721 lines
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Plaintext
721 lines
38 KiB
Plaintext
Newsgroups: rec.games.video
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From: rich@grebyn.com (Richard Lawrence)
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Subject: Complete Chun Li Strategy Guide: SNES SFII
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Message-ID: <1993Jan1.091240.23839@grebyn.com>
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Organization: Grebyn Timesharing
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Date: Fri, 1 Jan 1993 09:12:40 GMT
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Lines: 697
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This is a long posting. If you are interested, you will want to save it
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to a file for viewing ( "s <filename>" in most readers).
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The following is my complete strategy guide to playing Chun Li on SNES
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SFII. Hope it helps some of you out. Email addresses are at the bottom
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if you have comments.
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The Indispensable Chun Li Strategy Guide for the SNES
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or: How To Beat Level 7 Without Having a Hernia
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This guide is the "intellectual property" (yeah, right, there's an
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oxymoron - intellectual video game discussion) of myself. You are free
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to distribute it, copy it, revere it, throw it away, but you can't
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quote it without my permission. 'Course, I would always GIVE the
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permission, but that's besides the point.
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Version 1.0 of this guide is being released as of 12/92 upon an
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unsuspecting world, to help out those poor unfortunate souls who are
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having trouble tromping the computer.
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Why Chun Li?
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It is my opinion that Chun Li is the strongest champion in the SNES
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version of Street Fighter II. There are several reasons for this.
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* Great range on offensive moves - because of her jumping ability,
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particular the "bounce off a wall" move, Chun Li can strike over a
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great range offensively. Ken and Ryu have great offensive attacks,
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but have to use vulnerable special moves to get around quickly.
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* Extremely fast - helps on both offense and defense, she can block
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quickly when in trouble and turn it into an attack instantly when
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the opportunity arises.
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* Easy controls - no "move here, here, and here" for an attack. The
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most difficult move she has is the Whirlwind Kick, and as we'll
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see later, you don't even need that to be deadly.
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Using Chun Li and a Capcom joystick (see next section) I can
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consistently finish the game without loosing a battle. I've come
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*very* close several times to completing an entire game without being
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hit.
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I will be releasing guides for the other characters, but Chun Li is
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my favorite so she gets the lead role.
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A Word on Joysticks
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If you are playing SFII with the default SNES control pad, you are
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a) insane and b) must have little bitty hands. My advice to ANYBODY
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looking to get enjoyment out of this game is loose the pad instantly.
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There are several full sized joysticks out there. I have looked at the
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CH Joystick, the Capcom Fighter Power Stick, and the ASCII products,
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and a few others. I decided on the Capcom product, but that doesn't
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necessarily mean it is the best for you. It had the layout I wanted,
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lots of features, and a good feel. Some may be afraid of its plastic
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construction, but believe me, I have tortured mine extensively and
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it's holding up well so far.
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The big priority in a SFII joystick is the configuration of the
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button repeat functions. The CH stick looses here with no repeat at
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all; I recommend you avoid any such stick. You need to be able to
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assign various auto-repeat speeds to individual buttons. Not important
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to SFII but important to shooters is the ability to have a button
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continuously fire; the Capcom does all of the above.
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Description of Moves
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Here is a brief summary of moves described in the manual, and what
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they are good for.
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Shoulder Throw: <push towards opponent and hit "L">. Crucial against
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Ken and Ryu. Note that Chun Li does *not* need to be touching the
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character to perform a shoulder throw - she can be a little ways away.
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Shoulder throws also work in mid-air, where they are almost
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indefensible. Not safe to use against E. Honda.
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Head Stomp: <push down and any kick key>. This move is important
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because with it you can hit other characters even when they are
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"invincible". Examples: Blanka when he is electric, Bison/Honda when
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in a torpedo, Dhalsim when he is stretching (you can hit any part of a
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stretching Dhalsim with the head stomp and hurt him!). Keep the head
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stomp in mind as your counter to any special attacks that involve the
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opposing character directly. These special attacks generally commit
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the character to a course of action that he must stick with for a few
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seconds. For example, when Blanka turns on electricity, he has no
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control over what happens until he comes out of it. This is the
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perfect opportunity to do a flying leap and come down with a head
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stomp. His electricity will not hurt you, and you'll damage him
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without giving him any chance to block.
