~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--<> CAPCOM VS. SNK: MILLENIUM FIGHT 2000/CvS: MF2K PRO The Sweet -n- Sexy Seductress 'Sassins Files: Chun-Li and Mai Shiranui v.1 By: Shin Starmie (shinkuu_hadouken@hotmail.com) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--<> You know the drill: you can't use this without permission from me. If you want said permission, then just drop me a line and ask. NO using this for any profit, period. CvS is (c) Capcom, ditto for all the Capcom side characters. Them SNK characters are all (c) SNK. Dreamcast is (c) Sega, like you didn't know. This document is (c) me, John "Shin Starmie" Evans. Also, the Rock says take a note, jabroni: shinkuu_hadouken@hotmail.com is the email to send comments and the like to the Rock if you want a chance at a fairly quick response! If ya smell...ell-ell-ell-ell...what the Rock...is...cookin'! ^_~ This beast can be found at GameFAQs, and is usually updated there first. On the other hand, it can also be found at my website, Ken -n- Chun-Li's Smackdown Shack, at http://www.geocities.com/metsu_gou_shouryuu/index.html Any other places will be noted in the future, in the credits section. And that's the bottom line...cuz Shin Starmie said so!!! (WWF-Mode Off) Intro to Kombat...the Third Strike ---------------------------------- I'm pretty good with a few Street Fighter peeps and King of Fighters peeps. But my first times with both were with the sexiest women of Capcom and SNK, Chun-Li and Mai. (Morrigan, Felicia, Rose, sorry...Vice, Mature, Blue Mary, forgive me!) These ladies aren't especially powerful (but XvSF to MvC2 Chun is BEYOND overpowered...especially on XvSF-MvC1 on PS One!), but they can get the job done. Speed and combo capability are excellent with these vicious vixens, and their hyper combos just plain hurt. Chun gets to have her true signature from SF2 again. (Spinning Bird Kick!) With her, not much has changed. Of course, her Tenshou-kyaku (.dn - up + k) looks much better than it ever has. Strangely, she feels wrong here. Her fast pace in this slow game just doesn't seem kosher. But again, it gets the job done. Now, keep in mind that she isn't as... um...acrobatic...as her lesser-dressed counterpart, but Chun's still a force to be reckoned with. And she always will be. Mai, on the other hand, doesn't feel right either. At first, she seems to be even faster than Chun. Now, seeing as how the SNK peeps are all based on their forms in KoF98 at the very least, anyone who (like me) only has experience with KoF95 on the Gameboy will find it bloody hard to adapt to her no longer having her Hisshou-ryuuen-jin (dp + k). Of course, it's arguably apparent that she gains a brand spankin' new forte of aerial warfare, as she has ways of dealing with all those pesky jumpers. Which is a good thing...but I miss her uppercut-esque move! Normal Moves for Chun-Li ------------------------ Lp: Standing is the same ol' speedy chop it's always been. Turns into an elbow up close. Ducking, well, all her ducking punches were always what I call nutt-crackers. (Get hit by her low Fierce in ANY game she appears in aside from SF3:3S, you'll see!!!) Jumping is the same ol' weenie-punch that wants to be a Fierce. Don't bother with it. Hp: Ooooh, it's that old spin fist of hers! Nasty for an anti-air move, even nastier in combos! Who remembers her old j.Hp, s.Hp two-hitter? Up close, it's that same ol' palm thrust with little to no range. Jumping is the real punch that's great for combo starting. Abuse it. Lk: Side kick. Think of the first kick in her Senretsu-kyaku, and there you go. Ducking is that quick kick that's great for poking and ticks. It's also combo filler. Jumping is that plain ol' jump kick. Nothing new here, as you can see. The jumping Short is her cross-up, BTW. Hk: Hey! Once again she gets her old roundhouse! Up close, it's the nearly impenetrable, nearly vertical kick. (Of course, I won't say WHY it's NEARLY impenetrable...) Ducking's still her two-leg poking sweep. Her awesome j.Hk is awesome again, as it once more does two hits! Ahh... those were the days. Db + Hk: Her low Forward. 