------------------------------------- Chun-Li FAQ Street Fighter EX Plus Alpha for Sony Playstation Version 1.0a Created on Thanksgiving, 11/27/97 ------------------------------------- Here comes another one!!!! This is a little guide to that multi-hit combo queen Chun-Li. In this guide will be strategies to win, special and super moves, and combos. A in-depth FAQ hopefully..... Who's Chun-Li?? --------------- Haha, have you been living in a cave??? Everybody that has every played a Street Fighter game knows who Chun-Li is. She is the original female fighter from Street Fighter 2 and many more games. She is fighting against M. Bison to avenge her father's death. Chun-Li's Changes since Street Fighter Alpha 2: ----------------------------------------------- She has changed a lot, IMO. First of all, she lost her standard kikoken fireball, and also her very useful vertical spinning air kick. Another unfortunate thing is that since Custom Combos are gone, so is her monstrously damaging 40+ Hit Lightning Kick Combo. But she has gained much more too!!!!! She gains a new move to go over fireballs and start combos and got her horizontal spinning air kick back!!! She still has 2 super combo moves, super kikosho and super lightning kick SCs. She can easily buffer these into a 15+ hit combo. One really great thing IMO is that she can do a lightning kick and then buffer a super combo into it!! That way is probably the best to do multi-hit, damaging combos. Oh yeah, she also got her old dress back!!! Colors: ------- Jab/Short: Blue dress. Strong/Forward: Pink dress. Fierce/Roundhouse: Silver dress. Me also make the simple colors FAQ, available @ gamefaqs.com SFEX Plus Alpha Basics ---------------------------------------------------------------------------- First, the legend. QCT= Quarter circle towards (roll down to forward) QCB= Quarter circle back (roll down to back) HCT= Half circle towards (roll from back to down to forward) HCB= Half circle back (roll from forward to down to back) += enter command simultaneously j.= jumping s.= standing c.= crouching xxx= buffering or two-in-one ----------------------------------------------------------------------------- Throws & Grabs: Throws must be done up close and are unblockable. The only way to avoid them is by doing a tech hit, which will be explained next. ----------------------------------------------------------------------------- Tech Hits: A tech hit is done by pressing back or forward plus strong or fierce or forward or roundhouse if they have a kick throw. Basically, do the throw motion about the same time when the opponent tries to throw you. The character you are playing with will push the opponent back, and also your super power gauge will increase by 10%. Also, just like in street fighter alpha 2, you cannot tech hit super throws! ----------------------------------------------------------------------------- Blocking: To block an attack, hold the direction button back. To block low attack, hold back in a crouching position, D/B. Also, no more air blocking. ----------------------------------------------------------------------------- Guard Break: A new feature in SFEX+A, it is a move that every character has that hits an opponent even if they are blocking and dizzies them. Unlike other SF's, I believe this is the only way to dizzy them in this game. This move takes 1 bar of your super meter and is done with any of the 3 punch-kick combinations: Jab + short, strong + forward, or fierce + roundhouse. ----------------------------------------------------------------------------- Ticks: A tick is an attack that you can use to go into a combo or attack. If blocked, you will recover in time to be able to do another attack before they recover. Of course, they are able to block at that time, but you could always do an unblockable throw, especially good in this case is Zangief's Spinning Pile Driver, or my favorite, Darun's Brahma Bomb. ----------------------------------------------------------------------------- Super Meter: The super meter is that one under your health meter that fills up when you hit your enemy with moves or perform a special move. You can either do a super combo or a guard break with one level full and can have up to 3 levels at a time. ----------------------------------------------------------------------------- Super Combo: Every character in SFEX+a can perform super combos. They are multi-hitting moves that usually are just the motion of one of their super moves done twice. It's easy to know when you have done a super move or the computer because all motion will stop and the screen will become black, while the character flashes a blue light. Super combos are now bufferable and when you win with a level 1 SC, a meteor will fly across the