This FAQ is by "The V", 01-10-11. Final version. Copyright 2001. No part of
this document may be reproduced and distributed via means mechanical or
otherwise FOR PROFIT without the consent of the author. Reproduction and
distribution for any other reason is welcome so long as the author is given
appropriate credit.

All games, characters, names, etc. are trademark and property of their
respective companies, Capcom or SNK.

Comments can be sent to viwong@interchange.ubc.ca

REVISION HISTORY

Final Version: 01-10-11
-Final spelling & grammar revisions.
-Storyline revisions.
-Minor re-wording.
-Minor re-organisation.

Version 1.2: 01-06-03
-Corrected more spelling and grammar.
-Added concise differences between EX Chun Li and standard Chun Li.
-Added regular move descriptions for HK of EX version.
-Re-worded some strategies.
-Re-worded & re-organised command regular, special and super move
information.

Version 1.1: 01-03-29
- Corrected some spelling and punctuation.
- Added more combos and classified them.
- Completed win quotes section.
- Modified some move descriptions and added throw descriptions.
- Added more differences between EX Chun Li and standard Chun Li.
- Added more strategies.

Version 1.0: 01-02-21
-First version completed.

==================================================================
                   Capcom Vs SNK: Millenium Fight 2000
                              Chun Li FAQ
==================================================================

CONTENTS:
1 Introduction
2 Biography and background
  2.1 Vital Statistics
  2.2 Storyline
  2.3 EX Chun Li
3 Move list
  3.1 Command legend
  3.2 Standard move description
  3.3 Regular, special & super moves
4 Combos and strategies
  4.1 Some basic combos
  4.2 Tips and strategies
5 Miscellaneous
  5.1 A little history
  5.2 Extra animations and win quotes

====================================================================================
1 INTRODUCTION
====================================================================================

This is an FAQ about Chun Li in the game Capcom vs SNK : Millenium Fight
2000 as at the time of writing, there was not yet a FAQ written for one of
my favorite fighting game characters. The material covered will be quite
basic, so the reader can consider this FAQ as a beginner's resource.

In this game, Chun Li is a mix between her SSF2X/T and SFZ/A incarnations
and is a Ratio 2 character. Some of her moves, in both form and execution
are from previous games, but some functions of the move are changed from the
older games. For example, her Spinning Bird Kick is a "sonic boom" command
again (like in SSF2X/T) and is available for all styles (unlike zero/alpha3
where it was available only in X-ism mode) but, it is now a one-hit
knockdown move with fairly good anti-air and anti-ground use. In addition,
the new four button format means there is no middle kick/punch
(forward/strong) button. This means players must now get used to positioning
the joystick correctly in order to use some regular moves such as sweeps.

==================================================================================
2 BIOGRAPHY AND BACKGROUND
==================================================================================
---------------------
2.1 VITAL STATISTICS:
---------------------
Name: Chun Li
Birthday: 68-03-01
Height: 5'8"
Weight: Unknown
Allie(s): Guile, Nash/Charlie
Rival(s): Vega/M. Bison
Blood Type: A
Martial Art: Wushu
Home Land: China
Game appearances: SF2-SSF2X/T (5 games), SFZ/A-SFZ/A3 (3 games),
SFEx-SFEx2Plus (3 games), SF3: Third Strike, all the "VS" games (4 games),
and Pocket/Gem Fighter