'Nuff said. Normal Moves for Mai -------------------- Lp: A fan strike. Said to be slow, I don't think it's that bad, IMO. It's a jab, for cryin' out loud! Ducking's a weird one: the very tail of her dress is what she whacks you with. (and I thought Morrigan using her HAIR for her standing jab was unusual...) Nice range, though! Jumping is a dual-fan strike. Tryin' to be like Sakura, are we, now? Hp: Fan chop. Weird. It's an overhead strike, too. Up close, this seems to become an uppercut that resembles how her arm is positioned during the Ryuuen-buu (qcb + p). Ducking is an elbow that spins. Jumping is an aerial version of standing...an air fan chop. Hmm...chop-chop, baby! Fw + Hp: Think her jab, only she's copying Cammy's d.Hp. Has its uses, but in the heat of kombat, not something you'd think to use. Lk: High kick. Jeez, what is this, Mortal Kombat? Why all the high kicks?! I've never seen it up close...a little help? Ducking, she does what I consider a Shoto-style short that's faster than theirs. Jumping makes for even more Shotoness as she does a knee. (Well, she DID learn from the Mighty Ken. Chun is his Queen, Mai is his chief mistress...) Hk: A roundhouse. I've heard bad things about it, but then, I've also read about a NASTY combo for it. Never seen the close version of this. Help is appreciable here! Jumping is your standard jump kick and cross-up. Ducking is a sweep, but I don't think you'd wanna use it often unless you combo. Chun's Specials of Smack Down ----------------------------- kikou-ken: back, down-back, down, down-forward, forward + punch A fireball. There's nothing really impressive here. Keep in mind that it still comes out too slow in terms of startup to be comboed. Not to mention that I think that the only projectile that's even slower in its movement is Ryo's Kouou-ken! Another thing to keep in mind is that this is only available to Normal Chun-Li. EX Chun ain't got it. Hyakuretsu-kyaku: tap kick rapidly Hopefully this isn't as difficult to get going as it has been. (So far, it hasn't been for me...) Despite that, though, this seems a LOT slower than it's supposed to be - I'm talking as slow as in SF EX. This can still be a good tool for comboing, if you're fast, but its main purpose has been and ever shall be to slowly take off massive chunks of chipping damage and block meter. Note that unlike previous appearances, Chun is now vulnerable to low strikes!!! Basically, anything of a sweeping nature can get her now. Spinning Bird Kick: charge back, forward + kick Hmmm. I don't know what to say. It knocks down as before, and it's too slow to combo into as before. But it seems as fast as it was in SFZ3, and that's a good thing. Don't know if it can hit on the way down as in SSF2X. Just don't try for the aerial version too often unless you were proficient with her in SSF2X. EX Chun, however, regains the standard motion of SF2 for it. Tenshou-kyaku: charge down, up + kick Whoa, baby! Check out the energy surging from her sexy legs as she lays down the law on evildoers! Makes it look much better than it ever has. It combos as nicely as before, and I think that the roundhouse version hits four time instead of three now. If so, it's likely to make up for the lack of the forward version. It's also her typical anti-air move since SSF2X. But since EX Chun ain't got this, that shouldn't matter if you're using her. yousou-kyaku: jump, down + heavy kick Still the same as it's always been. Still screams to be stuffed by them anti-air moves. Still capable of occasionally punching through the enemy's defenses before they can do squat about it. Use it, and if need be, abuse it. kaku-kyaku-raku: down-forward + light kick Once more, it's an overhead hit. It can also get you outta tight spots IF you time it properly. Don't get careless with it, it still travels a bit slowly, so it's still got anti-air bait written all over it. EX Chun: Beat the game with Chun in Capcom Groove. DC CvS playas also need to buy her from the Secret Shop. At the select screen, hold start before you pick her. In CvS Pro, this ain't necessary as EX peeps are there from the get-go. Mai's Mayhem-making Specials ---------------------------- kachou-sen: down, down-forward, forward + punch It's a fan toss. Slower than a fireball, this puppy is better for the old "Jab FB, Fierce FB" routine. Really, it is! Also, combo this in, as fireball combos DO hurt. Careful, though: CvS Pro owners don't wanna try this too often against higher-ranked peeps! Being slower, SOME peeps can jump over it a LOT easier. Not to mention that it goes past ground shots. hissatsu-shinobi-bachi: back, down-back, down, down-forward, forward + k Mai's signature. It's NOT as abusable as it was in KoF95, and