screen. When you win with a L2 SC, a meteor shower will fly across the screen, and with a L3 SC, a meteor shower will strike the Earth!!!!! ----------------------------------------------------------------------------- Combos: Everyone probably knows what a combo is. A combo is a series of hits that if you hit with the first one, the other ones will be unblockable. Also, you can cut off the animation of one move by doing a super move motion while you are still doing that move, or better known as buffering. That is basically how most combos are done in this game besides the few combos with only basic moves. The biggest change is that you can buffer a super move into a super combo or a super combo into a super combo. This is how you get a L3 SC in this game. Of course, there are some exceptions. 1. Some people, only a few, have a L3 combo all by itself. Zangief has his L3 Final Atomic Buster and Akuma & Evil Ryu's L3 Raging Demon. Also, I think you can combo any LP, LP, -> + LK, FP move, but it won't be continued in the chain. It will be counted like a L2 + a L1 SC. This is for people with Lv. 1 moves like the raging demon, (Kairi, Sakura, Skullomania, & Evil Hokuto) 2. Super Combos can only be buffered when the characters feet are on the ground, unless it is an air AC. 3. 2 of the same super combos cannot be buffered. For instance, Blair cannot do a Mirage Combo Kick into another Mirage Combo Kick. BUT she can do a Mirage Combo Kick into a Super Slide Shoot into another Mirage Combo Kick. You just can't do two of the same in a row. ----------------------------------------------------------------------------- Arcade Mode: I never actually played the arcade version, which was just SFEX without Dhalsim and Sakura, but I guess this mode is similar. You choose any character and fight against 10 different opponents, with M. Bison usually always being the last. You get a little movie if you beat the game with that character. ----------------------------------------------------------------------------- Team Battle Mode: You pick a team of any 5 characters and fight a CPU team of 5 characters. Whoever still has a member left at the end wins. ----------------------------------------------------------------------------- Survival Mode: Beat as many opponents as you can. Your life will recover after every round according to how many hits you did and how much time you have left. ----------------------------------------------------------------------------- Watch Mode: Pick two characters and the computer will fight. Like it says, all you do is watch the computer play. ----------------------------------------------------------------------------- Versus Mode: You can either play a CPU opponent of your choice or another player in this mode. You can also use a handicap to give yourself or opponent more power in case you think they aren't as good as you. :) ----------------------------------------------------------------------------- Time Attack Mode: Pick a character and fight opponents in the fastest time you can. There are the A, B, & C courses and also the Bison, Garuda, & Akuma course. ----------------------------------------------------------------------------- Practice Mode: Here you can practice your moves and combos and see how much damage they do. ----------------------------------------------------------------------------- Expert Mode: In this mode, it will give you several combos and special moves to do. Every character has 16 different combos and moves for a total of 304. If you do all 304, you can unlock the barrel game and save it to your memory card. Also, if you do enough, you can unlock the secret characters: Evil Ryu, Evil Hokuto, Cycloid-Beta, Cycloid-Gamma, Strong M. Bison, Strong Garuda, & Strong Akuma. ----------------------------------------------------------------------------- Bonus Game: It is the classic barrel game with a little twist. IMO it is a lot better and involves more strategy. There are many different barrels that require different methods to break. A fairly fun diversion from the real fight. ----------------------------------------------------------------------------- Now here is the Chun-Li Info!!!! **************************************************************************** -------------------------------- Basic Moves and Throws Analysis: -------------------------------- Just a note, I got these stats for the damage by using the Practice Mode. They are fairly accurate, sometimes the damage will be a little more or less, I'll give the average. Also, the whole life bar is equal to about 200 hit points. Jabs: ----- J. Jab- 9 points. S. Jab- 3 points. C. Jab- 4 points. Personally, I never really use the jabs very much, except for super moves like a Dragon Punch as a counter. They