The too cute Chinese chick is back for yet again more mayhem. Problem is that Capcom has decided to change her yet again. Her rising kick is now a dragon punch kind of move that I find really annoying. However, she is still a very formidable character cause her supers have been improved and she doesn't lose as much life as before. She can still triple jump and air dash so she has a lot of maneuverability in the air. Also, she is the best weapon to use against Wolverine/Spiderman users because of her impenetrable air defense. Her foot speed and attack priority make her very hard to hit if she is trying to hit you. A good beginner's character and simply devastating in the hands of a master.
Stomp Kick
+FK
Use this to annoy enemies and to work on chipping away that life bar. Can be done up to three times in a row but watch out for air
counters.
Neck Breaker
+RK
She flips up and over her opponent and hits them from behind. This crosses them up so unless they block correctly, they will be hit by
it. Useful for confusing opponents, because it looks like she's just jumping over
them.
Rising Bird Kick 

+K
Chun-Li rises into the air while kicking several times. I used to love this move because of the fact that you could wait for your opponent to come to you and attack, but they changed the motion to do it and it's now friggin hard to execute at the right
time. I guess it's easier to combo now but I still liked it as a charge move. It takes off good damage and comes out quite
fast. Watch her recovery though, cause like all other rising attacks, she is very vulnerable while coming
down.
Kikoken 



+P
Chun-Li's fireball move. It goes faster than it did in X-men vs. SF and it has less delay
time. For some reason, this move tricks opponents really easily. Do the motion and they will try to attack because it looks like it's slow, but then it comes out and hits them in the
face. Pretty darn useful and it can be used to end combos.
Mini-Kikosho 
+P
Looks just like her level one super from the Alpha series. It hits once and is good for catching jumping
opponents. Really has no recovery time so don't worry about being countered. It also has very high priority and will beat most jump in
attacks.
Axe Kick 



+K
Chun-Li flips up and kicks her opponent with the back of her leg. If crouching, the opponent will be hit no matter if he's blocking or
not. Useful against turtles that do nothing but block. Force them to learn how to
fight. Combos off of her normal moves and it even OTG's as well!
Lightning Legs K(rapidly)
Chun-Li starts kicking her legs and they go so fast that they form energy blades.
If an opponent is close enough, they will get pummeled up to six times by the
attack. It can be chained into combos to get a lot of hits on those combo
meters. It combos after most of her moves and it OTG's. The move leaves her open though so don't do it if you're not near your
opponent. If done in the air, it keeps her hovering so it can be used to escape supers if you jumped ahead of
time.
Kikosho 

+2P(Level One)
Chun-Li rears back to charge, then she brings her arms forward and releases a huge ball of energy that surrounds her and the immediate area around
her. Very visually impressive and it does good damage too. It also has a vacuum effect so opponents get sucked in if they touch
it. It comes out very fast and can surprise your opponents. It even combos off of her Fierce
punch. She is invincible while this move is in effect, so even if they have a beam super, it will not
penetrate. However, opponents can often anticipate the timing and attack just when
the bubble collapses.
Senretsu Kyaku 

+2K(Level One)
Chun-Li charges forward with her legs a' kickin. This move has very long range and it hits multiple times, doing good
damage. Watch out for her recovery though cause people get used to the timing and are able to sweep her
when they block. If you jam on the buttons, you can get up to twice as many
hits. This move comboes beautifully off of her C.Fierce and will hit every time if you're good at
cancelling. You can also use this to OTG your opponent but be sure to delay a little before pulling it off. It's also good for tagging missed moves from even a full screen away and it's hard to push if
blocked.
Hazan Tenshou Kyaku 

+2K(Level One)
A very powerful super version of her rising bird kick. It hits eight times and does massive
damage. This is her most powerful super. It can be comboed really easily after her launcher. I used to like comboing it after her C.Forward but now the Dragon Punch kind of motion makes it tough to pull
off. If pushed, then prepare to eat super cause your opponent has an eternity to prepare a counter
attack. However, if done in the corner, it allows her to re-launch her opponent and do the move
again.
Kikoken MP+MK
This is an ok team attack because it's a projectile, but it is sorta slow so both your teammates are slightly vulnerable for a period of time....try not to use it too often.
Axe Kick 