I doubt the big screen KoF95s could abuse it much. The recovery is awful if it's blocked, so make sure you connect! Combo it if you must. EX Mai doesn't have this (WTF were you thinking, Capcom?! You can't show off if you don't have any skills!). musasabi no mai: charge down, up + punch or down, down-back, back+p in air I hate the ground version. Don't you bother using it, EVER! Now, as for the aerial version, yep, this is the one to use. The recovery stinks, so it ain't abusable like it is in KoF95 on the GB. Keep this as an aerial warfare tactic to stuff jumpers in the event that your jumping roundhouse starts getting stuffed often. And abuse it against Blanka to the best of your ability! ryuuen-buu: down, down-back, back + punch This move rocks. It's really only intended for close combat, but if you're good with Nakoruru's Kamui Mutsube or Rose's Soul Reflect, then you can use this to prevent fireballs. It won't work against those low ones, however. Combo this in for two toasty hits of fatal fury. kagerou no mai: charge down, up + kick I think that this comes from the Real Bout line of the Fatal Fury games. Since I've never played RB, RBS, or RB2, and I have yet to find RBS for Psx, Saturn, and GB, I have no idea what this is useful for. I've seen it, and she basically becomes a flame column. Sounds crappy. This is what the Ninja Bees is replaced with for EX Mai. Common move: Sankaku Tobi!!! --------------------------- Both Mai and Chun-Li are capable of wall jumping. I believe that Nakoruru is, too, but I refuse to use her in this game. She stinks. Bad. Anyway, this can be used either offensively or defensively. It helps the Air game a lot for the lovely ladies, and it makes for irritated prey. Which is good, since if they get frustrated, they may mess up, allowing your chance to punish them in the name of the moon! Oops...heeheehee! If used correctly, it also makes anti-air specials and normals harder to get you. Anti-air supers may even fail to get their full hits and damage. Chun's Cool Hyper Combos ------------------------ kikou-shou: (down, down-forward, forward) x2 + punch Question: if SNK can make her maxed-out version the big, bad bubble of destruction from XvSF in SvC: MOTM for Neo Pocket Color, WHY didn't Capcom do the same for her here? Still, it's her slickest anti-air attack. Abuse it against jumpers. This isn't in EX Chun's lineup, though. Senretsu-kyaku: charge back, forward, back, forward + kick Her other signature of SSF2X (which they raped her and took away in SF3:3S, curse you Capcom!!!). Rumor has it that the old glitch where you could walk or jump toward the enemy as much as you like before hittin' the button to trigger the attack is back. Confirmation, anyone? It goes in combos well, and it's still got great priorty over most normals. Hazan-tenshou-kyaku: charge down-back, down-forward, down-back, up-fw + k Another move only in Normal Chun's arsenal, this too is nice to combo. It's a decent anti-air, but not as good as the Kikou-shou. Basically, it's still the same as in SFZ, only with the energy around her sexy legs. Spinning Hornet Kick: same motion as Hazan-tenshou-kyaku Aside from the Senretsu-kyaku, this is EX Chun's only other super. It's simply a ripoff of Ryu's Shinkuu Tatsumaki Senpuu-kyaku. However, if it's got the insane damage like it, you'd be wise to use it in combos, and if you do combo it, Lv3's your best bet. Otherwise, use it as you would use Ryu's. Mai's Burning Mandala Hyper Combos ---------------------------------- (ignore the sailormars reference) Chou-hissatsu-shinobi-bachi: quarter circle back - half circle forward + k Mai's signature super. Pure evil in combos, a ton of hurt alone. It's very abusable, but not like in KoF95 on the GB. In that game, it was the most abused super next to Terry's Power Geyser. Here, it still enjoys its might, but don't get careless. At higher levels, Mai regains her fire. I TOLD you she is one of the Mighty Ken's many, many mistresses! Beni-suzaku: jump, down, down-back, back, down, down-back, back + punch WHOA!!! This flaming air dive ROCKS! This is Mai's other answer to them jumpy opponents. Like the Musasabi no Mai, the recovery stinks; please be sure to connect with this if you're going to use it!!! Mizutori no Mai: (down, down-forward, forward) x2 + punch Yuck. This is little more than a slightly improved version of Nash's Sonic Break. That stinks, don't bother with this. Combos of Chaos --------------- (nothing to offer yet, gomen ne!) Aerial and Vehicular Warfare ---------------------------- You know the drill. If not, go read my Yuri/Sakura and Evil Ryu/Gouki FAQs. 1.) As always, know your ranges! Now, Mai and Chun have some great reach with most of their normals. Especially since those luscious, long legs of theirs afford great reach on their kicks. 