could be used to start some little chain combos but not much. I personally prefer to use the eye-poke standing jab to stop dashing moves i.e. Crackerjack's Dashing Straight. Strongs: -------- J. Strong- 13 points. S. Strong- 13 points. C. Strong- 14 points. Forward + Strong (standing)- 12 points. Strongs I use a little more in battle, but still not much with Chun-Li. Jumping and Crouching versions are the same as jab but more powerful. The standing versions are keep-away moves. Chun-Li puts both hands out and pushes. Could be used up close to push the opponent away when they get too close or when they try to throw. Fierces: -------- J. Fierce- 22 points. S. Fierce- 22 points. C. Fierce- 22 points. Again, with Chun-Li I don't use punches very often, mostly her kicks in combos. I do however like to use her S. Fierce for deadly combos that start with her Hienshu kick. Jumping and Crouching versions of the fierce look exactly the same as the previous two, but are slower and more powerful. I can use J. Fierce in a combo, but not too often do I use a C. Fierce. S. Fierce is another keep-away that pushes enemies back. Shorts: ------- J. Short- 8 points. S. Short- 9 points. C. Short- 8 points. I still hate the weak moves!!!! The J. short has some good uses but I don't use S. shorts and C. shorts often. Forwards: --------- J. Forward- 13 points. S. Forward- 12 points. C. Forward- 13 points. Head Stomp- 13 points. (Down + Forward in air) I tend to overuse the forwards. The J. forward is a good way to jump-in. It might be able to cross-up an opponent, but I am not sure. Forwards can also be used in Lightning Kick combos fairly easily. The head stomp is a good way to annoy your opponents. You'll definitely have to watch out when using it if they have a Dragon Punch move. Roundhouses: ------------ J. Roundhouse- 20 points. S. Roundhouse- 20 points. C. Roundhouse- 20 points. These are definitely Chun-Li's best basic moves and have been throughout all the Street Fighters. J. Roundhouse is good and powerful to start off jumping combos. C. Roundhouse is also great for sweeping opponents and can be used to stop dashing moves if started from far away. Other: ------ Chop-Saki Throw- Close and hold Toward + Strong or Fierce. 34 points. Chun-Li pummels the opponent by punching them 4 times, twisting their arms, and punch them one last time, causing them to spin in the air!!! This is one helluva basic throw move!!!! It does just about as much damage as Darun's and Zangief's basic throws! Ryusei-Raku- Both in air hold down + Strong or Fierce. 35 points. Chun-Li grabs the opponent, smashes them to the ground and flips away backwards. Her air-throw looks cool too, and it is very damaging. Guard Break- Done by pressing same strength punch and kick. 12 points. Chun-Li flips and does the splits to dizzy her opponent. Remember the Ax Kick from SFA2??? It is exactly like that, except maybe a bit slower. My opinion is to save the super meter energy so that you can do a super damaging Level 3 combo. **************************************************************************** ----------------------------- Special Moves & Super Combos: ----------------------------- Hienshu- QCB + Kick Chun-Li somersaults and kicks her opponent. The angle and distance it covers depends on which button you use. Short covers a long distance, but not much height. Roundhouse jumps high but does not go very far. Personally, I think the short version is best in every situation because it is good in combos and can hit fireballers from far away. Roundhouse takes too long and leaves you open to all sorts of counter moves. Spinning Air Kick- QCT + Kick Chun-Li spins upside down and floats in the air, kicking her opponent numerous times. Different strengths equals different distance covered and amount of kicks. Obviously, jab does least kicks and least distance and roundhouse the most. Unfortunately, this move cannot be buffered when used after another move i.e. crouching kick or jumping kick BUT super combos can be buffered right after the last kick for decent damage! Lightning Kick- Press Kick Repeatly Chun-Li kicks her opponent with many rapidly-moving kicks. The only move of hers that has been kept in all the Street Fighters she has appeared in. This time around it has lost the blur animation that is usually has you can actually see all the kicks. Anyway, the depending on the strength, the faster she will kick. I could never do it with roundhouse unless I had a turbo controller. One good thing about this move is that super combos can be buffered from the lightning kick!!! This gives her many oppurtunities to do many multi-hit devastatingly damaging combos!!!! Super Combo #1: Kiko-Sho- QCT x 2 + Punch Chun-Li jumps and lunges backwards and lets out a