--------------
2.2 STORYLINE:
--------------
During the time frame of SFZ/A-SFZ/A2 (which are considered one event), Chun
Li, a young talented Interpol agent, begins her investigation of her
father's disappearance. After an encounter with Gen, she confronted Vega/M.
Bison for the first time and battled him only to be utterly beaten. After
the battle Vega/M. Bison tells her that it was he who killed her father
(named Dorai in the SF2V anime series). Her loss strengthened her resolve to
find and bring down both Vega/M. Bison and his organisation, Shadowlaw.
During the SFZ/A3 time frame, Chun li and Nash/Charlie (Ironically, another
character destined to be killed by Vega/M. Bison) along wih Guile battled
Vega/M.Bison in his base of operations. Nash/Charlie perished in this
battle, but Vega/M. Bison survived even though he required a new body
afterwards. Fast forwarding to SF3: Third Strike time frame, it is hinted in
Chun Li's dialogue with Urien that she brought down the Shadowlaw
organisation. She, however, is not the individual who ultimately destroyed
Vega/M. Bison as that feat was accomplished by Gouki/Akuma at the end of the
SF2 tournament. In SF3: Third Strike, Chun Li apparently had rescued some
children in a previous assignment of which one child was abducted by Gill or
Urien. After she rescues the child, she decides, in honour of her father and
her country, to teach martial arts to a new generation of children.

*Much of what I know of Chun Li's storyline comes from Gamefaqs DC Capcom vs
SNK2 message board specifically a posting from Saiki. The SFZ/A info and SF2
info above, according to the thread, is supposed to be the official
storyline from Capcom Japan. If anyone wants a copy of the original posting,
simply e-mail me.

---------------
2.3 EX Chun Li:
---------------
To use her EX version direct the selection cursor over her portrait and
press the START button. You should see the Ratio 2 icon flash EX. EX Chun Li
is her SSF2 incarnation with a new super (Spinning Hornet Kick), no Kikou
Ken or Kikou Shou, no Tenshou Kyaku or Hazan Tenshou Kyaku and the Spinning
Bird Kick is available in the air (note: the Spinning Bird Kick motion for
EX Chun Li is: Hold D (2 seconds), U + K). In addition, her standing and
vertical jump HK animations are both changed to what they were in SSF2.

========================================================================================
3 MOVE LIST
========================================================================================
------------------
3.1 COMMAND LEGEND - These abbreviations will be used.
------------------
Control positions
U - UP         UF - UP FORWARD    QCF - QUARTER CIRCLE FORWARD
D - DOWN       DF - DOWN FORWARD  QCB - QUARTER CIRCLE BACK
B - BACK       DB - DOWN BACK     HCF - HALF CIRCLE FORWARD
F - FORWARD    UB - UP BACK       HCB - HALF CIRCLE BACK

Buttons
LP - LIGHT PUNCH  P - ANY PUNCH   LV(#) - LEVEL OF SUPER*
HP - HARD PUNCH   K - ANY KICK
LK - LIGHT KICK   KK - BOTH KICKS TOGETHER
HK - HARD KICK    PP - BOTH PUNCHES TOGETHER

* For simplicity Lv3 includes "Max" and Lv1 includes "Desperation" and the
regular charged bar for SNK Groove.

------------------
3.2 STANDARD MOVES - Moves available for all characters
------------------
GUARD BREAK - Each character can block only a certain number of times before
their guard is broken. If too many hits are blocked, the character's
vitality bar will begin to flash red. This signals that the character can
block only a few more attacks before their guard breaks. Like in SFZ/A3,
when a guard break occurs, the character is momentarily open for an attack
by the opponent.

RUN - Tap F, F, but hold forward (not available in arcade version).

BLOCK - When attacked high, hold B. When attacked low, hold DB.

CHARGE POWER GAUGE (SNK groove only) - Press and hold HP and HK.

DELAY RECOVERY - When knocked down, hold LP & HP together.

DASH - Tap F, F to dash forward. Tap B, B to dash backwards.

THROW - When close to opponent hold F or B and press HP or HK.

THROW COUNTER - Hold F or B and press HP or HK when opponent attempts a
throw.

ROLL - Press LP and LK simultaneously.

TAUNT - Press start buttton (for DC press LK and start).

HIGH JUMP - D, U quickly.

-------------------------------------
3.3 REGULAR, SPECIAL, AND SUPER MOVES - All translations are from Fiefo!'s
excellent move list FAQ, located on www.Gamefaqs.com.
-------------------------------------
___________________________________________________________________________________________
I. SPECIALS:

NAME: Hyakuretsu Kyaku (Hundred Rending Kicks)
COMMAND: Press K rapidly
DESCRIPTION: Stationary rapid kicks.
FUNCTIONS: Block damage, Combo finisher, Guard breaks.