2.) If all else fails, throw. Why, these chicks are fast enough that the old SF2 walk-under-and-throw tactic works nicely here! 3.) For Chun: Short Tenshou-kyaku for anti-air, Roundhouse and Hazan for combos. 4.) For Mai: Use the Ninja Bees to punish any errors from a distance. 5.) This goes for any projectile-user, but if you knock down your prey, toss a Jab projectile. More often than not, it'll get'em when they get up. 6.) Combo whenever you make yourself an opening. Don't wait for it!!! 7.) Again, keep a cool head. Make use of those normal moves and just poke. 8.) C - a - p, c - o - m, is the groove of champions! (Digivolve into champions...armor digivolve!) 9.) A good air game is helpful, as is a good ground game. Mix and match'em as needed. 10.) They work great as a team, and they balance out a pair of Ratio 1s pretty well, too! (Yuri, Mai, and EX Sakura is the team I finally beat the game with) 11.) Whether you beat Geese or not, Chun and Mai are quite able to annoy the bum. Just don't get caught by his counter-throws. 12.) Charge characters can charge while rolling. >) 13.) Chun's Kikou-shou can beat a LOT. Just watch out for Mai's Lv3 Super Ninja Bees. I've seen it in an AI demo...it slammed her right out of it!!! No Kikou-shou for you... 14.) Remember: In CvS Pro, them higher ranked peeps do more damage to Mai and Chun than before. This makes it tougher to kill'em. But then, it makes it easier to kill Ratio 1 peeps, as they're at the bottom of the damage food chain. That is about all I can really think of. I have to get into these cutey honies a lot more. What to Look For Next Episode ----------------------------- - Clarity on whatever needs it. - COMBOS!!! The Peanut Gallery... --------------------- GameFAQs: As if you didn't know... Shin Articuno (angelserenity@collegeclub.com): The Mai to my Ken... There, honey. You wanted a Mai/Chun-Li guide, you got it. Happy? Shin Lugia (silphymon@collegeclub.com): The Chun-Li to my Ken... Ditto for you, too. Now you have a nice little file to make use of. And do I have to dig up a good Chun-Li guide for Third Strike for you? That was kinda funny how I beat the snot outta your Chun with RYU of all people! (hey, I'm an avid Ken player...) Capcom and the late, great SNK: As if you didn't know... (Oh yeah...hey! Stop making the Shin-shouryuu-ken a Lv3 super! And that goes double for the Shippuu-jinrai-kyaku!) Final Fantasy ------------- That's it for now, Toonami faithful. Keep in mind that this time, and from now on, the BEST way to view my FAQs is still Courier New, 10-pt. font, at 75 characters a line. Yo, Nippon ichi!! Moratta wa! Shippuu... Jinrai-kyaku! A little improvement's always welcomed here. There are still things I don't know. Things to be added, blah blah. Chun-Li's still a powerful character in an expert's hands. Her offense and defense capabilities are immense, and can yield many victories on the field of battle. Of course, given her disadvantage in CvS Pro, that is a mere challenge...a call to do even better! It would've been nice if Capcom had been generous like SNK and given her the Shichisei-senkuu-kyaku from MvC1 as her Lv3, but oh well. Maybe they felt that she doesn't need it. Mai is Mai, and she's soooo oh mai. (heeheeheehee!) This girl may've lost a bit of her abusing capabilitites, but she's still got a few tricks up her sleeve. As with Chun, Mai is death in the hands of an expert. But since her Ninja Bees and Super Ninja Bees aren't as fast as they're supposed to be, well, you just have to deal with it. Think of it as a copy of Psylocke's Psi-thrust that's not quite there yet. Still, Mai's a solid fighter. Either way, I say stay clear of the EX version of Mai, and MAYBE use EX Chun on occasion. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--<> "Who was your instructor? Next time, listen to him." - Ryu, XvSF "Trapped by my spell of beauty?" - Mai, King of Fighters 95 (Gameboy ver.) "What were you thinking? You can't show off if you don't have any skills!" - Chun-Li, CvS: MF2K/CvS: MF2K Pro game over