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Lightning leg: <push any kick key repeatedly - you should let the
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joystick do this for you>. Note that there is a big difference in the
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different lightning legs. The best is the medium ("A" button). The
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Roundhouse lightning leg ("R" button) kicks very high and can be
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countered with a properly timed punch, but it does the most damage and
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has some specialized uses. The light lightning leg is the slowest
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repeating and can actually be countered by waiting for the first hit
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and timing a return punch. Stay away from it; it's useless.
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Whirlwind kick: <push down 2 seconds, then up and a kick key>. I
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consider this move almost useless. You gain a second of
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invulnerability when you are inverted, but it's easy to block and wait
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for Chun Li to spin around at the far end of the kick, then throw her
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as she is coming out of it. Also, this move can be difficult to
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perform unless you set it up by "charging". Charging is when you begin
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the movement of an attack when you are still moving from a previous
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attack. For instance, let's say you jump straight up. Immediately
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after hitting up, you can pull down and hold the stick, then when you
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land you can push up and a kick and you will "instantly" launch into a
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whirlwind kick, because you were charging it as you came down from
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your previous jump. Charging is important in the lightning leg kicks,
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but stay away from the Whirlwind unless you want to show off.
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There are several moves I rely on consistently in my strategies.
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They are described here so you will be familiar with them in the text
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afterwards.
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The straight up Roundhouse: Simply push up on the stick and press
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Roundhouse kick ("R" for default configuration). Chun Li will leap
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straight up in the air and do a sort of circular roundhouse. This kick
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has amazing range, both left to right and vertically. Note that you
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can time this kick so the roundhouse starts anywhere from when you
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first jump up to when you are almost touching the ground after coming
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down again. This kick is *very dangerous* to opponents, since it has
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wider range than just about any other kick, and you are more or less
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impervious if you time it correctly.
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The pre-charge lightning leg: From a standing position, push diagonal
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up on the stick and Chun Li will do a spinning forward move through
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the air. At the halfway point, press and hold a repeating kick key.
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The kick key can be anything from a roundhouse to a light kick. Chun
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Li will do a kick in mid-air (so if your opponent jumped at the same
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time he will likely be hit) and when she lands will instantly launch
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into a lightning leg.
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Variant: The head stomp/lightning leg: Push diagonal up to jump,
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then immediately push DOWN on the stick, then push and hold a
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repeating kick key. Chun Li will jump up, go into a head stomp as soon
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as you hit the kick, and upon landing launch into a lightning leg
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right away. The beauty of this attack is that most of the time she
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will end up facing the opponent with the lightning leg, *even if you
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mistimed the kick and jumped over the opponent*. In other words, if
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you land on the wrong side with this kick, most of the time you'll be
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covered anyway! Try it, I'm not kidding.
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The wall bounce: Jump up and diagonally so as to hit the edge of
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the screen. While you are in the air, before you actually hit the
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edge, pull the stick up and diagonally in the opposite direction of
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the initial jump. You will hit the edge, and instead of falling
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straight down you'll start a new jump in the opposite direction. You
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can do this even when standing right next to a wall/edge of the
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screen. It's an important move because it's the longest leap you can
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make, giving you a great range of attack when you are near the edge of
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the screen. Use it to get out of trouble if you get cornered. Vega can
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also do this move; watch out for it.
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Ok, now that we've got the moves down (practice them on level 0 until
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you are comfortable with them), let's look at the stages/characters.
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The following are loosely organized from easiest to hardest. They are
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all based on Level 7 play. The computer will vary it's techniques on
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other levels; you're on your own (but they are much easier).
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1) Bonus stages: For both the brick pile and the destruction of the car,
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the weapon of choice is the Roundhouse lightning leg. Have the button
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held down when the screen first appears, even before you get the
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"start". This way as soon as the round starts you'll launch into a
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lightning leg that destroys the first section. When you see Chun Li
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start kicking, let go of the key (she'll continue the lightning kick,
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don't worry) and wait for her to finish the kick. For the bricks, just
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do a diagonal forward jump and when in the air, hit and hold the
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roundhouse lightning kick again. You'll get one quick hit from the
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air, then you should land on top of the first level (not the very top)
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of the pile and start pounding away. Just stand there holding the key.
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If you didn't waste any time, you can get 27 seconds out of the bricks.
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For the car, after the first section is blown away, jump on top of the
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car, run across it, fall to the ground on the other side and walk up
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close. Then just hold down the roundhouse lightning leg again. You
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should be able to finish the round with 22 seconds to spare.
