MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher sirlordjoseph@icqmail.com
version 1.0
Nov. 17, 1999
this faq is copyright 1999-2000 Joseph Christopher
by reading this faq you agree that I, the author, am not in any way
liable for any harm that anybody thinks came from reading this faq
* Chunli is quite deprived of height advantage in the MVC world, but no
one should EVER take that as a sure sign of winning if they're using
someone taller. To compensate for her lack in size, she has packed quite
a LOT of advantages for her fans to enjoy, namely:
1. Chunli's supers are easy to link from normal combos
2. Chunli can propell herself THRICE in mid-air, do a triangle jump,
and finally an air dash to keep her in mid-air for a looong time.
3. Chunli can be both good confuser as well as a crazy combo maker
4. Chunli can chip nicely with most her special and super moves.
Why read this guide:
I. Legend
II. General Moves
III. Normal Moves
IV. Special Moves
V. Supers
VI. Combos
VII. Vs. Computer
VIII. Vs. Human
IX. Ending
X. Credits
XI. Revision History
XII. Final Words
dash - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
guard push - LP+MP+HP (while blocking)
taunt - press select
call helper- MP+MK
tag super - D,DF,F+HP+HK
team work - D,DB,B+HP+HK
* let me explain a few things about some of the general moves:
* first of all, in the PSX version, you'll have to choose only ONE partner,
either one of the conventional characters ("partner heroes") or one of
the helpers (special heroes).
call helper - your helper is the character you choose after you have chosen
the special heroes option. He/she basically, when called,
just enters the screen, does an attack, and leaves. Fighters
available in the character select screen are not available
as helpers and vice versa. In the PSX version, choosing a
helper does not require much effort since the cursor is at
your command. Beware of the time limit though, and be sure
of who you'll choose before you enter that menu. Oh, and
even the secret helpers are no secret no more---just press
down on Iceman to select Shadow and down on Colossus to
select Sentinel. One last reminder, helpers in the PSX version
are no longer limited to a certain number of strikes so,
in my opinion, rammers will RULE.
tag super - common to crossover fans, this move needs at least two levels
of super charged up. It will allow both fighters to execute
their respective supers at the same time, though the resting
one, in the PSX version, will no longer be left behind as if
they already "tagged"
team work - a clone of your opponent enters the screen, and after that
you can control both your fighters at the same time! (they'll
both respond to your controls.) What's more, your super gauge
is set to infinite. Yeah! This state is timed though, so use
it wisely. The length of time you stay in this state is determined
by the amount of super you have charged up when you did it.
Oh and I did say you can choose a helper as a partner right?
Well if you do, and use this move, he/she'll just enter the
screen, do his/her thing, exit, and repeat the whole process
over and over while you do YOUR thing and until the time runs
out---again one of the reasons why rammers would RULE. (cause
they'll be the ones repeating their entrances most before
time runs out).
1) LP - Chunli doesn't throw real jabs, but her LPs can be considered
identical to any shoto's jab in terms of speed, damage, and
effectiveness.
a) standing - Chunli opens her hand, palm up, close fingers, and slaps
the opponent in the neck or in the chest if he's a little
taller like Hulk. Must always come in sets of three
if you are to fully utilize Chunli's poking powers.
b) crouching - she throws a punch that's just as useful as any normal
or small sized player's jab in the game. Used to confuse
low-blocking opponents to continue blocking low when
you decide to do an a Splits K.
c) jumping - it's just a mid-air version of her crouching LP and this
time her aim is a little diagonally downward. Strictly
for starting air combos ONLY.
2) MP - generally (and unexpectedly) just considered as combo fillers and
nothing else. It can counter many dashing attacks and therefore should
be used also in those situations.
a) standing - remember what Chunli did to launch her first projectile
in the SFII series? Well, if you don't, it's a double
palm strike to the midsection and that's what her standing
MP in MVC does. And like its predecessor, does a lot of
damage. (well, not really)
b) crouching - it's just a longer reaching but slower yet higher damaging
version of the crouching LP and can combo from that
move too.
c) jumping - it's just a longer reaching but slower yet higher damaging
version of the jumping LP and can combo from that move
too. This time, however, her arm is angled a bit lower
than the said move.
