-------------------------------------
Chun-Li FAQ
Street Fighter EX Plus Alpha
for Sony Playstation
Version 1.0a
Created on Thanksgiving, 11/27/97
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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
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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
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!
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.
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.
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.
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!!!!!
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.
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.
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. :)
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.
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:
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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:
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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.
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.
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.
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. :)
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Versus Strategies:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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.