useful when fighting opponents with high air priority like Vega,
Blanka, or Guile (though against Guile it's not as wise, since he might do
a razor kick). 


Note: these are Chunny's special moves. Her regular kick and punch moves are
straightfoward and should be learned with simple practice. 


Part II: Combos

there are, literally, dozens of combos. I learn new ones everyday (well,
every week :-) Listed below are only a few, but these are considered by
most to be the most effective.

1. Flying Forward, Crouching Foward, Crouching Forward. 

     -This is a nice combo and works against almost anyone. If done properly
(and quickly) the second crouching forward will knock your opponent off their
feet into dizziness. (Then...Ground slam!)


2. Flying Roundhouse, Crouching Short, Crouching Foward.

      -The Flying Roundhouse is a powerful kick. It's important to keep mixing
up between flying roundhouse and flying forward. This combo should keep 
opponents off guard, because the crouching short and forward are different
kicks and not as predictable.

3. Flying Roundhouse, Crouching Roundhouse.

      -A good combo. If the crouching roundhouse connects, your opponent will 
be knocked off their feet. If they block the crouching roundhouse, get into
defensive crouch FAST, because you'll be vulnerable.

4. Flying Fierce, Standing Fierce.

     -This punch combo is brutal. If both connect, your opponent should go
dizzy. You may want to add a Crouching Forward just in case they don't.

5. Heel Stomp, Wind Kick.

     -This isn't a combo so much as a strategy, and be warned: it's risky.
Jump over your opponent's head (don't do this to Ken, Ryu, or Guile) and 
perform a heel stomp, taping Forward rapidly. When Chunny lands, if all
goes well, she'll slam her opponent with her wind kick. 

6. Flying Short, Standing Short, Crouching Short. 

     -This is a combo to use as a change of pace, and sometimes can really
clobber 'em. The flying short and flying forward are basically the same
kick. The standing short, when you land, is a knee to the opponent's chest.
IF they are blocking standing up, then the Crouching Short right after should
connect. If it does, add a quick Crouching Forward to knock them off their
feet. 

...and so on. These are just a few possible combos, and the best thing to do
is find out what you're comfortable with and what works for you. Remember,
practice, practice...    



Part III: Tactics

Let's just get right to 'em...

1. Guile: He's one mean bastard, as any SF2 player knows. The best (only?)
way to beat Guile with Chun Li is to play defensively. Jump straight up 
to avoid his sonic booms. If he gets close enough, jump straight up and
hit roundhouse (Chun Li will kick out her legs and knock him over...hopefully).
Guile usually seems to have a higher throw priority than Chun Li, so don't
do throws as much as against other opponents (unless Guile's dizzy :-)
Another thing I like to do against Guile players (don't do this unless
you're fairly good and confident) is slowly approach them, jumping sonic
booms, and when you're close enough, one of two things will happen (a) you'll
be able to perform a crouching roundhouse kick and knock them down, or  
(b) they'll do a razor kick. Be ready for it and back off when they do...
they're nice and open on teh way down and you can nail them. 

    Usually, I like to let the time run out against Guile. If you can do some
damage against him then back off and let him throw his sonic booms until the
cows come home...just keep jumping them. Eventually he'll get frustrated and 
come in...then a jumping-straight-up-roundhouse will keep him back, and if
he jumps in, standing roundhouse will knock him (and any jumping opponent) 
out of the air. You can move forward a bit and hit him with a crouching
roundhouse just before he lands to knock him over again. 

    Timing, timing, timing. If you play a Guile player who uses the magic
throw and/or handcuffs and/or freeze, he's a cheap bastard with no balls.
What can you do? In this situation I usualy just walk away from the machine,
because what's the point of playing with a cheating pig? If you want to 
fight a Guile human who's being a cheap dink and using magic throws, etc.,
then just play your normal game and try not to get frustrated. 

    Computer Guile is pretty tough, but the defensive strategy should work
without too much trouble. The nice thing about playing defensive against 
the computer is that the computer is stupid: once you back into a corner
with more energy than he, he'll just throw sonic booms and occasoinally
jump in (roundhouse 'em down). Let the time run out. Guile players HATE that.


2. Ken/Ryu: A good Ken/Ryu will do one, simple, faggy move: fireball you
and dragon punch you when  you jump over the fireballs. Chun Li's flying
roundhouse and forward kicks CAN connect, but she has to be pretty far
away from Ken/Ryu before jumping. Experiment. Once you hit him a few
times, back off and play defensive. Jump fireball after fireball with a 
smile on your face. Sorry, Sheng Long.


3. Blanka: I HATE fighting Blanka, I'll be honest. With Blanka the game
plan changes, because he'll kill you if you try to be defensive. Chunny's
flying forward is a good kick aginst Blanka, and get some height with the
off-the-wall jump. Blanka has a high air priority, so this extra height
is important. If he does his faggy ball, you can heel kick him out of it, but
it takes timing. SOMETIMES Chun Li can foot stomp him out of his electricity,
but not always :-(. Don't let up on Blanka. This is not Guile or Ken/Ryu,
where you can (and should) attack then retreat. Attack, attack, attack.
And keep in the air...Blanka's ground attacks are deadly. And use that wall
for height...it's important.