3) HP - tons of uses and therefore is the most important in Chunli's array
of normal moves. Besides being a good combo ender, also has high
priority and does some pretty respectable damage.
a) standing - a long-reaching punch to the head that actually makes
you do a step forward first before executing it. It's
a good anti-air (but nothing compared to her launcher)
that comes out fast and like I just said, has a longer
reach.
b) forward - this is already a special move, but I'll include it here
for completeness' sake. You show off a mini Kikoshou that
really doesn't hurt, can't combo, and should only be considered
as a taunt that can cancell projectiles.
c) crouching - it's just a longer reaching but slower and yes, higher
damaging version of the crouching MP and can combo from
that move and/or from the crouching LP. Recommended
for starting a Senretsu Kyaku.
d) jumping - it's just a longer reaching but slower and yes, higher
damaging version of the crouching MP and can combo from
that move and/or from the crouching LP. This move is the
high priority move I was talking about. You just punch
downward, (diagonally forward, not straight down) and
hit hard, giving you enough time to follow it up with
ANY move---normal, special, or super if you use it as a
jump-in combo starter. You can super jump and charge your
super bar by repeatedly doing this move as an alternative
to the multitude of Lightning Ks you were probably thinking.
If an opponent's air-borne, you can also super jump and
do it as you propell yourself to give him a knock down
surprise.
4) LK - at some point may be better than the LPs but not always. I'll
show you why...
a) standing - she throws a short K that's just as useful as any normal
or small sized player's short K in the game. Used to
confuse blocking opponents to continue blocking when
you decide to throw them.
b) crouching - ahh...yes, the short kick that used to rule during the
SFII series. I think you can do about 5-7 hit combos
with this move before but not any more. It's a good
combo starter, that's what it is. And it can also be
a good confuser.
c) jumping - a straight horizontal K that's one of the best moves to
use in an air to air encounter. (though I'd prefer an
HP) May also serve as a jump-in but rather leave that
to the H attacks. Its main use is an air combo starter.
5) MK - just like the MPs, a basic combo filler that has its varieties
but is mainly used to increase the number of hits of your every
combo.
a) standing - it's just a longer reaching but slower yet higher damaging
version of the standing LK and can combo from that move
too. This time, however, her leg is angled a bit higher
than the said move.
b) crouching - a long-reaching low kick that should be used mainly to
add to the number of hits of your ground combos but
can also be considered as a counter for dash-in moves
and combos.
c) jumping - a straight horizontal K---slower yet more damaging than
the jumping LK---that's one of the best moves to use in
an air to air encounter. (though I'd prefer an HP) May
also serve as a jump-in but rather leave that to the H
attacks. Its main use is an air combo filler.
d) down (mid-air) - her famous stomp kick that, since already has the
ability to be comboed into other normal moves,
has gained respect in the crossover world.
6) HK - being a combo ender (not to mention a launcher) is the only use
I can think for this move so far. Not much on the priority side,
but reaches further while just as damaging as the HPs.
a) standing - this is what every MVC character has---a launcher. From
a kneeling position, Chunli turns her back, reveals her
butt for a split second, and then kicks almost vertically
upward so hard your opponent is launched. Also very high
on priority.
b) down-forward - this should be a special move, but I'll include it here
for completeness' sake. In this move, Chunli jumps,
flips forward in mid-air, and lands a little bit
behind your opponent, sticking out her knee to the
back of his neck. Not to be used much because of
its lame execution and recovery time.
c) crouching - from a kneeling position, Chunli swings out both her
legs with much force to hit both the opponent's shin
and hips(in Hulk's case hits only the shin) and knock
him down.
d) jumping - I never really found any good use for this move, which
by the way is a double axe K (farther leg first then nearer)
but at least in MVC it's a good combo ender, though I'd
still prefer a special, a throw, or a super.
Chipping off decent damage is what this move does best. Also
a good combo ender mainly because of the ease with which you can link
it from almost ANY move and secondarily because it gives the most number
of hits.
2) Splits K - F,DF,D,DB,B+K
One of the many reasons people should think thrice before throwing
a fireball. The LK version can also be used as an instrument for confusing
those who block all day. A good strategy would be to hit him with a
double D+LK/D+MK and connect with this move. It won't register as a
combo, you're guaranteed at least one hit if you don't do it often.
Added note: the lower the K strength used, the higher the jump before
striking while the higher the K strength used, the farther the move
will go.
