CHUN-LI

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Game: Marvel vs. Capcom 2: New Age of Heroes
Character: Chun-li
Version 1.2
Created by Daniel "PhatDan81" Finch on 8/10/00
E-mail: dan@finch.com
Updates: 1.1 Added more combos
         1.2 Added more combos, thanks to shoryuken.com
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CONTENTS

I.	Background
II.	Legend
III.	Regular Moves
IV.	Special Moves
V.	Supers
VI.	Combos
VII.	General Strategy
VIII.	Misc. Stuff
IX.	Legal Stuff

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I.	BACKGROUND
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Who is Chun-li?  Chun-li is an international detective.  M. Bison 
murdered her father when she was young and until she defeated Bison, 
she had been consumed by vengeance.  She joined the Street Fighter 
tournament to find out the reason for her father's death and more in 
particular, who murdered him.  She's appeared in every Street Fighter 
II, Street Fighter Alpha and VS series games.  She's also appeared in 
Street Fighter III: 3rd Strike (my favorite character in that game).  
She is known for her kicks and very attractive appearance, but mostly 
for kicking lots of ass.

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II.	LEGEND
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ABBREVIATIONS

U     Up
D     Down
B     Backward
F     Forward
C     Crouching
S     Standing
J     Jump[ing]
SJ    Super Jump[ing]
DJ    Double Jump[ing]
TJ    Triple Jump[ing]
P     Punch
K     Kick
AC    Air Combo
OTG   On The Ground; an attack being performed while the opponent is 
      lying down
LP    Light Punch      Jab
MP    Medium Punch     Strong
HP    Heavy/Hard Punch Fierce
LK    Light Kick       Short
MK    Medium Kick      Forward
HK    Heavy/Hard Kick  Roundhouse

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UNIVERSAL COMMANDS

LP + LK     Calls in second partner
HP + HK     Calls in third partner
Assist 1    Calls in second partner, who steps in and does an attack
Assist 2    Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + Assist, forces the opponent out if they get hit 
            (one HC level)
Variable Counter B, DB, D + Assist (while blocking); tags in partner 
            who jumps in and performs a designated attack
Crossover Combination	Assist 1 + Assist 2

All three characters do one specific super (Hyper Combo) then the two 
secondary characters step out and do their supers (one to three 
levels; two levels causes only two players to come out while one level 
has just the primary character do his super).

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III.	REGULAR ATTACKS
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PUNCHES
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JAB

1.	Standing

Chun-li performs a slap.  In terms of priority and range, it's a normal 
jab.

2.	Crouching

A basic low jab, it's about as useful as most other low jabs.

3.	Jumping

Same as the crouching version except her arm is angled downward.  Use 
this only to start air combos.

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STRONG

1.	Standing

Chun-li does a pushing motion with both hands.  The range isn't very 
good but it's easy to combo into.

2.	Crouching

Same as a C.Jab, except it has better range and does more damage.  Use 
as a combo filler.

3.	Jumping

Same as a J.Jab, except it has more range and is used only as an AC 
filler.

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FIERCE

1.	Standing

Chun-li takes a step forward and extends her arm out.  It has below-
average range for a HP and in this game it's pretty much useless. 

2.	Forward (Mini-Kikou-Shou)

Chun-li holds her hands out and a small blue fireball appears.  It has 
decent range and is easy to combo into.  It won't combo into anything, 
but it will neutralize fireballs.

3.	Crouching

Same as a C.Strong, except it has more range and does more damage.  
It's pretty much useless in this game.

4.	Jumping

Same as a J.Strong, except it has more range and is an AC finisher.  It 
can be used as a jump-in attack, but she has other attacks that are 
much better for that.

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KICKS
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SHORT

1.	Standing

A basic LK, she basically sticks her foot out.  It has about the same 
range as a S.Jab and is just as useful.

2.	Crouching

A basic low LK, it's used for starting combos.  This is probably 
Chun-li's most useful light attack on the ground.