4. Dhalsim: The computer Dhalsim is a joke...just m ake sure you keep jumping
all over him and flying kick him to death. Don't stay still. Dhalsim is
so slow he won't even know where you are. A good human Dhalsim is a different
story...I wish I had some advice, but I don't, because I've never played
a good human Dhalsim. But Dhalsim is deadly in the hands of an expert. 
Just try to jump over his long leg kick with the off-the-wall-jump and
keep plugging at him. 


5. Zangief: This is how I fight the computer Zangief: jump up, heel stomp,
heel stomp, (land) wind kick. On and on ad infinitum. Against either human\
or computer Zangief my advice is STAY AWAY from him. If he grabs you in
that screwdriver, you're dead. Jump in, kick, jump back. Use the heel
stomp alot (except on CE, where you should rely more on flying forward).


6. E. Honda: Hmmmm. Sometimes I waste him, sometimes he wastes me. The
crouching roundhouse usually knocks him off his feet, and the heel stomp
is nice. The best way to fight him is to use the Zangief strategy...jump
in with a flying kick or punch, then jump back. Repeat. Again. (You get the
idea). When Honda crouches down, 90% chance he's about to do a torpedo, so
jump right in and flying roundhouse him. Don't stay within range, or his
hundred hand slap will nail you. On CE Honda is a cheap bastard because
anytime you get too close he throws you. So on CE it's even more important
to jump in, kick, (or punch), then jump back. Keep as much distance between
him and you when you jump kick (same with Zangief) as possible. Experiment.


7. Vega: Vega isn't THAT hard, once you know what to do. Use the off the wall
jump as much as possible to get above him, then flying roundhouse or
flying forward. If he goes to the wall, don't panic, just back off, and when
he jumps at you (with his faggy EEEEE yell) just jump up and BACK and hit
forward...this should hit him. Stay in the air when fighting Vega, using
the wall a lot....similar to Blanka. 


8. Balrog: You have to stay on top of Balrog, not giving him a second to rest.
If he hits you once, you're in danger of losing the match. Keep your distance
and use a flying forwarrd, then crouching forward combo. Heel stomp usually
works nicely, as does wind kick (right after heel stomp, natch). Chunny's
flying punches (especially fierce) work nice...just make darn sure you 
keep moving! Don't rest for a second, keep attacking Balrog, wham, bam,
thank you ma'am. It's the only way you'll beat him. Once you're used to it,
you should be able to waste him easily.


9. Sagat: Sagat is tough, but his height makes him vulnerable (the bigger they
are...) Jump over his tiger balls, and use the good ol' flying forward,
crouching forward combo. Keep it up. Watch out for his tiger uppercut...
if he does one and misses, he's really vulnerable, and crouching roundhouse
is a good bet, then move in and keep plugging away at crouching forward...
he should go dizzy, and you can throw him down. 


10. M. Bison: A real dink. Fight Bison the same way you'd fight Blanka
or Vega...keep on him, don't let up, and use the wall a LOT for height.
The torpedo sucks, it's a stupid move for Capcom to put in the game,
but when he torpedos, you can (a) jump over it or (b) jump up and heel stomp
his head (please note this takes perfect timing, and I still can't do it!)
or (c) wind kick him (the best! Chunny's wind kick will knock him out of
his torpedo...this works more on the CE than Classic, beacuse the wind kick 
is easier to do.)

    If you're fighting one of these so-called Bison "masters" on CE who do
nothing but foot slide, torpedo, you can still beat them, but even with perfect
timing it'll be close. These assholes do nothing but torpedo you and sooner
or later they'll get you when you're coming down from a jump. If you lose
to one of these pricks, don't worry...content yourself with the thought that,
like these Guile magic-throwers, these idiots have no talent and are afraid
to face you one on one, so they use their jerky torpedo. Computer Bison,
fortunately, has SOME honour. 


Conclusion         

   I realize that everything you've just read may seem very simplistic, and
believe me, it is. What I've outlined above is done to get you started, to
give you an IDEA how to play Chunny against these opponents and how to
execute her moves/combos. The actual fighting is up to you. As always, go
with what works for you. A lot of Chun Li players balk at my suggestion
for a defensive strategy against Guile, Ken, and Ryu, and some of them
feel that the helicopter kick should be used frequently. It's all a matter
of what works for you. Memorize the moves and combos, keep in mind the
general tactics outlined above, and give it your best shot. Practice may
not make perfec,t but it should make you pretty damn good.

   Please feel free to email me with questions/comments.    

--
Richard J. Rauser        Holli Would If She Could
rauser@sfu.ca
WNI                              July 
 
 
      


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