NAME: Kikou Ken (Chi Fist)
COMMAND: HCF + P
DESCRIPTION: Blue energy ball that travels full screen horizontally.
FUNCTIONS: Combo finisher, Range attack, Projectile nullification.

NAME: Tenshou Kyaku (Heavenly Ascention Kick)
COMMAND: Hold D (2 seconds), U + K
DESCRIPTION: From a crouch leaps and directs four spiralling kicks
vertically.
FUNCTIONS: Anti-air, Combo finisher (standard finish and juggling).

NAME: Spinning Bird Kick
COMMAND: Hold B (2 Seconds), F + K
DESCRIPTION: Flips upside down and performs spinning kicks across the
screen.
FUNCTIONS: Anti-air, Anti-ground/wake up (upon take off), Full screen
attack.
__________________________________________________________________________________________
II. SUPERS:

NAME: Kikou Shou (Chi Palm)
COMMAND: QCF X 2 + P
DESCRIPTION: Folds her body, gathers Chi and directs her palm in front of
her activating a large ball of energy.
FUNCTIONS: Anti-air, Wake up attack, Combo finisher.

NAME: Senretsu Kyaku (Thousand Rending Kicks)
COMMAND: Hold B (2 seconds), F, B, F + K
DESCRIPTION: Chun Li dashes forward with a flurry of Hyakuretsu Kyakus.
FUNCTIONS: Combo finisher, Block Damage, Guard Breaks, Counter attack, Wake
up attack.

NAME: Hazan Tenshou Kyaku (Supreme Mountain Heavenly Ascension Kick)
COMMAND: Hold DB (2 seconds), DF, DB, U + K
DESCRIPTION: Same as Tenshou Kyaku but much faster, more hits and does more
damage.
FUNCTIONS: Same as Tenshou Kyaku.

NAME: Spinning Hornet Kick (EX version only)
COMMAND: Hold DB (2 seconds), DF, DB, U + K
DESCRIPTION: A stationary Spinning Bird Kick that can vaccumn in nearby
opponents.
FUNCTIONS: Combo finisher, Anti-ground, Counter attack, Wake up attack.
__________________________________________________________________________________________
III. REGULARS:
--------------------
i) Command regulars:
--------------------
NAME: Sankaku Tobi (Triangle jump)
COMMAND: Jump towards the edge of the screen, then push a direction away to
jump off the edge of the screen.
DESCRIPTION: Chun Li leaps towards the wall and springs off it for increased
jump height and air time.
FUNCTIONS: Evasion, Confusion, Air-to-air confrontation initiate.

NAME: Yousou Kyaku (Eagle Talon Kick)
COMMAND: Jump then hold D + HK
DESCRIPTION: In the air, strikes with a step/stomp.
FUNCTIONS: Air juggles, Air-to-air variant.

NAME: Kaku Kyaku Raku (Crane Leg Drop)
COMMAND: DF + LK
DESCRIPTION: She flips and directs a knee to the head.
FUNCTIONS: Variable attack, Confusion attack, Projectile evasion. Overhead.

NAME: Crouching Forward Kick
COMMAND: DB + HK
DESCRIPTION: A quick crouching spin kick to the ankle. Good speed and
priority.
FUNCTIONS: Poking, Combo initiator.

NAME: Ryuusei Raku (Shooting Star Drop)
COMMAND: In air and close to opponent, B or F + HP
DESCRIPTION: In the air, grabs the opponent by the waist and throws him/her
to the ground.
FUNCTIONS: Air-to-air knock down attack.

NAME: Koshuu Tou (Attacking Tiger Overthrow)
COMMAND: When close to opponent, B or F + HP
DESCRIPTION: Grabs the opponent by the waist and throws him/her to the
ground.
FUNCTIONS: Knock down attack.

NAME: Kickback Throw
COMMAND: When close to opponent, B or F + HK
DESCRIPTION: Chun Li switches sides with the opponent and kicks the
opponent's back.
FUNCTIONS: Knock down attack.


