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- Newsgroups: rec.games.video
- Path: sparky!uunet!grebyn!daily!rich
- From: rich@grebyn.com (Richard Lawrence)
- Subject: Complete Chun Li Strategy Guide: SNES SFII
- Message-ID: <1993Jan1.091240.23839@grebyn.com>
- Organization: Grebyn Timesharing
- Date: Fri, 1 Jan 1993 09:12:40 GMT
- Lines: 697
-
- This is a long posting. If you are interested, you will want to save it
- to a file for viewing ( "s <filename>" in most readers).
-
- The following is my complete strategy guide to playing Chun Li on SNES
- SFII. Hope it helps some of you out. Email addresses are at the bottom
- if you have comments.
-
-
- The Indispensable Chun Li Strategy Guide for the SNES
- or: How To Beat Level 7 Without Having a Hernia
-
- This guide is the "intellectual property" (yeah, right, there's an
- oxymoron - intellectual video game discussion) of myself. You are free
- to distribute it, copy it, revere it, throw it away, but you can't
- quote it without my permission. 'Course, I would always GIVE the
- permission, but that's besides the point.
-
- Version 1.0 of this guide is being released as of 12/92 upon an
- unsuspecting world, to help out those poor unfortunate souls who are
- having trouble tromping the computer.
-
- Why Chun Li?
-
- It is my opinion that Chun Li is the strongest champion in the SNES
- version of Street Fighter II. There are several reasons for this.
-
- * Great range on offensive moves - because of her jumping ability,
- particular the "bounce off a wall" move, Chun Li can strike over a
- great range offensively. Ken and Ryu have great offensive attacks,
- but have to use vulnerable special moves to get around quickly.
-
- * Extremely fast - helps on both offense and defense, she can block
- quickly when in trouble and turn it into an attack instantly when
- the opportunity arises.
-
- * Easy controls - no "move here, here, and here" for an attack. The
- most difficult move she has is the Whirlwind Kick, and as we'll
- see later, you don't even need that to be deadly.
-
- Using Chun Li and a Capcom joystick (see next section) I can
- consistently finish the game without loosing a battle. I've come
- *very* close several times to completing an entire game without being
- hit.
- I will be releasing guides for the other characters, but Chun Li is
- my favorite so she gets the lead role.
-
- A Word on Joysticks
-
- If you are playing SFII with the default SNES control pad, you are
- a) insane and b) must have little bitty hands. My advice to ANYBODY
- looking to get enjoyment out of this game is loose the pad instantly.
- There are several full sized joysticks out there. I have looked at the
- CH Joystick, the Capcom Fighter Power Stick, and the ASCII products,
- and a few others. I decided on the Capcom product, but that doesn't
- necessarily mean it is the best for you. It had the layout I wanted,
- lots of features, and a good feel. Some may be afraid of its plastic
- construction, but believe me, I have tortured mine extensively and
- it's holding up well so far.
- The big priority in a SFII joystick is the configuration of the
- button repeat functions. The CH stick looses here with no repeat at
- all; I recommend you avoid any such stick. You need to be able to
- assign various auto-repeat speeds to individual buttons. Not important
- to SFII but important to shooters is the ability to have a button
- continuously fire; the Capcom does all of the above.
-
-
- Description of Moves
- Here is a brief summary of moves described in the manual, and what
- they are good for.
-
- Shoulder Throw: <push towards opponent and hit "L">. Crucial against
- Ken and Ryu. Note that Chun Li does *not* need to be touching the
- character to perform a shoulder throw - she can be a little ways away.
- Shoulder throws also work in mid-air, where they are almost
- indefensible. Not safe to use against E. Honda.
-
- Head Stomp: <push down and any kick key>. This move is important
- because with it you can hit other characters even when they are
- "invincible". Examples: Blanka when he is electric, Bison/Honda when
- in a torpedo, Dhalsim when he is stretching (you can hit any part of a
- stretching Dhalsim with the head stomp and hurt him!). Keep the head
- stomp in mind as your counter to any special attacks that involve the
- opposing character directly. These special attacks generally commit
- the character to a course of action that he must stick with for a few
- seconds. For example, when Blanka turns on electricity, he has no
- control over what happens until he comes out of it. This is the
- perfect opportunity to do a flying leap and come down with a head
- stomp. His electricity will not hurt you, and you'll damage him
- without giving him any chance to block.
-
- Lightning leg: <push any kick key repeatedly - you should let the
- joystick do this for you>. Note that there is a big difference in the
- different lightning legs. The best is the medium ("A" button). The
- Roundhouse lightning leg ("R" button) kicks very high and can be
- countered with a properly timed punch, but it does the most damage and
- has some specialized uses. The light lightning leg is the slowest
- repeating and can actually be countered by waiting for the first hit
- and timing a return punch. Stay away from it; it's useless.
-
- Whirlwind kick: <push down 2 seconds, then up and a kick key>. I
- consider this move almost useless. You gain a second of
- invulnerability when you are inverted, but it's easy to block and wait
- for Chun Li to spin around at the far end of the kick, then throw her
- as she is coming out of it. Also, this move can be difficult to
- perform unless you set it up by "charging". Charging is when you begin
- the movement of an attack when you are still moving from a previous
- attack. For instance, let's say you jump straight up. Immediately
- after hitting up, you can pull down and hold the stick, then when you
- land you can push up and a kick and you will "instantly" launch into a
- whirlwind kick, because you were charging it as you came down from
- your previous jump. Charging is important in the lightning leg kicks,
- but stay away from the Whirlwind unless you want to show off.
