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Last update: 1/19/03

CAPCOM VS SNK 2 FAQ by Nick Lee

Intro to Chun-Li

Master G's asked me to base the first strategy upon the Capcom vs SNK 2 version of Chun-Li. I figured that since Chun-Li was one of the characters that Capcom paid a lot of attention to in this game, she'd get some special treatment in the gameplay department. Damn, was I ever wrong!

In Capcom vs SNK 2, Chun-Li plays like she did in Third Strike: Street Fighter III. This version of Chun-Li is very different compared to her earlier versions. The extra animation frames used for her attacks slightly, and in some cases drastically, alter her timing. She has a larger variety of kicks and different ranges of attack. The big mistake is that a lot of her vital techniques were neglected. Two of the most important moves where the Tenshokyaku and the Senenshu.

Bottom line, this version of Chun-Li really brings her back to her roots, in terms of special manuevers, but her basic attacks have been changed. You'll have to really rely on her solo striking abilities, since her combo linking abilities have been decreased. So let's get started.

Fighting Style

Chun-Li's strength has always lied within her speed and aerial striking abilities. Capcom really screwed her over in this game, by limiting her combo linking abilities and subtracting some of her most vital special attacks (Tenshokyaku should never have been taken away!).

In this version you really have to rely on a balanced offense and defense. Striking has to hit at the right time, when the opponent is vulnerable. Unfortunately, Chun-Li's special moves usually leave her vulnerable, and her recovery time is about average, nothing great. So you should really take a lot of time to learn timing and execution.

Two-in-Ones

On average, Chun-Li usually executes two-in-one combos followed up with a third strike, which is usually a special. If you don't want to take a chance with the special, end it with a crouching roundhouse to take them down. This will give you time to get ready for next wave. Chun-Li has many aerial two-in-ones in this version. She has a fierce two-in-one and a roundhouse two-in-one. Connect with these aerial two-in-ones followed up with some ground attacks to increase the combo count. To really bring the count up use her multiple hit specials like the Spinning Bird Kick and the Lightening Kicks.

Another two-in-one that you should take advantage of is her close strong punch, which performs a double slap. This can be ended with a kikouken or a super combo. I seriously suggest that you choose a groove that enables chain combos, for that will unlock so many of her old school combos.

Combo Enders

A combo ender ends a chain of attacks. Chun-Li's most basic combo ender/finisher is her kikouken fireball. Other good ones are the Spinning Bird Kick and the Lightning Kicks. These attacks might not connect every time, but if the opponent guards they will inflict some additional damage, plus force them to back away. Super Combos moves are also great for Combo Enders. They increase the combo count and inflict a lot of damage.

Special to Special Combos

One combo that is useful, but takes a big risk, is the Spinning Bird Kick to Lightening Kicks combo. As your doing the Spinning Bird Kick rapidly press the any kick button, this way as you land you'll go straight into the Lightning Kicks and inflict more damage.

Attack Range

In this game, knowing Chun-Li's attack range is vital to success. Chun-Li has really good range with some of her punches. Her fierce punch can really get a good reach, so can her spin kick (hold forward and press forward kick button) but it's risky.

Kicks

Chun-Li is best known for her great legs and organ piercing kicks. In this game a lot of Chun-Li's kicks are used to strike high zones. Chun-Li's range in kicking is short and results in an inconvienence. You'll have to be pretty close to land most of her ground based kicks, with the exception of her crouching kicks.

Her aerial kicks are also different. One of her most useful attacks is her jumping split kick (jump straight up and press roundhouse). This can be used to hit airborne and ground opponents. Her jumping double roundhouse (jumping towards a direction and press roundhouse) is mainly used for airborne opponents, since the timing and angle of the kicks are difficult to connect with ground opponents. Use the short and forward jump kicks to hit ground opponents while in the air.

Throwing

Chun-Li's throws are very useful, so use them! I don't know where this came from, but a lot of people consider it cheap to win a match with a throw. Throws are very effective when you don't want to take a chance against a dizzied opponent. If you're not confident in linking a combo, go for a throw, it inflicts more damage than the average attack. Watch out for tech users, though.

Fighting Against Aerial Opponents

Unfortunately Chun-Li is almost offenseless against aerial attacks, since she doesn't have her Tenshokyaku you'll have to rely on standard attacks, or blocking. My advice is that you keep your distance while they're in the air, or jump towards the wall behind you and perform a wall spring to gain higher air than the opponent.

Winning Strategies

Spinning Bird Kick: Use this to hit the opponent as they get up. Be careful with the timing! If you do it too early you'll fly over them and leave yourself vulnerable to attack. This move is generally a very vulnerable attack. The focus of this attack is mid-range, so the opponent can strike from above or below.

Lightning Kick: Use this on an opponent who's on the ground. As they get up they'll either receive damage, guard and receive damage, or counter (it depends upon the opponent's skill, it always does). This move is extremely vulerable to projectiles and cross-over attacks.