-------------------
ii) Standing close:
-------------------
LP - A quick elbow. Can link with standing LK for a weak but easy 2-hits.

HP - Double palm thrust. Good power. Combo with her Kikou Ken (fireball).
Can link with Kikou Shou (not verified) or Senretsu Kyaku (verified).

LK - A quick straight kick. Fair priority. Can link with a Senretsu Kyaku

HK - A high kick almost directed straight up. Excelllent cross up counter.

------------------
iii) Standing far:
------------------
LP - A very quick slap. Disrupts some jump ins and some supers.

HP - She steps forward and punches about 45 degrees up. Strong anti-air use.

LK - A quick straight kick to mid section. Little power. Fair poke move.

HK - A turning kick directed horizontally. Much better power than LK but
slower. Useful for tagging landing opponents. For EX version HK is a
standing front kick directed about 45 degrees. Anti-air function.

--------------------
iv) Crouching close:
--------------------
LP - A quick punch to midsection. Chain with LK for combos. Disrupts some
supers.

HP - Leaning forward slightly she delivers a heavy punch to midsection. Use
to begin combos. Decent power.

LK - A quick low short range striking kick that can be used for combos or
disrupting some super moves.

HK - Her traditional hand stand sweep. Good range and priority. Good anti
air.

-----------------
v) Crouching far:
-----------------
LP - Same as close version.

HP - Same as close version. Same use.

LK - Same as close version. Might use to get Hyakuretsu Kyaku started.

HK - Same as close version. Holding DB will perform low forward kick.

-------------------------
vi) Jumping towards/back:
-------------------------
LP - A flying punch that does not retract until she hits the ground.

HP - A flying backfist. Strong combo initiator. Good air intercept.

LK - A standard jumping kick. Can disrupt/trade with some supers. Try to
cross up with this as well. Very high priority.

HK - An aerial double hit front kick. Good air interception move.

-------------------------
vii) Jumping straight up:
-------------------------
LP - Jumping light chop.

HP - Does a jumping a heavy chop. Good air intercept.

LK - A jumping front kick. Can be use to intercept jumpers.

HK - In the air, kicks horizontally. Good air intercept. The EX version is
an axe kick that is one hit knock down. Can be activated early or late
during the vertical jump animation. If done early it is a flip kick.

====================================================================
4 COMBOS AND STRATEGIES
====================================================================
----------------------
4.1 Some Combos:
----------------------
==BASIC==

-Jump in HP + standing LP + Standing LK

-Jump in HP + Standing HP + Hyakuretsu Kyaku

-Jump in HP + Close standing HP + HP Kikou Ken

-Jump in HP + Low HP + HP Kikou Ken

-Low LP + Low LK + Tenshou Kyaku

==INTERMEDIATE==

-Jump in HP + Standing LK + Senretsu Kyaku (any Lv)

-Jump in HP + Standing LP + Standing LK + Lv3 Senretsu Kyaku

-Low LP + Low LK + Lv3 Senretsu Kyaku

-Low LP + Low LK + Hazan Tenshou Kyaku (any Lv)

-Low LP + Low LK + Lv3 Spinning Hornet Kick

==ADVANCED==

-In corner, Low HP + Lv1 Senretsu Kyaku + Juggle with HK Tenshou Kyaku

-In corner, Low HP + Lv1 Senretsu Kyaku + Juggle with Hazan Tenshou Kyaku
(any Lv)

-In corner, Low HP + Lv1 Senretsu Kyaku + Juggle with Lv1 Kikou Sho + Juggle
with Lv1 Hazan Tenshou Kyaku

------------------------
4.2 Tips and strategies:
------------------------
GENERAL APPROACH: Chun Li's primarily a "poking" character which means she
uses quick high priority striking moves (e.g., DB + HK) to tag the opponent
from a close to intermediate distance. The idea is to "chip" away at the
opponent's vital. Sometimes this pressure forces the opponent to make a
mistake and leave an opening for you to counter attack. In addition, she can
pressure the opponent with throws, dash-ins, and HP Kikou Ken combos. She
has strong high priority air-to-air and anti-air moves so you can really
take advantage of jumpers because you will usually strike successfully in
these situations. Try always to maintain your charge by holding DB while
poking. This allows the greatest flexability in utilizing your charge
special & super moves.