3.	Jumping

Chun-li folds one leg and extends the other one out horizontally.  Use 
it as an AC filler.

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FORWARD

1.	Standing

Same thing as a S.Short except it has better range and does more 
damage.  It's about as useful as a S/C.Strong.

2.	Crouching

A basic low MK, this is used as a combo filler.  This is probably 
Chun-li's most useful medium attack on the ground.

3.	Jumping

A basic jumping MK, she extends her leg out horizontally.  This is used 
as an AC filler and to combo into her AC finisher.

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ROUNDHOUSE

1.	Standing

This is Chun-li's launcher.  It has poor horizontal range, but 
excellent vertical range and anti-air priority.  If it doesn't connect, 
be sure to cancel into a Lightning Legs Kick, since the recovery delay 
isn't very good.

2.	Crouching

This is Chun-li's knockdown attack.  It has decent range and very good 
priority.  You'll definitely be using this a lot.

3.	Down-Back

Chun-li jumps forward while doing a forward flip while using her knee 
to hit her opponent in the back of the neck.  I don't find it very 
useful.  The slow star-up and recovery make it combo bait for your 
opponent, however it's good occasionally for opponents that like to 
crouch all day.

4.	Jumping

Chun-li does an axe kick using both legs.  She uses one leg first, then 
the other one.  It's her best jump-in attack and AC finisher.

5.	Down (in air, Head Stomp)

Chun-li extends her leg downward, stomping her opponent on the head.  
In this game, it's been toned down almost to complete uselessness.  
Much of its priority has been taken away.

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IV.	SPECIAL MOVES
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A (*) means that the move can be done in the air.
A (H) means that the move can be cancelled into a super.

LIGHTNING LEGS KICK (*)(H) Press K Rapidly

Chun-li does a bunch of kicks in different directions so fast, it makes 
it look as if there is a small field of energy in front of her.  It can 
be comboed into and does decent damage.  It's a good combo finisher, in 
the air or on the ground.  The stronger the kick button used, the 
longer she kicks and the less damage it will do.  It does have a slight 
recovery delay, so careful about using it.

KIKOKEN (H) B, DB, D, DF, F + P

This is Chun-li's projectile attack.  It's one of the most useless 
projectile moves in the game.  You're better off not using it.  It 
doesn't combo into anything and it has a slow start-up.  The damage is 
also weak.

TENSHOU-KYAKU (H) F, D, DF + K

This is Chun-li's dragon punch move, although it's a bunch of kicks and 
not a punch.  She jumps upward doing a series of kicks.  It comes out 
pretty fast and can be a good surprise attack for jumping opponents.  
Make absolutely sure that it connects because the recovery time is 
awful on it.

SEN'EN SHUU F, DF, D, DB, B + K

Chun-li jumps forward while doing a forward flip, hitting her opponent 
with the back of her leg.  I only find this useful for countering 
fireballs and for opponents that like to crouch all day.  It has a 
slight recovery delay so be careful and she's also vulnerable to 
attacks while she's in the air.

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V.	SUPERS (HYPER COMBOS)
======================================================================

For some reason that I can't imagine, Chun-li's Shichisei Senkuu Kyaku 
(Air Demon) super has been taken away.  I do admit that it did do 
insane damage, but the least that Capcom should have done is lower the 
damage level. 


KIKOU-SHOU D, DF, F + 2P

Chun-li holds her hands out and a giant ball of energy appears all 
around her.  It does massive damage but is tricky to combo into.  It 
also does insane block damage.  Mash on the buttons to make it do as 
much damage as possible.  Use it mostly for punishing mistakes.  
Throwing this out at random shows you want to waste two more quarters.  
The recovery time is horrible so be absolutely sure that it connects, 
or do it when your opponent is jumping at you and is nearly dead.