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2) Chun Li vs. Zangief: Zangief is a pushover. Believe it or not, you
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can completely eradicate this sucker with *one move*, the straight up
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Roundhouse. When the round starts, wait for Zangief to walk towards
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you (he will always take the offensive) and jump straight up in the
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air. If he jumps in response, immediately hit the roundhouse key and
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you'll nail him in the air (your range is better than his). If he
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doesn't jump, wait until you are on the downward part of your jump,
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then hit the roundhouse key. Normally you'll kick him in the face with
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this move. You'll have to practice the timing of the downward
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movement, but trust me, you can do play the entire round with perfect
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scores with just this one move. The timing is tricky if he does an
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upward kick as you are coming down, though.
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When you land, just repeat the above process again. You might have to
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wait for him to walk towards you a little bit so he'll be in range for
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the kick.
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Just about the only thing Zangief can do about this is block as you do
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the roundhouse. If this happens, either jump straight up again
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immediately and repeat the roundhouse (eventually he will miss a
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block), or land, pull down and hit roundhouse. You'll kick sideways
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with both legs, balanced on a hand, and usually this happens too fast
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for him to move from his previous block to the new position. After you
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hit him once with this, go back to the straight up and down jumps with
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the roundhouse in the air.
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Against Human Zangief's: You'll still tear this guy apart, even if a
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really good human player is in control of Zangief. Keep in mind that
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your straight up roundhouse kick has better range than his spinning
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clothesline, which you'll find human opponents rely on a lot. Your
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only fear is mistiming the straight up roundhouse: if you don't get
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the kick in, you'll land on your feet directly in front of him, and
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that's bad news. Never tangle with Zangief in close range, even if
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you're not going to use my tactic (it's a tick, and other players
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might insist that you not use it). If you make an agreement not to use
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the straight up roundhouse, use your jumping ability to jump in, hit,
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and jump out, and if he backs you up bounce off a wall to keep from
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being cornered.
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3) Chun Li vs. Ryu: Yeah, that's right, as a computer opponent I
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consider Ryu totally worthless. Let me give you a template to beat
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level 7 Ryu every time:
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a) Before the round even begins, have your stick pointed towards Ryu
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so you'll be walking towards him. As the round starts, take one or two
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steps and then press "L" for a shoulder throw. *Computer Ryu starts
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99.9% of the rounds by walking towards you, and will subsequently fall
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for this throw every time*.
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b) After the shoulder throw, do a pre-charge lightning leg towards
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Ryu (jump up and diagonally towards him, hold down the Roundhouse
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button as you jump). You'll land and promptly start pounding him, as
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soon as he stands up from the throw. Even if he blocks you'll be
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hurting him. As the kicks hit him, he will move slowly farther away
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from you. Let go of the kick key after the first two hits, and wait
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for the lightning leg to expire.
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c) if you've followed the above, Ryu will be up against the far
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right wall right now. You have two choices. You can repeat step (b)
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above, but if you do, you'll loose the chance for a perfect round,
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because as you land with the lightning kick revved Ryu will strong
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punch and hit you, although you will hit him after that. The other
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choice is to jump towards him, and immediately pull down and hold a
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repeating kick key. You'll head stomp him 1-2 times, then bounce off
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the wall and backwards.
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Here's a generalization: after being hit with a repeat attack such as
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the lighting leg, 95% of the time the first thing that any character
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with a distance weapon (Ken, Ryu, Dhalsim, Guile) will do is fire that
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weapon. In the above scenario, this would happen between (b) and (c),
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but as Ryu is throwing his fireball, you'll be leaping through the air
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and preparing a head stomp. This same tactic works well for all of
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these characters, but especially Dhalsim. The key is, after a
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successful lightning leg, jump TOWARDS the opponent to avoid his
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subsequent distance attack, and have an offensive move prepared.
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If you've followed the above scenario, then after the head stomp in
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step (c) Ryu is probably heavily damaged and you are a little ways
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from him on the left after bouncing off the wall. He will almost
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certainly fire a fireball. Just jump straight up in the air, and watch
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it go by. Repeat as necessary. _Eventually_ he will tire of this and
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come walking towards you again. When this happens, just repeat from
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step (a). You'll kill him with the first throw or so.
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Human Ryu's: Any human player worth a damn is only going to fall for
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the opening shoulder throw once or twice, and after that he'll vary
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his opening attack. In this scenario, start the round by moving AWAY
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from Ryu. If he fireballs, try to jump straight up, but don't worry
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about if you can't, just let the block happen. Then look to the
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section below for responses to typical Ryu/Ken attacks.