-Chun Li has quick walking speed so if you catch your opponent turtling walk
up and throw, you'll be surprised how much this works.

-When an opponent jumps at you, walk underneath and throw. Her walking speed
makes this quite effective.

-If opponent misses a sweep or like move they are open. Use a high level
Senretsu Kyaku to tag them. Also a Lv3 Senretsu Kyaku has a frame of
invulnerability that lets you pass through projectiles (not verified).

-When inputing the command for the Senretsu Kyaku and you delay pressing K
and continue to hold forward, you can continue walking forward and you can
activate the move anytime by pressing kick. Great surprise tactic.

-Standing HP is a strong and easy to use anti-air move.

-Lv3 Kikou Shou is a great anti-air and wake up move.

-When rolling you can charge for Tenshou Kyaku or Hazan Tenshou Kyaku or
Spinning Bird Kick. Most people try to throw or hit you so this can surprise
them. A Hyakuretsu Kyaku or her Crane Leg Drop (DF + LK) might be useful
variants.

-Spinning bird kick has good priority. Time it so a jumper is going to land
on the lagging leg. It also has a frame of animation that hits crouching
opponents when the move begins.

-avoid using LK Tenshou Kyaku as the recover time is almost as poor as the
HK version & it does fewer hits.

-When using the Eagle Talon kick (in air, D + HK a.k.a. her "stomp") you can
hit any other button to switch to that button's aerial move.

-high jump + triangle jump for an extra long range jump.

-While delaying your recovery, you can take the extra time as an opportunity
to begin activating Hyakuretsu Kyaku. This would serve as a fair wake up
tactic.

=====================================================================
5 MISCELLANEOUS - Information that didn't fit anywhere else
=====================================================================

---------------------
5.1 A LITTLE HISTORY:
---------------------
Chun Li debuted on the original SF2 (1991) and has remained to this day a
well known character in video games. It is arguable, but Chun Li was
probably an inspiration for puting female characters in fighting games in
the first place. With few exceptions, all fighting games made after SF2 has
at least one female character in its cast. In fact, nowadays there are games
that market soley on the female characters. For example, "Gal Fighters" for
the NGPC and I would say the original DOA (and to a lesser degree DOA2 as
well). Whether or not the character Chun Li was a driving force in how we
see this genre today is, of course, pure unverifiable speculation, but I
think we should tip our hat to Capcom for making a character who has for 10
years (it's amazing how long SF has been around for) been in our games, art,
and imagination and is still going strong.

------------------------------------
5.2 Extra animations and win quotes:
------------------------------------
I.) There are some extra animations when Chun Li fights the following
characters.

- Vs Benimaru: He keeps his hair down and blows a kiss (not exclusive to
Chun Li).

- Vs Balrog/Vega: With his mask off, he bows politely in a gentlemanly
manner (not exclusive to Chun Li).

- Vs Mai: Mai dressed in a Chun Li outfit; she turns, discards the outfit
and taunts. Chun Li looks at the screen confused by Mai's display.

- Vs Yamazaki: Hon Fu from FF3 appears and faces Yamazaki. Yamazaki strikes
him and Hon Fu runs away.

- Vs Yamazaki: If Yamazaki wins he grabs Chun Li and taunts her (not
exclusive to Chun Li).

II.) Chun Li win quotes:

"Now that you have lost, you will have to be punished..."

"You hesitated for a moment, didn't you? You must be stronger than that!"

"I guess it's true when they say that misery loves company."

"Once this tournament is over, then I will..."

"Victory is nice, but I have no time to celebrate."

"You were crazy to think that you could match my lightning quick speed!"

"You cannot measure a person's strength by their honour."

"What were you thinking?! You can't show off if you don't have any skills!"