SENRETSU-KYAKU D, DF, F + 2K

Chun-li rushes forward while doing a series of Lightning Leg Kicks.  Be 
sure to mash on the buttons to make it do as much damage as possible.  
This super really got f***ed over in this game.  The start-up has been 
slowed down so that you can't combo it off a S/C.Fierce anymore.  The 
only ways you can really connect it now are off of a C.Roundhouse or 
canceling a Lightning Legs Kick into it.  The maximum number of hits 
has also been decreased so the overall damage has been reduced.

HAZAN TENSHOU KYAKU F, D, DF + 2K

This is a super version of her Tenshou Kyaku.  It still does very good 
damage and can still be comboed into.  Always make sure it connects, 
because the recovery delay is really bad on it.

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VI.	COMBOS
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MAGIC SERIES

Zigzag
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Launcher          S.Roundhouse
Knockdown         C.Roundhouse
Strike            F.Fierce (2nd hit)
Snapback          F.Fierce
AC Finishers      SJ.Fierce, SJ.Roundhouse, Lightning Legs Kick, Fierce 
                  Air Throw
Assists/Crossover Counters    Crossover Combinations
  A  Kikoken                  Kikou-Shou
  B  Tenshou Kyaku            Hazan Tenshou Kyaku
  C  Sen'en Shuu              Senretsu Kyaku

----------------------------------------------------------------------
Because her combo priority has been changed so much, you'll have to 
take advantage of her air combos as much as possible.  J.Roundhouse may 
be replaced with J.Fierce.  S.Jab may be replaced with S.Short and 
vice-versa--both may be replaced with C.Short.

1.	S.Jab, Tanshou Kyaku
2.	S.Short, Tenshou Kyaku
3.	J.Short, J.Roundhouse, S.Short, S.Forward, Tenshou Kyaku
4.	S.Short, S.Forward, short Lightning Legs Kick
5.	J.Short, J.Roundhouse, C.Short, C.Forward, C.Roundhouse, Lightning 
Legs Kick(OTG)
6.	C.Short, C.Forward, C.Roundhouse, short Sen'en Shuu(OTG)
7.	J.Short, J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, 
Strong, Forward, [AC Finisher])
8.	S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Roundhouse, 
Lightning Legs Kick)
9.	S.Short, S.Roundhouse, SJ.(Jab, Short, Jab, Short), DJ.(Jab, Short, 
Strong, Forward, Roundhouse, Lightning Legs Kick)
10.	S.Short, S.Roundhouse, SJ.(Jab, Short, Jab, Short), DJ.(Jab, Short, 
Jab, Short), TJ.(Jab, Short, Strong, Forward, Roundhouse, Lightning 
Legs Kick)
11.	J.Short, J.Roundhouse, C.Short, C.Forward, C.Roundhouse, Senretsu 
Kyaku(OTG)
12.	C.Short, C.Forward, C.Roundhouse, Lightning Legs Kick(OTG), 
Senretsu Kyaku
13.	C.Short, C.Forward, C.Roundhouse, Lightning Legs Kick(OTG), Hazan 
Tenshou Kyaku

CORNER COMBOS

14. J.Short, J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Jab,   
    Short), DJ.(Jab, Short, Jab, Short), TJ.(Jab, Short, Strong, 
    Forward, Roundhouse(2-Hit), Headstomp)
15. S.Short, S.Roundhouse, SJ.(Jab, Short, Jab, Short), DJ.(Jab, Short, 
    Jab, Short), TJ.(Jab, Short, Strong, Forward, Roundhouse(2-Hit), 
    Short(OTG)), S.Short, S.Forward, F.Fierce
16. J.Short, J.Roundhouse, S.Jab, S.Fierce, Kikou-Shou
17. S.Jab, S.Fierce, Kikou-Shou, Senretsu Kyaku(OTG)
18. J.Short, J.Roundhouse, S.Short, S.Roundhouse, Hazan Tenshou Kyaku, 
    C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Jab, Short), DJ.(Jab, 
    Short, Jab, Short), TJ.(Jab, Short, Strong, Forward, Roundhouse(2-
    Hit), Short(OTG)), S.Short, S.Forward, S.Fierce
19. S.Short, S.Roundhouse, Hazan Tenshou Kyaku, C.Short(OTG), 
    S.Roundhouse, Hazan Tenshou Kyaku, C.Short(OTG)

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COMBO TREE

Thanks to 3pwood (mayfield_john@hotmail.com) for this concept.  This is 
basically a tree of what attacks combo into other attacks.  This does 
not list every possibility but is basically to give you an idea of what 
attacks to do according to the attacks you start with.