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Response to the Hurricane Kick: If Ken or Ryu goes into a Hurricane
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kick, if you are close (1 body width) from it, go into a block right
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away. Let it hit you a couple of times, then as he is settling to the
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ground, push forward and hit "L" to shoulder throw him. Note: the
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computer opponent will follow a hurricane kick with a Dragon Punch.
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Keep the block through the Dragon Punch, then catch him on the way
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down from the punch with a throw. *After a throw you should always go
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on the offensive*. Do a pre-charge lightning leg kick after a throw.
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If you are a few steps away when Ken/Ryu starts the Hurricane kick,
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wait until he is about 1 body width away and then hit "L" for a fierce
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punch. It's kind of funny actually, but Chun Li's hand in this
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configuration ends up in a very delicate location on Ken or Ryu, and
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there's no defense for them once they are committed to the Hurricane.
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Try it yourself. The best range on this is achieved if you push the
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stick towards the opponent right as you hit "L".
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Response to the Dragon Punch: See above. Block backwards, but stay in
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the area. Wait for him to start to come down, then push forwards and
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"L" to throw him. Go on the offensive from there. Computer Ken/Ryu's
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will almost always do more than one Dragon Punch in a row. It takes a
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*long* time for them to recover from a Dragon Punch. If you are less
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than three body widths away when they do a Dragon Punch, you will have
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time to walk up, wait for him to start coming down, and Shoulder Throw.
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Response to the Fireball: Simple, either jump straight up (preferred)
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or block. The dangerous ones are the slow fireballs. Crafty human
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opponents will try to lure you into jumping straight up with a slow
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fireball, then walk towards you while you are in the air. If this
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happens, try to roundhouse right before you touch down again. It gets
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them every time. To make the timing on this less crucial, stay AWAY
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from a human Ken or Ryu on the screen. Remember to back out of being
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cornered by using the bounce off the wall trick.
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Response to a jumping Ryu/Ken: A favorite trick of the computer is to
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have Ryu/Ken jump around, and a lot of human players do this too. If
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the computer player is jumping back and forth, just ignore it -
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eventually he will fire a fireball instead of jumping. If he starts
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jumping towards you (or a human player does), watch the distance that
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he jumps. Place yourself at the position you think he will land with
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his next jump. When he is about halfway through this jump, do a
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standing roundhouse (just hit the "R" key). Your standing roundhouse
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has longer range than the flying roundhouse that Ken or Ryu is
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probably attempting. You'll hit him as he's coming down and bounce him
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backwards.
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Special note: it is dangerous to try to jump diagonally away from Ken
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or Ryu, because their fireballs travel at about the same speed as your
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jump, and you may come down right in the middle of one. Jump straight
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up and down when needed. You *can* do the diagonal jump, but it
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requires precise timing. Don't tackle it until you are comfortable
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with beating these guys.
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4) Chun Li vs. Ken: First, read the above section, especially the
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responses to attacks. Keep in mind that Ken and Ryu are *the same
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character*. The only difference between playing the two of them on
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level 7 SNES is the opening - Ryu will always start by moving towards
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you (making him easy to throw).
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The best opening move against Ken is defensive; start by backing away
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from him. It's very likely that he will launch into a Hurricane Kick.
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Let it come, keep the block by pulling away. He will follow the
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Hurricane with a Dragon Punch. Again, let it happen, but after he
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starts to come down, push forward and hit "L" to throw him. You've
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just performed step (a) from the Ryu text - just follow that template
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and you'll be all right.
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Ken is more fond of the Hurricane kick than Ryu, and also jumps more.
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Read the "Responses to xxx" section in Ryu above - all of the
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responses are the same for either Ken or Ryu.
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If you want to gamble against the computer, open the round with a
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fierce punch. If Ken is doing a Hurricane Kick you'll nail him. Most
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of the time otherwise he'll be jumping away and there will be no
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effect, but there's the chance that he will throw a fireball, in which
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case you will be nailed yourself.
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5) Chun Li vs. Dhalsim: The template for Dhalsim is very close to what
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you do for Ryu/Ken, except for the opening - here goes:
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a) First move of the round should be a diagonal jump towards
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Dhalsim. After you've started this, Dhalsim will do one of several
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things - he'll Yoga Fire, he'll jump straight up, or he'll do a
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stretch attack. Any way you slice it, the attack of choice is to hit
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the "A" button after you start the jump and hold it. You'll either
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hit him in the air if he jumps straight up, or you'll hit him as you
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come down in the other cases. Then you'll launch into a lightning leg
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that will throw him backwards.