3) Rising Bird K - F,D,DF+K
Don't think Shoryuken with this move simply because of the directional
motion with which you execute it. This is a very different move and
is not any better than the shoto's version. Not high in priority at
all and hard to combo from anything other than a ramming helper's
attack so don't use it much.
4) Kikkoken - B,DB,D,DF,F+P
Reaches across the screen this time, but is still so dam slow
anyone recovering from a shoryuken type move can still block it. Very
ineffective and low in everything---from damage to priority---so don't
you EVER use it.
5) Charged Kikkoken - F+HP
You may be thinking "power" but, sadly, charged here simply means
it takes some time longer to execute this move compared to the conventional
projectile. In this move you show off a mini Kikoshou that really doesn't
hurt, can't combo, and should only be considered as a taunt that can
cancell projectiles.
Chunli summons all her chi and pours it all out on her opponent
in the form of a ball of pure energy. It does a minimum of 10+ hits
(as far as I've seen) and that can be increased to near (and beyond?)
20+ if you mash the buttons while she's at it. See anyone who's aiming
his super at the wrong direction? DO IT NOW!
2) Senretsu Kyaku - D,DF,F+2K
As the Lightning K can chip well, so can its super version. Use
this move mainly as a combo ender though utilizing its chipping prowess
whenever the opponent's in a corner is also acceptable. Not the best
super to finish what a ramming helper started but at least it's the
easiest to execute when you're a mile away.
3) Hazan Tenshou Kyaku - F,D,DF+2K
Supers will most probably copy the usefulness---or uselessness---
of its "normal" version. This super is no different. And since I did
not find the Rising Bird K a very useful move, I don't really like
this move much either. Don't use it unless to complement a rammer's
help but still if you're THAT close, why not do a Kikoshou instead?
4) Shichisei Senkuu Kyaku - UB/U/UF,D,DF,F+2K
WOW! Definitely one of the coolest moves in town! Unlike her
other supers, this one does not have a "normal" version. I said cool
because, in case you haven't seen it yet, it's a move wherein Chunli
kicks the opponent once, the whole scene comes to a pause, five Chinese
characters reveal themselves on the screen, and when everything's
back to normal your opponent finds his life bar cut to half---yeah!
Plus, you CAN combo this move from a mid-air LP-> mid-air LK!
* nope. I won't be giving out any infinites (though you'd probably know
them all by now) BUT I'll be using those infinites' basic principles
in some of my combos.
Universal Jump-in: HP - yes, that's all you should do to start a jump-in
combo. You may want to do a LK-> MK-> HK combo
to start a jump-in but, can the LK really hit
the opponent before he does something else?
* a jump-in you MAY add while a dash-in you MUST add to any of these combos:
* Chunli can link her Senretsu Kyaku to her Hazan Tenshou Kyaku! What's
more, if the opponent ends up in a corner, you can follow up with a
Kikoshou for major damage!
Well, pull off all the combos I just taught you! If you block all day,
computer opponents will most likely do a dumb attack that'd leave them
open for a combo that ends in a super! If, however, they walk forward
for no reason, they're planning to throw you so do what you want to counter
that! Simple enough?
Oh, yeah, how to beat Onslaught:
First, cool-looking form: all you have to do is block low and release
a multitude of crouching HPs whenever he's
finished doing a special move.
Second, cheap@$$ form: jump and HP his face until you're all charged up
for a super then Kikoshou his face and make his
neck crack! Block right after your every move to
avoid his eye beams.
*Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers.
1. Use Psylocke as a helper - You may replace him, but make sure the
replacement pretty much does the same thing---
RAM the opponent! You can always do a dash->
Kikoshou for major damage afterwards.
2. Play a mix-up game - Chunli can't just combo and hope that her opponent
opens up somewhere during her moves because she
can only do short range combos and they don't even
confuse that much. Here's what you can do:
Dash-> D+LK, after that,...
a) F+HK - only if he doesn't block. Launches him in mid-air. Continue
with an air combo of your choice
b) D+MK - may be done even if he blocks or doesn't block. Added combo
filler.
b.1) D+HP-> Senretsu Kyaku - only if he doesn't block or when he blocks
in corner. Follow up with an HK Lightning K.
b.2) Splits K - an overhead to confuse your opponents while blocking
low
b.3) throw - used to confuse opponents who block all day. Not to be
used much as it can be considered cheap if you win almost
entirely by it.