    START

                         J.Fierce, J.Roundhouse
                                    |
                                    |
                  ------------------------------------
                 |                                    |
                 |                                    |    
           S.Jab/S.Short                           C.Short
                 |                                    |
                 |                                    |
       -----------------------            ------------------------
      |          |            |          |            |           |
      |          |            |          |            |           |
   Tenshou<--S.Forward  S.Roundhouse  Tenshou<---C.Forward>C.Roundhouse
    Kyaku        |      ______|        Kyaku    |     |    _______|       
                 |     |      |                 |     |   |       |
        ---------|     |      |                 |     |   V       |
       |     Lightning |   SJ.Jab               | Lightning    Senretsu   
       |     Legs Kick |  SJ.Short              | Legs Kick---->Kyaku
       |         |     |      |            (in corner)|
  (in corner)    |     |    Double              |     |
       |      Senretsu |     Jump               |  Senretsu
       |       Kyaku,  |      |                 |   Kyaku,
        ------>Hazan   V   SJ.Jab               V   Hazan
           Tenshou Kyaku  SJ.Short              Tenshou Kyaku
                 |            |                       |
                 |          Triple                    |
             Kikou-Shou      Jump                 Kikou-Shou
                              |
                            SJ.Jab
                           SJ.Short
                           SJ.Strong
                          SJ.Forward
                         SJ.Roundhouse
                              |
                              |
                          Lightning
                          Legs Kick

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TEAM HYPER COMBOS

All of Chun-li's supers are very useful for THC's, whether they would 
be used for starting, filling or ending a THC.  However each one should 
be used appropriately or else it could screw the whole thing up, so be 
careful about which one to use when.  If you have any possibilities, as 
far as THC's go, e-mail me and I'll put it up and give you credit for 
it as well.

1: 1st partner's super, 2: 2nd partner's super, 3: 3rd partner's super

A. 1. (Chun-li) Senretsu-Kyaku 2. Any beam super, any rushing super,   
   any dragon punch super, any lightning super, Captain Storm, Cajun 
   Explosion, Weapon X, Ultimate Web Throw, Fatal Claw, Venom Web, 
   Death Bite, Midare Zakura, Crossfire Blitz (Charlie's version), 
   Blodia Vulcan, Blodia Punch, Gamma Wave, Omega Destroyer, Rush 
   Drill, Final Justice, Shinkuu-Tatsumaki Senpuu Kyaku (in corner), 
   Shippu-Jinrai Kyaku (in corner), Shinkuu-Gadouken (in corner) or any 
   vertical super (in corner) 3. Third partner's super

B. 1. (Chun-li) Kikou-Shou 2. Any beam super, any vertical super, any 
   lightning super, Venom Web, Captain Sword, Shinkuu-Tatsumaki Senpuu 
   Kyaku, Omega Destroyer, Hyper Mystic Smash, Blodia Punch, Blodia 
   Vulcan, Fatal Claw, Maximum Spider, Ultimate Web Throw, etc. 3. 
   Third partner's super

C. 1. (Chun-li) Hazan Tenshou Kyaku 2. Any vertical super, Shinkuu-
   Hadouken (Sakura's version), Captain Sword or Super Optic Blast 3. 
   Third partner's super