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b) after you throw him backwards from the attack in (a), basically
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repeat the same move, jump diagonally up and towards him, come down
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with a lightning leg revved. You can use the roundhouse if you want,
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Dhalsim doesn't seem able to counter it as others can.
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c) after step (b), Dhalsim will be up against a wall (the right
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one). It is usually safe to just keep performing step (b), but there's
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a chance he'll counter it. If you are after a perfect round, diagonal
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jump towards him (quickly, after he comes out from under your
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lightning leg) and head stomp him, then bounce off the wall. After
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that, you can go defensive for the round and wait for him to come to
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you. I usually prefer just finishing him off in the beginning, though.
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6) Chun Li vs. E. Honda: Honda is not really THAT hard, he's just got
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a few special considerations compared to the other players.
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The basic template for Honda is to just flying leap towards him and
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rev a lightning kick as you come in. Just like you would against other
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characters. As with the other characters, this attack is less
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effective when Honda is backed up against a wall - jump in and head
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stomp him, then jump away. Keep the following in mind.
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a) Always use a regular lightning leg against Honda (the "A" key).
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He has the timing to counter both others.
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b) if Honda blocks while you are in the air (he will cross his hands
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in front of his face), IMMEDIATELY let go of the lightning leg key and
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pull the stick diagonally backwards from him. When you land, you will
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still do a short lightning leg attack (from the previous revving).
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After this kick finishes, Honda will jump towards you. If you followed
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my instructions the timing will be perfect to jump right out from
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underneath him, *keep the stick held diagonally backwards from him*.
|
|
You'll want to jump away from him to get some maneuvering room.
|
|
|
|
c) If Honda is doing a Hundred Hand Slap, you have to be just
|
|
outside the range of his hand when you jump in and lightning leg him.
|
|
This is a safe attack when properly executed (you won't get hit) but
|
|
if you are two far away when you jump in, you'll land in the range of
|
|
his hands rather then in his body, and the hands will hit you.
|
|
|
|
d) Unless you are *sure* that Honda has just been stunned, DO NOT
|
|
ATTEMPT to Shoulder Throw him. He is unbelievably fast with the Bear
|
|
Hug. If you get caught in a bear hug, start pounding all the buttons
|
|
and swirling the joystick around (basically, spaz out). This will
|
|
break you out of it faster.
|
|
|
|
e) If he torpedoes (Head Butt), jump straight up and come down with a
|
|
head stomp. Nails him every time.
|
|
|
|
f) Again, never stand close to Honda. He will start the Hand Slap
|
|
and pound you. Jump in with a lightning leg revved and jump out. That
|
|
basic sequence will beat him 90% of the time with nothing else.
|
|
|
|
Human players with Honda are usually much easier to beat than the
|
|
computer. Keep in mind that you have much faster jumping, your head
|
|
stomp is great against him, and your airborne Roundhouse has good
|
|
range against him. Most of the stuff above will work fine against a
|
|
human opponent.
|
|
|
|
|
|
7) Chun Li vs. Guile: Guile has some tricks up his sleeve, but they
|
|
can all be countered. Here's a basic template.
|
|
|
|
a) First move of the round should be a straight up jump. Guile will
|
|
either start walking towards you, Sonic Boom, or walk backwards. MOST
|
|
of the time he will walk towards you, and then crouch down a few steps
|
|
away. It may not look like it, but he is in range of your air
|
|
Roundhouse kick when he is crouched down. You have to wait until you
|
|
are almost touching the ground again, then hit "R". You will kick him
|
|
in the head, sending him flying backwards.
|
|
|
|
b) immediately jump diagonally towards him. Rev the lightning leg in
|
|
the air as you come down (you can use Roundhouse lightning legs
|
|
against Guile). You'll come down and start pounding him...release the
|
|
leg and wait for it to expire.
|
|
|
|
c) Like Dhalsim, Guile will always follow a lightning leg attack
|
|
with a Sonic Boom to counter. The best thing to do to jump *straight
|
|
up*. It's very dangerous to jump towards Guile when he Sonic Bombs,
|
|
unlike Dhalsim/Ken/Ryu with their fireballs. The reason is that he
|
|
will do an immediate flash kick and nail you.
|
|
|
|
General guidelines: If you can't finish him off with the opening
|
|
template, move out into the open, but not up against the wall. Wait
|
|
for Guile to approach you and jump straight up. If he kneels, start
|
|
with (a) above. Avoid Booms by jumping straight up and down.