b.4) Dash-> D+LK - only if blocked. Repeat mix-up game.
c) Splits K - remove the D+MK part to further confuse. It's an overhead
done to confuse your opponents while blocking low.
d) walk forward - make him guess what you'll be doing next and if
you predict right, either:
d.1) throw - remove the D+MK part to further confuse. It's used to
confuse opponents who block all day. Not to be used much
as it can be considered cheap if you win almost entirely
by it.
d.2) D+LK - start the whole strategy all over again for those who
are already keen observers and can retaliate when they
see a throw coming. Adding this to your options would
give 'em a sure fire headache.
e) summon Psylocke/any rammer - only when guard pushed because your
opponent will usually dash afterwards.
Connect with a Kikoshou for major
damage.
3. Abuse the priority of your Jumping HP
Whenever you just don't know what to do, or whenever every attack
of yours ends up being countered, pull yourself together while buying
time using a ton of HPs while repeatedly super jumping. Not only will
your supers get charged up in no time, you'll also be quite sure it'll
take some time before he could think of a way to stop you, and by that
time you've already thought of a way to stop HIM!
4. Know which super to use
Well, you can pretty much guess which super should be used for
which situation---Kikoshou for missed supers that leave the opponent
wide open and also for expected jump-ins, Senretsu Kyaku for combos
as an ender and for abusing an opponent's open spot even if he's a mile
away, and the Shichisei Senkuu Kyaku for air combos, again as enders.
Don't even think of using the Hazan Tenshou Kyaku unless you successfully
hit an opponent with a rammer first. In a nutshell, Chunli has specific
uses for each of her supers and all knowing them all by heart will lead
to victory.
5. Character-specific strategies:
Captain America - if there's anyone who could match your air HP priority,
it's him. His jumping HP does a lot more damage, reaches
further, and all that without having to sacrifice
execution time. Don't be the first one to super jump,
as he would most likely meet you in the air with the
accursed HP. Stay on the ground, dash forward and back
and lure him to miss a standing HP cause that's when
you pour out your Senretsu Kyaku. Use a confuser's
strategy and counter his dashing supers with a Hazan
Tenshou Kyaku in the face!
Captain Commando - ahh...this captain must be dealt with in a rather
opposite manner than the first one. With this captain,
ALWAYS super jump and air block to avoid getting hit
by the heavily damaging Captain Corridor or the Captain
Sword super. Being able to block these would mean a
free Senretsu Kyaku for you. DON'T use a confuser's
game with this captain because he'll just Captain Corridor
you out of it.
Chunli - two problems: avoiding her launcher when you're air-borne and
avoiding her low combo to Lightning K super when you're on dry
land. Two solutions: never be the first to super jump and if
you ever will, hit the HP button rapidly during the whole air
trip. Second, dash to low combo to super and make use of my confuser
strategy, but with extra care. Missing would prove fatal...
Gambit - just avoid his cheappy infinite and you'll be fine. That's the
only thing he can do to beat you so if you've mastered the art
of avoiding it, and everything he can do set you up for it,
(like a launcher, a ramming helper, or a throw in the corner)
then you'll be fine. He can be a good confuser but has his options
limited to low attacks and throws so show-off YOUR confusing
skills and win! He may use a rain of Kinetic Cards as a chip
away strategy but that can easily be countered: Just dash right
below him, super jump, and meet him in mid-air with a Shichisei
Senkuu Kyaku.
Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
Then attack, attack, attack! He'll be wide open after just about
ANYTHING he does so it's time to combo a dashing D+LK-> D+MK->
D+HP-> Senretsu Kyaku. Air combos will also work on him fine, just
remember to hit him once before launching otherwise he won't budge.
Hulk is big, but remember that the Kikoshou makes bigger look dumber
rather than stronger.
Jin - obviously cannot even dream of having Hulk's reach, but would definitely
be faster. Other than that, Jin would have all of Hulk's advantages
and disadvantages as well. He'll pack power with his attacks, especially
if he's all yellow! That doesn't give him much of an upperhand,
though, as his attacks have a lame recovery time and could easily
be punished by an aerial combo to Shichisei Senkuu Kyaku. Just use
the same strategies you would on a Hulk user and watch out for that
hurricane super whenever you jump!
Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
Let him use his X buster all he wants, while you constantly super
jump and HP all the way. There'll be four kinds of Megaman
users, and only two will you find challenging. The first one
just hammers away with a stream of X busters that's easy to
jump over and punish with a combo. The second one will always
charge up his X buster and use it as part of an air combo. Just
dash back and forth to confuse him into giving up that hold
then welcome his fireball with a Splits K. The third Megaman
user would be using a rammer as a helper, slide kick you, and
hope that you'll retaliate with a combo as he summons his helper
afterwards. He'll surely get hit, but you'll be punished by his
helper as well, giving him enough time for a Hyper Megaman super.
Just don't counter the slide kick and wait for him to run out
of helpers, THEN attack! The fourth, most challenging one would
be a Megaman that X busters low, then X busters high, then low,
then high, then you lose your sanity---WRONG!! Fight on! Block
his low X busters and dash forward when he does the high one.
Eventually you'd be near him. Time to use your confusing skills.
If he manages to escape, which would only be possible via super
jump, wait for him on the ground then launch with the all powerful
standing HK! By the way, don't worry bout his supers, just block
and Senretsu Kyaku afterwards.
Morrigan - will fight like you do, being a good confuser and all that.
She will, however, have her options limited to low attacks
and throws so show-off YOUR confusing skills and win! If she
does something you won't, namely raining you with air fireballs,
Dash in and bury her in your Kikoshou or launch her if you don't
have the extra charged super bar.
Ryu - If he's using strategies found in my Ryu faq, then may the best
confuser win! If he's not, you're in for a cheapy fireball game.
Again, you'd be needing your invaluable jumping HP to chrage up
your super and Kikoshou his fireball wherever he may be.
Spiderman - Even his Maximum Spider has a high chance of getting countered
by a Kikoshou in progress so abuse that fact to your advantage.
Master the art of rolling and you'll be avoiding his Crawler
Assaults forever! Even his Ultimate Web Throw would not be
able to counter a Kikoshou and you can easily detect that.
If he uses an air combo that knocks you down and falls right
behind you as you get up, do the aformentioned super and
make him savor the taste of a Chinese chi.
Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
you to STAY in the corner when pitted against this teleport
master. That way he wouldn't be able to use an Ouroboros-
and-teleport-behind-you strategy. But with you in the
corner, he'll try two things: combo you like crazy, wherein
the guard push feature would prove most useful, and chip
away some nice damage with his robo dog, which you should
super jump to avoid and charge up your super meter. Use
your helper whenever he jumps for you then Senretsu Kyaku
afterwards. If he doesn't have a single super charged
up yet, hell, forget all I've just said about him and
engage in a confuser's game instead.
Venom - Just super jump and HP all the way and as you land, choose from
two landing sites: as far away from him as possible to be able
to continue super jumping and charging up your meter, or a little
behind him so your HP could out prioritize ANYTHING he whips up
and give you an opportunity to do a D+LK-> D+MK-> D+HP-> Senretsu
Kyaku combo whether he blocks it or not. If he's able to block
all of it, engage in a confuser's game but beware, he may not have
an overhead but his throw allows him to combo you afterwards so
get ready for that.
War Machine - Just block his ground combos, D+LK to combo his throw attemps,
and do a sudden super jump to Shichisei Senkuu Kyaku if he
abuses his mid-air smart bombs. If he's dumb enough not to
include his War Destroyer super in a combo, dash and combo
to super him one moment after all his missiles are launched
from his armor. I guarantee you the missiles will drop where
you WERE before you dashed but you have to time it right,
though. The Proton Cannon, if not done as an ender to a helper
attack, would be easily detected and therefore super jumped
from and punished with what else but a Kikoshou. If your
opponent doesn't make flaws like this, then you better stick
to your good 'ol jumping HP to do the trick.
Wolverine - until recently have I thought that Wolvie users (including
me, once) were just plain good at it but now I know Wolvie
was just too advantaged to be defeated by a mere above average
player. I hate to be called cheap, so now I have stopped
using Wolverine, and started taking him as a challenge to
defeat with my Chunli. There'll be two things any "challenging"
Wolvie user would do: stomp you like crazy until you open
up for a combo to super, or dash in like crazy also until
you open up for a combo to super! With the first strategy
you'll again have to utilize the priority that's in your HP.