giant blast of fireball energy. Similar to her Kiko-Sho fireball in SFA2, but bigger. This could be used to hit opponents that jump in and also in combos of course. This super combo is harder to juggle with after a big combo than her Lightning Kick super combo IMO. Super Combo #2: Senretsu-Kyaku- QCT x 2 + Kick Chun-Li spins around and kicks twice and then kicks very rapidly for a total of 11 hits if all connect. This super combo gets more hits than any other and personally I use it more than the Kiko-Sho, but only use it in combos. This is really easy to juggle and when doing level 3 combos, I think it is MUCH easier to get the hits if you go from lightning kick super to Fireball super to lightning kick super. This is because the fireball usually knocks them into the air and if you did if fireball to lightning to fireball, you wouldn't get as many hits and not as much damage. **************************************************************************** -------------------------- Chun-Li Fighting Analysis: -------------------------- As it has been before, one of her most popular strategies is to attack then jump away immediately, which is a good strategy with her. I recommend being defensive with her, blocking and countering and countering moves until you get a super combo level filled. Once a energy bar is filled, Chun-Li can really be murder. When this bar is filled, get a little more aggressive and destroy them with multi-hit combos. So overall, be defensive and attack and jump away when you have an empty super meter, and when a bar is filled go on the offensive and use your super combos to seriously hurt the opponent. **************************************************************************** ------- Combos: ------- 1. J. Fierce, C. Strong, C. Roundhouse. Good little combo without special moves to trip enemies up. 2. J. Forward, C. Forward xxx Lightning Kick xxx Lightning Kick SC. (SC means super combo, btw) Anyway, this is a good combo to piss people off. They will be mad when they see how much this little combo takes away! Oh yeah, you could easily add a Fireball SC onto this one. 3. J. Roundhouse, C. Strong, C. Forward xxx Fireball SC. Good quick combo, but you won't get all the hits on the fireball. 4. Spinning Air Kick xxx Lightning Kick SC. Timing has to be right. Right when you land, start the SC. It will seem like only one kick hits, but then they will fall down and get hit by all the other kicks. At this point you could also connect a Fireball SC or do a combo #5, which is shown below. 5. Spinning Air Kick xxx Fireball SC. A little better in the other one above in terms of damage. 6. S. Fierce, S. Roundhouse xxx Lightning Kick SC. This combos does work, but it is hard to get the Lightning Kick SC. This combo is really damaging and as for the other ones, you could always add on a Fireball SC if you have enough Super Meter energy. I know these next few are a rip-off from the Expert Mode, but I can't think of many more combos and they are some of the best ones she has. 7. Spinning Air Kick, Head Stomp x3. You won't get this one often. You can't do it in the corner, but if you hit them with a spinning air kick in the middle of the arena, jump up and try to get the 3 extra stomps for more damage. 8. Hienshu, S. Fierce xxx Lightning Kick SC or Fireball SC. She has so much variety in which SC she could move, it doesn't really matter. This is a good way to counter that evil fireballer, especially if they have no dragon punch to counter the Hienshu. Surprisingly, #9 down below is even more lethal and not even hard to do at all. 9. Hienshu xxx Lightning Kick xxx Lightning Kick SC xxx Fireball SC xxx Lightning Kick SC. DAMN!!! I have gotten 20 hits and 3/4 damage off with this one. It just depends when you buffer the lightning kick and fireball to get the most hits possible. Anyone that has any original Chun-Li combos that work, please e-mail them to me, pfishydyke@aol.com and I will put it in next update with your name next to it. :) **************************************************************************** ------------------ Versus Strategies: ------------------ Hmmm, being the Playstation version, the only opponents I have had are my brother and the good ol' CPU. Anyway, I will just give some simple little strategies with what I do to win and some good things to do when you block or they mess up.... Vs. Akuma: ---------- He is a pain in the a$$!!! Especially when playing him as the last boss when you win 8 times in a row because he takes away tons of damage. Hmm, all I can say is you can try to do the Short Hienshu when he does a fireball, but he has good recovery and might be able to dragon punch it. You'd have better chances doing it to the 3-hit fireball because it takes longer to start