|
|
|
|
Sometimes Guile has a weird little sequence he follows when Chun Li
|
|
jumps straight up. He'll stand just outside the range of the
|
|
roundhouse you let loose. After you land, he'll pause a second and
|
|
throw a fierce punch. The trick to this is to hesitate a second after
|
|
landing, then jump straight up again and roundhouse. The sequence is a
|
|
little tricky, but luckily you won't get damaged much even if he
|
|
connects with his fierce.
|
|
|
|
Do *not* jump diagonally in against Guile unless he has just been
|
|
kicked in the head or thrown back. The computer can instantly unleash
|
|
a Flash Kick and nail you hard. There is nothing practical you can do
|
|
against a Flash kick except avoid it. Like the Dragon Punch, it takes
|
|
a little time for him to recover after using it, and you can use the
|
|
opportunity to throw him.
|
|
|
|
Against Human Guile's: Guile matches up well with Chun Li, so a good
|
|
Guile player can give you a hard time. Keep in mind that your airborne
|
|
Roundhouse kick has a greater range than his, and your straight up in
|
|
the air Roundhouse can be timed to extend farther than any of his
|
|
punches. Counter Flash Kicks by leaping away if close. If you're far
|
|
away and he Flash Kicks, try to leap towards him, catch him coming
|
|
down and do an Air Shoulder Throw (push towards him and hit "L"). This
|
|
does a lot of damage.
|
|
|
|
Guile's sweep has a better range than yours, so don't go toe to toe.
|
|
Instead, leap straight up as he approaches and roundhouse.
|
|
|
|
|
|
8) Chun Li vs. Blanka: Now, Blanka can be a problem. He's fast, he has
|
|
STRONG offensive moves, and the computer plays him pretty well. Still,
|
|
it's possible to master the moves to beat him consistently.
|
|
|
|
Your basic pre-charge lightning kick is still an important move. In
|
|
fact, open the round with it - when you hear "Fight!", jump diagonally
|
|
towards Blanka, and come down with the lightning leg firing. I usually
|
|
use the normal, but you can also use Roundhouse. It's possible that
|
|
Blanka will jump up or towards you as his first move. If he goes up,
|
|
you should be able to hit him with your kick. If he jump towards you,
|
|
you'll have to react VERY quickly and switch to an air Shoulder Throw,
|
|
otherwise you'll be hit.
|
|
|
|
Assuming you got him with the initial lightning leg, jump in and
|
|
pound him with another, then jump in and head stomp. At that point you
|
|
will bounce off the wall (after having head stomped him) and away.
|
|
It's more important than usual to stay clear of Blanka. He has very
|
|
good range on all of his close in attacks, more than just about
|
|
anything Chun Li has except the fierce punch/lunge.
|
|
|
|
The preceding sequence should have him pretty damaged, but unlike
|
|
most of the other characters, Blanka is very erratic in actions from
|
|
this point on. If he starts jumping towards you, jump away, wait for
|
|
his next jump, and time a jump towards him to hit him as he is coming
|
|
*down* (you're reasonably safe with this move). Otherwise, move in
|
|
and attempt a pre-charge lightning leg again. Here's some things to
|
|
look out for:
|
|
|
|
a) If he starts jumping straight up and down, Blanka is thinking
|
|
about a Rolling Attack. Chun Li's Head Stomp works against the Rolling
|
|
Attack, but it's hard to time it as the Rolling Attack is so much
|
|
faster than other character's moves. It's safest to just jump straight
|
|
up and avoid it, or block if you have to. Remember that if you can
|
|
punch or kick Blanka when he's in a Rolling Attack you will do more
|
|
than normal damage. If you see him suddenly crouch down when he's far
|
|
away from you, he's definitely about to unleash a rolling attack.
|
|
|
|
b) Blanka is hard to stun, and doesn't stay that way long when you
|
|
do manage it. Don't trust a stun against him, and that means be careful
|
|
with attempts at a Shoulder Throw.
|
|
|
|
c) Blanka is the only character that I recommend you stay away from
|
|
the straight up Roundhouse. He's got too many attacks that can counter
|
|
it.
|
|
|
|
d) Never, ever try a Whirlwind Kick against Blanka. I don't use the
|
|
Whirlwind anyway, but Blanka will invariably time a Rolling Attack just
|
|
right when you try the Whirlwind to pound you.