You can also opt to surprise him with a ramming helper as
he stomps you to get a clear opportunity for a Senretsu Kyaku.
For the second strategy, you'll have to assess yourself. If
you think you can pretty much predict what he's doing, then
combo him if he tries to throw and use the guard push otherwise.
If he doesn't give up and still dashes in like crazy, smile
and surprise him with a risky but rewarding Senretsu Kyaku
to turn his healing factor off for good!
Zangief - Just charge up the way I've been telling you since the beginning
of this section and guard push all his attacks so that he couldn't
link them to a grapple or worse, SUPER grapple! He'll be using
blocks much, so you'll just have to play a risky confuser's game
with him. Remember that in a confuser's game, you'll have to
succeed over him in a LOT of times before you can be at an advantage.
One successful confuser from him and you're back to where you
started, a draw. Whenever you're charged up and can't land a
combo, just chip away with your Senretsu Kyaku followed by a
Lightning K.
6. Strategies on secret characters:
Golden War Machine - Just block his ground combos, super jump from his
throw attemps, and do a sudden super jump to Shichisei
Senkuu Kyaku if he abuses his mid-air smart bombs.
If he's dumb enough not to include his War Destroyer
super in a combo, dash and combo to super him one
moment after all his missiles are launched from his
armor. I guarantee you the missiles will drop where
you WERE before you dashed but you have to time it
right, though. The Proton Cannon, if not done as
an ender to a helper attack, would be easily detected
and therefore super jumped from and punished with
what else but a Kikoshou. If your opponent doesn't
make flaws like this, then you better stick to your
good 'ol jumping HP to do the trick.
Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
dealt with a confuser's strategy. This time she
can't use a rain of fireballs to annoy you because
she'll only have short range ones but still beware
her confusing skills and counter as you see fit.
Orange Hulk - Block, block, block! Eventually he'll grow impatient and
hit you. Then attack, attack, attack! He'll be wide open after
just about ANYTHING he does so it's time to combo a dashing
D+LK-> D+MK-> D+HP-> Senretsu Kyaku. You'll be needing this
super much to chip away some nice damage in case it turns out
your opponent is a lot more patient than you are. Orange
Hulk is big, but remember that the Kikoshou makes bigger
look dumber rather than stronger.
Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
MVC is survival of the fittest and Roll, as many would say, is
not "fit". I'd choose her over Megaman anytime but I must admit
I find the always-give-you-a-stupid-look boy much harder to defeat.
Refer to my Megaman strategies for dealing with her and adjust
them according to these added notes: One, Roll's X buster CAN chip
some block damage but it would need a down to forward motion so
it'll come out slow. Two, you can low block against her Hyper Roll
and you wouldn't get a bruise. And three, all her other supers
are easy to block and Senretsu Kyaku afterwards.
Shadow Lady - Chunli minus the ability to combo a super but plus the
ability to chip away with her butt missiles. Keep an eye
out for your life bar cause these farts can cut it down
to half without even you noticing. Don't super jump, as
that would mean a free chip from those accursed butt bombs.
If she's stupid enough to do it while you're on the ground,
and up close then it's Kikoshou time! Anticipate her missle
super and again use your Kikoshou to counter. She'll also
be using a ramming helper to easily connect with her Big
Bang Laser so you'll have to predict when she'll use it.
Knowing all these, engage in a confuser's game and she'll
definitely short-circuit.
Venom's Carnage Mode - I really am not very observant on who takes more
damage than who but I definitely noticed the Carnage
Mode's belief in the quote, "The best defense is
a strong offense." (did I say it right?) Anyway,
Carnage Mode concentrates on speed and power, but
gives up stamina in return. Don't try a confuser's
game for him cause he's already confused!(heh)
Seriously though, his tremendous speed just gives
him the ability to jab his way out of any confusing
strategy you may have in mind. Let him combo you
like crazy, (while you block, of course), abuse
your guard push, and make him feel he's just another
big sucker for the Kikoshou.
Chunli finally gets to challenge Bison, but I'm afraid the big red machine's
too powerful for our heroine. He just gives her some sort of blast similar
to Onslaught's eye beam and she's out cold. Shadow enters the scene and
chases Bison off with a series of missed flash kicks. Chunli recovers,
wondering who was that man who helped her.
Please feel free to email me if there's something about Chunli I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.