High Jump: Use the high jump to get where you want to go on the battle field. The high jump (down, then up) can get more range than a regular jump.

Head Stomp: Use this as a safety while traveling above an opponent, but be alert for anti-aerial attacks, like the Shoryuken and Cannon Spike.

Rolling: I seriously recommend that you use a groove that enables rolling. Rolling can be the key to success, if used properly. Here's a strategy; As an opponent begins a special move, roll behind them while holding down. Then, as you exit the roll, perform the Spinning Bird Kick.

Be on Guard: It's become a fixed habit of mine to hold the back on the d-pad while fighting. This ensures that I'll block if I don't press any of the striking buttons.

Fliping Knee Technique: Hold down/forward and press roundhouse to perform this technique. It can confuse an opponent when performed after a combo

Kikouken: Chun-Li's Kikouken doesn't travel in this game, so use it mainly as a Combo Ender. It does have some range, but unless you're sure it will concent you shouldn't use it solo. You can, however, use it as the opponent gets up. This may inflict damage on the opponent as they rise from the ground.

Nick Lee's Custom Groove

Here's one of my custom grooves that I recommend to other gamers. The groove I primarily use doesn't have a super combo meter, so I doubt that you guys want to use that one, so here's an alternative:

Sub System Select:

Dash: OFF
Run: ON
Rolling: ON
Dodge: OFF
Counter Attack: OFF
Counter Movement: OFF
Air Guard: OFF
Small Jump: OFF
Tactical Recovery: OFF
Safe Fall: ON

System:

Parrying: ON
Just Defense: OFF
Chain Combo: ON
Air Chain Combo: ON
Super Combo Cancel: OFF
Cancel Any Move: OFF
Gauge:
P - Gauge

Nick Lee's General Street Fighter Strategy

If you want to be a pro Street Fighter, I believe, you have to have the basics down. You have to have mastered the original Street Fighters, starting with Street Fighter II and Champion Edition. Work your way up to the Turbo Edition, where fast gaming and fast reflexes come into play. Make your way into Super Street Fighter II to get the hang of some of the new moves and characters.

You should learn the moves and combos of EVERY character. Once you know what the characters are capable of doing you'll have the upperhand. Advance to the Zero/Alpha series and learn about the new technical stuff like super combos and counter attacks. After you get through with the Zero/Alpha series get into the Street Fighter III series, and Chun-Li users better pay special attention to Third Strike: Street Fighter III; that game practically belongs to Chun-Li. After the SFIII series go into the cross-overs. The cross-overs is where it ends, for the time being.

Also, don't forget to add in a little bit of Pocket Fighter for fun. As for the Capcom vs SNK series, experience in the SNK realm would definitely pay off. If you're a hardcore fight gamer you know SNK. If you don't then you can't be considered a hardcore fight gamer. Play the Garou Densetsu/Fatal Fury (pay close attention to Real Bout and Garou: Mark of the Wolves) and King of Fighter series'.

General Tactics:

- Be unpredictable. Vary your moves, combos, and patterns.

- Study your opponent before you play. Watch a few rounds and acknowledge what type of player they are.

- A defense cannot win without an offense. People who block during the entire match will end up losing against a skilled gamer.

- Use special moves, not only to inflict damage, but as decoys and distractions. Sometimes the specials are used as the set up moves, or openers, for combos or other specials.

- Use your super combos wisely. Heck, everything you do should have meaning.

Ground Tactics:

- There are certain special attacks that can be canceled by a basic attack. For instance, Chun-Li's head stomp can cancel out Vega's (M. Bison) Psycho Crusher. Any normal standing attack can cancel out Blanka's rolling attack, it all depends on timing and which move you use.

- When an opponent is knocked to the ground, do not stand next to him. As they get up they can hit you before you can hit them. If you want to take a chance, you can perform the move right before the opponent gets up. There's a chance it will connect, but, if you're playing a skilling player chances are they'll either throw or strike you.

- Certain basic attacks can beat an opponent's basic attacks. Study and experiment with who has the superior basic attacks.

- Sweeping is a vital element for a good offense and defense. Sweeping will give you time to recooperate and prepare for what lies ahead.

Jumping Tactics:

- If you have air blocking, hold back as you jump to guard against attacks.

- It is generally a bad a idea to strike as you rise from the ground, but there are certain situations that call for it

- Don't make any meaningless attacks while in the air.

Knocked Down Tactics:

- While getting up, if the opponent is right next to you, you can perform an easy throw. As you get up quickly perform the throw method.

- While getting up, perform a special manuever. Some special moves, like the Shoryuken, can be performed as you rise.

- When getting up, if you decide to block, be sure to guard downwards. This way a high attack will not be able to reach you, and you'll be able to guard any crouching attacks. Be aware of jumping attacks, they will hit you!

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