|
|
|
|
|
|
8) Chun Li vs. Balrog: Balrog can do massive damage, but as an opponent
|
|
he's a moron. Basically, treat Balrog the same as Zangief, that is, he
|
|
is very susceptible to the straight up Roundhouse. Here's a typical
|
|
sequence:
|
|
|
|
a) Start the round by jumping straight up. Balrog may rush in or
|
|
walk in trying to punch you. Either way he'll be in range as you come
|
|
down from the straight up jump, that's when to release your airborne
|
|
Roundhouse. You'll hit him in the head and he'll fly backwards.
|
|
|
|
c) After hitting Balrog with a Roundhouse is the ONLY time it is
|
|
safe to do a flying jump into him with the lightning leg. Do so now,
|
|
use Roundhouse as the Lightning Leg. He will probably crouch down and
|
|
block.
|
|
|
|
d) Immediately after coming out of the lightning leg Balrog will
|
|
jump diagonally towards you. Jump straight up and Roundhouse to hit
|
|
him as he comes in.
|
|
|
|
You can beat Balrog entirely by just standing in one place and doing
|
|
straight up Roundhouses, just like Zangief. The key is to jump up
|
|
when he is farther away than you are used to, because he will probably
|
|
rush in the last few steps, and you don't want to be on the ground
|
|
when that happens. Even if he is walking he will make it into range,
|
|
barely. Just takes a little practice to get the jump point right.
|
|
|
|
It's obvious that you shouldn't get backed into a corner with Balrog.
|
|
As with all the end bosses, if you let yourself get up against a wall,
|
|
you may never even have a chance to jump out before you are dead.
|
|
|
|
|
|
9) Chun Li vs. Vega: Vega requires the most precise timing of any
|
|
character to counter, but after you learn this timing you will beat
|
|
him very consistently. It's easy to get frustrated with him and think
|
|
that he's impossible to beat (I did, at first), but stay with it.
|
|
|
|
General guideline: When leaping away from Vega (you will do a lot of
|
|
this) ALWAYS combine the backwards leap with a standard kick.
|
|
|
|
General guideline #2: If you are staying on the ground, you are doing
|
|
something wrong. Start jumping, it's the only way to beat Vega.
|
|
|
|
a) Vega starts every round (at least on level 7) with a leap away
|
|
from you. Just stand there. He'll start walking towards you after the
|
|
leap. Note that Vega is a pain to play because his move set as far as
|
|
jumps, etc. is basically the same as yours. Here's the tricky part: as
|
|
Vega is coming towards you, you want to wait until he is JUST close
|
|
enough that you would hit him with a forward leap/regular kick combo.
|
|
However, most of the time when you try this he will leap away quickly
|
|
enough that you won't hit him. I usually leap backwards if my first
|
|
attempt was unsuccessful - Vega will probably leap forwards directly
|
|
after he lands, so you want to be going backwards. Wait for another
|
|
opportunity to try again.
|
|
|
|
c) If you hit Vega with the above leap, do NOT lightning leg him.
|
|
In fact, never Lightning leg him on just one kick. Instead, leap
|
|
towards him a second time and try another flying standard kick. If
|
|
you hit him again and he falls backwards, then you can try the
|
|
lightning leg, but be aware that you will simply have to learn when
|
|
you can and cannot use the lightning leg against Vega. You might
|
|
want to just stick with leaping back and forth at first.
|
|
|
|
d) This is a little weird, but something to try if you can't get
|
|
the timing right on step (a) and you're just jumping back and forth
|
|
is to get hit once. Vega's behavior changes after he has either been
|
|
hit or hit you. He will start bouncing off the edge of the screen
|
|
when this has happened (just like Chun Li can) and this is a weak
|
|
point for him. When Vega jumps backwards towards the edge of the
|
|
screen, do NOT jump after him - if you do you'll be hit. Rather, wait
|
|
for him to hit the edge, and start his bounce back towards you. If you
|
|
wait until just after this bounce back towards you has started, you
|
|
will be able to jump diagonally towards him, hit a standard kick, and
|
|
hit him as he comes down.
|
|
|
|
e) If Vega starts climbing the cage, walk to whichever side of him
|
|
has more maneuvering room, stop about 1 1/2 body width away from him
|
|
on that side, and wait. You should be prepared to a diagonal jump
|
|
away from wherever Vega is when he is on the wall. As soon as he jumps
|
|
off the wall, jump diagonally up and away from him, simultaneously
|
|
hitting a standard kick. You'll hit him as he comes down. He often
|
|
does several wall-climb attacks in a row, so be prepared for another.