D. 1. Any rushing super, any dragon punch super, Weapon X, Midare 
   Zakura, Crossfire Blitz (Charlie's version), Fatal Claw, Venom Web, 
   Blodia Vulcan, Final Justice, Final Atomic Buster, Shinkuu-Tatsumaki 
   Senpuu Kyaku, Gamma Crush or Gamma Quake; if close or in corner: any 
   beam super, Blodia Punch, Omega Destroyer, Death Bite, Gamma Wave, 
   Shinkuu-Gadouken or Captain Sword 2. (Chun-li) Senretsu-Kyaku 3. Any 
   beam super, any rushing super, any dragon punch super, any lightning 
   super, Captain Storm, Cajun Explosion, Weapon X, Ultimate Web Throw, 
   Fatal Claw, Venom Web, Death Bite, Midare Zakura, Crossfire Blitz 
   (Charlie's version), Blodia Vulcan, Blodia Punch, Gamma Wave, Omega 
   Destroyer, Rush Drill, Final Justice, Shinkuu-Tatsumaki Senpuu Kyaku 
   (in corner), Shippu-Jinrai Kyaku (in corner), Shinkuu-Gadouken (in 
   corner) or any vertical super (in corner)

E. 1. Any rushing super, any dragon punch super, Weapon X, Fatal Claw,   
   Venom Web, Blodia Vulcan, Crossfire Blitz (Charlie's version), 
   Midare Zakura, Shinkuu-Tatsumaki Senpuu Kyaku, Shinkuu-Gadouken, 
   Shippu-Jinrai Kyaku, Final Justice, Final Atomic Buster, Gamma Quake  
   or Gamma Crush; if close or in corner: any beam super, Blodia Punch, 
   Captain Sword or Omega Destroyer 2. (Chun-li) Kikou-Shou 3. Any beam 
   super, any vertical super, any lightning super, Venom Web, Captain 
   Sword, Shinkuu-Tatsumaki Senpuu Kyaku, Omega Destroyer, Hyper Mystic 
   Smash, Blodia Punch, Blodia Vulcan, Fatal Claw, Maximum Spider, 
   Ultimate Web Throw, etc. 3. Third partner's super

F. 1.  Any dragon punch super, Shinkuu-Tatsumaki Senpuu Kyaku, Shippu-
   Jinrai Kyaku, Gamma Crush, Gamma Quake, Final Justice, Final Atomic 
   Buster, Weapon X, Fatal Claw, Midare Zakura, Crossfire Blitz 
   (Charlie's version), Venom Web or Shinkuu Gadouken; if close or in 
   corner: any rushing super, any beam super, any lightning super, 
   Captain Sword, Omega Destroyer, Blodia Punch, Gamma Wave (in 
   corner), Death Bite (in corner), Hyper Mystic Smash, etc. 2. 
   (Chun-li) Hazan Tenshou Kyaku 3. Any vertical super, Shinkuu-
   Hadouken (Sakura's version), Captain Sword, Blodia Vulcan or Super 
   Optic Blast

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VII.	GENERAL STRATEGY
======================================================================

Chun-li has had so much taken away from her since the first MVC that a 
lot of players who dominated with her in the first MVC don't even want 
to pick her anymore.  I do admit that the changes are very cosmetic, 
but nonetheless she can still kick some ass although it will take some 
practice and a little getting used to for some veteran Chun-li players.  
The least Capcom should have done was tone down the damage on her 
supers.  

No longer can she combo a S/C.Fierce into her Senrestu Kyaku, no longer 
does she have her Shichisei Senkuu Kyaku and no longer can she combo 
off a Head Stomp.  However she still has her speed, her ability to do 
long, nasty combos and she can still combo into two of her supers.  
She's still also one of the best confusers in the game.  She also still 
has very good mid-air priority.  Finally she still has her high-
priority jump-in attacks with the exception of her Head Stomp. 

Chun-li plays best near her opponent.  Although she has a fireball 
attack, it simply doesn't stand a chance against most other projectile 
attacks.  When you play close, you only need to use her kicks, mainly 
her low kicks.  Her kicks are the best way to combo into supers and the 
only way to start air combos.  Mix up your jump-in attacks, high and 
low attacks and your launcher attack.  Occasionally throw out a Tenshou 
Kyaku against a jumping opponent to surprise them, but make sure that 
it will connect.