HP+HK
A good counter for most attacks. When blocking a multi hitting attack or super, wait until it's almost done before you counter because she takes some time to start the move and you'll both get hit if you try it too
early.
Kikosho 

HP+HK(Level Two)
Great! Awesome team super. Make sure you're close or else it'll just waste a level of super. Another advantage of having this super is that it acts as a shield for you and your partner!.Even if they see it coming and throw a Shinku Hadoken at you, it won't hit until the Kikosho is
over.
Not very many people can give Chun-Li a hard time and she is a very hard character for anyone to beat. She has very few flaws that I can see. One thing I don't like about her is her "hangtime". If she jumps, she is up in the air for a very very long time. I've missed so many opportunities to counter attack cause of her slow jump and her lack of air attacks and supers.
Another problem is that she has to be up close to fight. Keep away characters like Cyclops, Dhalsim and Omega Red are able to win by keeping her at a half screens distance. Though she does have a projectile, it's slow speed makes it useless in most projectile battles. Use her triple jump and air dashing ability to get close to them.
I've also found that the character which I have the most trouble against is Ryu. His fireball as well as his multiple versatile supers can keep even expert Chun-Li players off their game. Watch out for him. However, she doesn't have as much difficulty dealing with Spiderman and Wolverine as the other characters, because of her throw range and awesome air defense.
Finally, there's that cheapass Wolverine. He's just as quick as her and his supers do more damage. However, Chun Li can pretty much beat him in the air so keep the fight up there! Launch him whenever he tries to jump in and use your incredible hangtime and triple jumping ability to avoid that cheap Berserker Rage infinite!
Combos!
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: Zigzag
Air Launchers: S.Roundhouse
AC Finishers: Fierce, Roundhouse, Lightning Legs
Easy Combos
1) C.Short, C.Roundhouse --> Lightning Kick(OTG)
Simple combo, just start ramming on a kick button as soon as you knock em down!
2) C.Short, C.Roundhouse --> Kikosho(OTG)
3) J.Fierce \/ C.Short --> Rising Bird Kick
4) J.Roundhouse --> Lightning Kick
After the J.Roundhouse connects, ram on the button and hopefully, you'll hit em while you're still in the air!
5) J.Fierce \/ S.Fierce --> Senretsu Kyaku
6) D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku
Harder Combos
1) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
2) J.Fierce \/ D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku
3) AD.J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Short, S.Strong, S.Fierce --> Senretsu Kyaku
4) Jump towards corner: J.DN.Forward, J.DN.Forward, J.DN.Forward --> AC Finisher
5) J.Fierce \/ D.C.Short, C.Forward, C.Fierce --> Senretsu Kyaku
6) J.Strong, J.Fierce \/ D.C.Short, C.Forward, C.Roundhouse --> Senretsu Kyaku(OTG)
7) In Corner: C.Short, C.Forward --> Hazan Tenshou Kyaku \/ Kikosho
Ouch! This may not work on heavier characters! Immediately do the Kikosho after you land and they should fall into it!
8) In corner: AD.J.Short, J.Strong, J.Forward \/ D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
Yep, this big ass painful combo is now verified! She can OTG and then launch because at no time is an AC Finisher pulled off except for at the end of the combo!
Theoretical Combos
1) In corner: Kikosho, C.Short(OTG) --> Senretsu Kyaku
I'm very unsure of this combo because the Kikosho should push you too far away to OTG, however, it does seem possible! Maybe you should just skip the C.Short and do the Thunder Legs right away?
2) In corner: Kikosho, C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
This combo is also unsure because of the need to OTG the opponent after the Kikosho
3) In corner: AD.J.Short, J.Strong, J.Forward \/ D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, Sj.Roundhouse
Ouch ouch ouch ouch!!!! Shit this combo kills! It's basically the same as number seven with a few modifications! Make sure you have three super levels charged up beforehand! Also, pause slightly before the SJ.Forward so that the negated AC Finisher phenomena will occur! This whole combo may not be possible to execute cause your opponent should be dead by then! Can she OTG multiple times?
� 1998 Migs Rustia: [email protected]
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