up and recover. Save up Super Combo power and punish him with a level 3 when you block one of his dragon punches. Also, a blocked spinning air kick then tick with her throw works sometimes. Vs. Allen: ---------- Well, he could be a pain too, but if you block properly, he will leave many oppurtunities. First of all, the Justice Fist is a move that he uses a lot, and it takes forever to recover, since he has to do that stomp. If you block that move or he misses, you could probably even do the huge combo shown in the section above, # 9 to him. Also, he tends to toss fireballs to, either jump and attack him or Hienshu them. Vs. Blair: ---------- When played with someone good with her, she can be a really cheesy and difficult opponent. Luckily, her sliding arrow won't help her much in this battle, because it could either be head stomped or Hienshu, but i think the Hienshu trades hits sometimes. If you block the shoot kick, you could counter with a SC even before they start the 2nd part of the Shoot Kick cycle. Not much else to say, lightning knees and shoot uppers usually don't cause much of a problem. Oh, also try not to sweep her or do low moves not in a combo when she has super combo power because she could super slide shoot SC over it and take away massive damage. Vs. Chun-Li: ------------ Not too difficult of a fight. Block the spinning air kick will lead her open to many counters. Watch out because she tends to do the Hienshu move like crazy. Just jump-in and attack and jump away is a good pattern. Also, ticking could work well on her.... Vs. Crackerjack: ---------------- A true annoyance to fight. I would suggest never doing the Hienshu move because he can either Batting Hero or Soccer Ball Kick it. Also, don't jump too much because he has that Dashing Upper. My suggestion is wait a block one of his dashing moves and counter, watch out cuz he might try to throw after. Or you could sweep him easily if he charges from far away. When you finally get a super combo meter filled, you can go on the offensive and start to hurt him. Truly one of her harder fights. Vs. Cycloid-Beta: ----------------- This Dural copycat shouldn't be too hard. He has the some of the best moves from other characters, Pullum's Purim Kick, Allen's Justice Fist, and he has 2 air SC's, Kairi's Super Kick SC and Ryu's Super Hurricane SC. Just tick him like crazy and do many simple spinning air kick combos and he will usually fall for them. Not too much on him, haven't fought him much. Vs. Cycloid-Gamma: ------------------ Basically, he's a wireframe of Allen I think, but he has different moves than Cycloid-Beta, like the Flash Kick, Scissor Kick, and even your own Lightning Kick!!!!! All I could suggest it don't jump in when he's crouching because he'll get you with his Flash Kick. Also, when he has a level charged, he could do his Gamma-Res Arcana which he ripped off from Pullum to go over all low moves. Vs. Darun: ---------- Watch out for his deadly ticks!!!! If he gets too close, do a S. Fierce to push him back. If he misses with his Ganges DDT, you could try a lightning kick counter. Jump-ins seem to work well and Hienshus can sometimes go over his lariat. Just make sure to push him away if he gets too close, or he'll kill you with his brahma bomb. Vs. Dhalsim: ------------ This is always one of the most fun fights with Chun-Li, because Dhalsim is one of her easiest opponents. His Yoga Fire could easily be countered with a Hienshu because its recovery is not great. If he Yoga Spears, you can jump kick him. Sometimes you must watch out when jumping in because of his Yoga Blast. Besides that, hit is limbs when he tries to hit from far away and he's pretty simple. Vs. D. Dark: ------------ He tends to drop tons of explosives along the ground. You can either jump over them or Hienshu them. If you block a snap wire, you can counter quickly when he reels back from doing it. Not much else except to make sure to not get hit by his Dark Shackle SC, because if all of it hits, it is pretty damaging. Vs. Evil Hokuto: ---------------- Haven't played her much. Just watch out for her slide move and her glowing fist which can actually cancel every single hit of your fireball SC and still hit you!!! If she starts flashing and running towards you, trip her!! She is trying to go for her raging demon-like SC. Just to the jump-in and attack and retreat strategy until she has super combo energy, because she can hit you with her fireball. Vs. Evil Ryu: ------------- He's almost like Akuma except he has different SCs and doesn't have that downward kick and air fireball. Just play defensively against him. Hienshu is not a good idea because his Dragon Punch will hit it out. Just block his dragon punches and then punish him. When you get super combo