|
|
|
|
f) If you get Vega in a lightning leg, it's safest to just assume
|
|
you should jump diagonally away as soon as it is completed. Let go of
|
|
the kick button immediately after starting the lightning leg, and pull
|
|
diagonally back on the stick. You'll finish the kick and then jump
|
|
away. Vega has a variety of nasty counters after he comes out from
|
|
under a lightning leg.
|
|
|
|
|
|
10) Chun Li vs. M. Bison: The first thing to know is that the computer
|
|
basically cheats like hell when playing Bison. Don't get frustrated
|
|
about it. Bison is the only character left that despite a solid
|
|
understanding of how to beat him, can still kill me with a fair
|
|
consistency. On the other hand, I've gone double perfect rounds on
|
|
him innumerable times, so he's not invincible.
|
|
|
|
Bison is unpredictable. The only given move for ever round with him
|
|
is the very first one: you should jump straight up in the air. If he
|
|
does one of his "jump halfway across the screen" leaps at you, hit
|
|
Roundhouse. Otherwise, wait until you are coming down, he will be
|
|
walking towards you. Do a last second Roundhouse before you land to
|
|
hit him in the head.
|
|
|
|
The rest of these moves are basically reactions to various things Bison
|
|
will attempt.
|
|
|
|
a) Against the Flaming Torpedo: Jump straight up and come down with
|
|
a head stomp. Unfortunately, the computer will bring Bison out of
|
|
almost all his Torpedoes _already_ blocking, so he'll probably block it.
|
|
It beats getting hit with it, though. You'll have better success
|
|
actually hitting him with the stomp if you try to time it so you will
|
|
hit him just as he starts coming underneath you, rather than in the
|
|
middle of his body.
|
|
|
|
b) STAY IN THE MIDDLE OF THE SCREEN. If you get close to the wall,
|
|
you are toast. Once you allow Bison the beginning of a strong
|
|
combination attack, it's basically over.
|
|
|
|
c) The air is your friend again. Do a lot of jumping. Bison is also
|
|
susceptible to the straight up Roundhouse kick, but be aware that he
|
|
will block a good number of them. You have to keep jumping straight up
|
|
again and Roundhousing in the hopes you'll catch him out of a block.
|
|
One thing that works to your advantage is that he will try a power
|
|
punch sooner or later. If you see his hand turn electric while you are
|
|
in the air, your Roundhouse *will* hit him. You should anticipate this
|
|
and as soon as you hit the kick, be leaping towards him with another
|
|
Roundhouse, which will also hit. Then decide whether to get in another
|
|
kick (lightning leg is possible) or just jump away to the middle of the
|
|
screen again.
|
|
|
|
d) You can beat those flying kicks that Bison does by jumping straight
|
|
up and Roundhousing. As usual, you have better range than most of his
|
|
stuff.
|
|
|
|
e) If you catch Bison in a lightning leg, let if fly and let go of
|
|
the kick button. He will probably block it successfully, but as usual
|
|
he will be knocked backwards as he blocks. He'll end up a little ways
|
|
away from you after you come out of the leg. Almost always his
|
|
response will be to leap in towards you with a flying kick. The response
|
|
is to jump straight up and Roundhouse (as above), but in the special
|
|
case of him recovering from a lightning leg, wait about a half second
|
|
before you jump straight up. Otherwise you'll miss him with the kick, and
|
|
he'll hit you.
|
|
|
|
|
|
Well, that's about it, folks. I'll be writing the other characters up
|
|
later. I may revise this document as well; send in your suggestions and
|
|
comments to the email addresses below. Have fun playing. If you are new
|
|
player to the game, don't expect it all to come at once. I guarantee you
|
|
that all of the strategies here will work, but you may need to get
|
|
comfortable with controlling Chun Li first. Also, don't expect to walk
|
|
into an arcade and be a champion. The timing is entirely different, and
|
|
the computer opponents are smarter.
|
|
|
|
Contact me:
|
|
|
|
Internet: rich@grebyn.com rlawrenc@synoptics.com
|
|
CI$: 71101,2272
|
|
GEnie: R.LAWRENCE14
|
|
|
|
--
|
|
Rich Lawrence, Synoptics Systems Engineer DOD#9630 rich@grebyn.com
|
|
'92 Seca II "Yuri" CI$:71101,2272 GEnie:R.LAWRENCE14
|
|
215 years ago my government gave me certain inalienable rights.
|
|
Since then, they've been trying to correct their mistake.
|
|
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|