If you knock down an opponent, cancel immediately into a Lightning Legs 
Kick or Senretsu Kyaku.  This is not very reliable since the opponent 
can roll after being knocked down.  A safer way of comboing into a 
Senretsu Kyaku is to combo a Medium Kick into a short Lightning Legs 
Kick, then cancel into a Senretsu-Kyaku.  Hazan Tenshou Kyaku combos 
easily off her launcher or off any medium attack in the corner.

Never throw any of her supers out at random.  The only exception is 
throwing out a Kikou-Shou to silence a near dead opponent.  Otherwise 
use them in combos or for punishing mistakes.  All three of her supers 
have a recovery delay that will cause you to eat a super or nasty combo 
if they are blocked or if they miss.

Chun-li plays well in mid-air.  Use J/SJ.Roundhouse or Lightning Legs 
Kick in aerial confrontations.  To get to an opponent at a distance in 
the air, use her air dash.  You may need to use her multiple air jumps 
if necessary to get above your opponent to beat them in the air.

Any of Chun-li's assists are OK to use.  Assist A is good for 
characters that don't play very well at a distance.  Assist B is more 
defensive assist and is used for countering jump-ins, helping your 
primary character out of corner pressure, as a decoy and is also a good 
surprise attack.  Throw it out at random to surprise your opponent and 
if it's blocked and they try to attack Chun-li, dash up to your oppo-
nent and punish them.  Assist C is mostly a surprise assist and is also 
used as a decoy.  If the opponent tries to counter while she's 
recovering, punish your opponent.

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VIII.	MISC. STUFF
======================================================================
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ADVANTAGES AND DISADVANTAGES

ADVANTAGES

1.	Fast
2.	Small
3.	Good combinability
4.	High-damaging supers
5.	High-priority air combos
6.	Good anti-air attacks
7.	Excellent offensive character
8.	Triple jump
9.	Triangle jump
10.	Air dash

DISADVANTAGES

1.	Must be near opponent to fight effectively
2.	Short range
3.	Weak attacks
4.	Difficult to learn
5.	Overall her supers are a little tricky to combo into
6.	Recovery delays on all her special moves
7.	Recovery delays on all her supers
8.	Not one of the better defensive characters

----------------------------------------------------------------------
SPECIAL FEATURES

Chun-li can do a triple jump.  Use this in air combos and to screw up 
your opponent's timing.  Also use it to get above your opponent in 
aerial confrontations.  It can also keep Chun-li in the air for long 
periods of time.  Chun-li also has a triangle jump.  Just jump towards 
any wall and press forward and she will jump off the wall.  A trick you 
can do is do a triple jump, then on the last jump, do a triangle jump, 
then you will be able to jump two more times while in the air!  
Finally, Chun-li has an air dash.  It is very effective and it can be 
used to get to your opponent quickly and do a jump-in attack.  It's 
also good for getting behind your opponent while they're doing a beam 
super.

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Any comments, questions or suggestions?  E-mail me at dan@finch.com.
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ACKNOWLEDGEMENTS

KMegura for info on Chun-li's moves
Capcom for making such a cool game
3pwood (mayfield_john@hotmail.com) for the Combo Tree concept

======================================================================
IX.	LEGAL STUFF
======================================================================

This FAQ is copyright (C) 2000 by Daniel Finch.  No part of this FAQ 
may be reproduced or redistributed in any way, shape or form.  It 
cannot be displayed publicly or on the Internet in its original, 
unedited, unaltered format.  It may not be used in any publications 
whatsoever.  Any commercial, Internet or any other public use of this 
document is prohibited without written permission from the author, 
Daniel Finch.  Any type of profit from this FAQ is also prohibited as 
well as any promotional use of this FAQ.  Any similarities between this 
FAQ and another FAQ or another web page are strictly coincidental and 
unintended.  Chun-li, M. Bison, Street Fighter II, Street Fighter Alpha 
and Marvel vs. Capcom 2: New Age of Heroes are all registered 
trademarks of Capcom.