power, do your fireball SC to keep him from jumping in. Vs. Garuda: ----------- What a cheapo!!! His moves do about 10 hits each and are very damaging. Luckily, his vertical spinning move has really long recovery time and can be countered. Also, when he does his SC on the ground that spins, block all of it or you will get hurt!!! Hmmm, he has a anti-air spike move, so don't jump in all the time. Another defensive fight. Vs. Guile: ---------- He's not too hard. Hienshu over his Sonic Booms, he shouldn't be able to counter with much. Jump him if he isn't crouching, but if he is he will either Flash Kick or Double Flash Kick you. Ticks work well on him, so does the occasional Spinning Air Kick. Vs. Hokuto: ----------- Fighting her is a little different than the Evil Hokuto. Her fist move cannot deflect your Fireball SC luckily. Just do many jump-in combos to her and occasionally do the good ol' Hienshu to her sliding super move. Vs. Kairi: ---------- Just block his ground SC and he will be left in the air punching and floating, you can combo then. He tends to do the fireball/dragon punch stuff, which could easily be beaten with a Hienshu now and then. He's usually not much of a problem. Vs. Ken: -------- He Dragon Punches way too much. Just block it or let him completely miss it, I like to do the air throw when he misses or even a guard break and you can do a juggle!!!! Hmm, what else do you do when people throw fireballs too much? The Hienshu!!!!!! He seems to try to do many jump-in combos, keep him out with the Fireball SC. Vs. M. Bison: ------------- Okay, he is really cheap because he takes away a lot, but he can be really easy if you follow a defensive strategy. He will try to do the head stomp, which you should block and throw him when he comes down. Block his Psycho Crusher and you can throw in. Once in a while, walk in and trip him and if he jumps in, Fireball SC counter!!! Vs. Pullum: ----------- The other really fast girl in the game can cause some problems, especially when jumping in because of her powerful Purim Kick. Block the Drill Purnas she does and sometimes you can lightning kick to counter and then buffer in an SC or just counter with a Fireball SC. Her Purim Kick has bad recovery time and can be countered with a throw or many other ways. Oh yeah, I made my first character FAQ on her, check it out at gamefaqs.com!!! Vs. Ryu: -------- The dumb old fireball/dragon punch pattern is even used by the CPU now. There are many ways around this, like a well-timed Hienshu kick to stop him from doing those damn fireballs. Dragon Punch can be countered with all sorts of different things, I of course like the Fireball SC. Vs. Sakura: ----------- She fights like a girl!! She is still a good character IMO, but not at all hard when being played by the CPU. Her fireball has pretty bad recovery and can be countered easily. She tends to do her Fierce Dragon Punch move which leaves her very vulnerable when blocked, counter her in any way you like. Vs. Skullomania: ---------------- He's an annoyance, and lots of people seem to not like him, even though he is not that bad, he is pretty much an OK fighter. Kinda like the Dan of SFEX. Anyway, his Skullocrasher has good recovery and can't be countered easily, but if the Skulloslider is blocked, it travels for a while and can be countered easily. His SkulloDive can be countered with a Fireball SC. Vs. Zangief: ------------ These 360-throw people can be really deadly!!! Like in Darun's case, push him back when he gets too close. Block his super stomping and counter, and try not to jump in because his Spinning Clothesline will take you out. Also, especially do not let him close if he has his combo energy full because he can do his level 3 Final Atomic Buster which does takes away more than 1/2 the life bar!!!!!! I'm not to good at these Vs. Strategies, but I use these to win, but sometimes I usually try other stuff for fun. If anyone can think of a better way to win with Chun-Li, e-mail me at pfishydyke@aol.com **************************************************************************** Whoa, that was fun!!!! I'd like to thank Capcom and Arika for making this great game which is tons of fun, gamefaqs.com for posting my stuff, and anyone that actually uses this. I hope this helps you all realize that Chun-Li can be a powerful force, because many people around here think the only powerful characters are Ryu, Ken, & Akuma. :( Of course, the people around here aren't that good, even I could beat them!!! :) My web page, not video game related, but still fun to check out. Please sign the guestbook if you like it. I also have a geocities page which I can use to hold my FAQs if I make enough. http://members.aol.com/pfishydyke/index.html/ Until the next FAQ!!!!!!