-
- There are several moves I rely on consistently in my strategies.
- They are described here so you will be familiar with them in the text
- afterwards.
-
- The straight up Roundhouse: Simply push up on the stick and press
- Roundhouse kick ("R" for default configuration). Chun Li will leap
- straight up in the air and do a sort of circular roundhouse. This kick
- has amazing range, both left to right and vertically. Note that you
- can time this kick so the roundhouse starts anywhere from when you
- first jump up to when you are almost touching the ground after coming
- down again. This kick is *very dangerous* to opponents, since it has
- wider range than just about any other kick, and you are more or less
- impervious if you time it correctly.
-
- The pre-charge lightning leg: From a standing position, push diagonal
- up on the stick and Chun Li will do a spinning forward move through
- the air. At the halfway point, press and hold a repeating kick key.
- The kick key can be anything from a roundhouse to a light kick. Chun
- Li will do a kick in mid-air (so if your opponent jumped at the same
- time he will likely be hit) and when she lands will instantly launch
- into a lightning leg.
- Variant: The head stomp/lightning leg: Push diagonal up to jump,
- then immediately push DOWN on the stick, then push and hold a
- repeating kick key. Chun Li will jump up, go into a head stomp as soon
- as you hit the kick, and upon landing launch into a lightning leg
- right away. The beauty of this attack is that most of the time she
- will end up facing the opponent with the lightning leg, *even if you
- mistimed the kick and jumped over the opponent*. In other words, if
- you land on the wrong side with this kick, most of the time you'll be
- covered anyway! Try it, I'm not kidding.
-
- The wall bounce: Jump up and diagonally so as to hit the edge of
- the screen. While you are in the air, before you actually hit the
- edge, pull the stick up and diagonally in the opposite direction of
- the initial jump. You will hit the edge, and instead of falling
- straight down you'll start a new jump in the opposite direction. You
- can do this even when standing right next to a wall/edge of the
- screen. It's an important move because it's the longest leap you can
- make, giving you a great range of attack when you are near the edge of
- the screen. Use it to get out of trouble if you get cornered. Vega can
- also do this move; watch out for it.
-
-
- Ok, now that we've got the moves down (practice them on level 0 until
- you are comfortable with them), let's look at the stages/characters.
- The following are loosely organized from easiest to hardest. They are
- all based on Level 7 play. The computer will vary it's techniques on
- other levels; you're on your own (but they are much easier).
-
-
- 1) Bonus stages: For both the brick pile and the destruction of the car,
- the weapon of choice is the Roundhouse lightning leg. Have the button
- held down when the screen first appears, even before you get the
- "start". This way as soon as the round starts you'll launch into a
- lightning leg that destroys the first section. When you see Chun Li
- start kicking, let go of the key (she'll continue the lightning kick,
- don't worry) and wait for her to finish the kick. For the bricks, just
- do a diagonal forward jump and when in the air, hit and hold the
- roundhouse lightning kick again. You'll get one quick hit from the
- air, then you should land on top of the first level (not the very top)
- of the pile and start pounding away. Just stand there holding the key.
- If you didn't waste any time, you can get 27 seconds out of the bricks.
-
- For the car, after the first section is blown away, jump on top of the
- car, run across it, fall to the ground on the other side and walk up
- close. Then just hold down the roundhouse lightning leg again. You
- should be able to finish the round with 22 seconds to spare.
-
-
- 2) Chun Li vs. Zangief: Zangief is a pushover. Believe it or not, you
- can completely eradicate this sucker with *one move*, the straight up
- Roundhouse. When the round starts, wait for Zangief to walk towards
- you (he will always take the offensive) and jump straight up in the
- air. If he jumps in response, immediately hit the roundhouse key and
- you'll nail him in the air (your range is better than his). If he
- doesn't jump, wait until you are on the downward part of your jump,
- then hit the roundhouse key. Normally you'll kick him in the face with
- this move. You'll have to practice the timing of the downward
- movement, but trust me, you can do play the entire round with perfect
- scores with just this one move. The timing is tricky if he does an
- upward kick as you are coming down, though.
-
- When you land, just repeat the above process again. You might have to
- wait for him to walk towards you a little bit so he'll be in range for
- the kick.
-
- Just about the only thing Zangief can do about this is block as you do
- the roundhouse. If this happens, either jump straight up again
- immediately and repeat the roundhouse (eventually he will miss a
- block), or land, pull down and hit roundhouse. You'll kick sideways
- with both legs, balanced on a hand, and usually this happens too fast
- for him to move from his previous block to the new position. After you
- hit him once with this, go back to the straight up and down jumps with
- the roundhouse in the air.
-
- Against Human Zangief's: You'll still tear this guy apart, even if a
- really good human player is in control of Zangief. Keep in mind that
- your straight up roundhouse kick has better range than his spinning
- clothesline, which you'll find human opponents rely on a lot. Your
- only fear is mistiming the straight up roundhouse: if you don't get
- the kick in, you'll land on your feet directly in front of him, and
- that's bad news. Never tangle with Zangief in close range, even if
- you're not going to use my tactic (it's a tick, and other players
- might insist that you not use it). If you make an agreement not to use
- the straight up roundhouse, use your jumping ability to jump in, hit,
- and jump out, and if he backs you up bounce off a wall to keep from
- being cornered.
-
-
- 3) Chun Li vs. Ryu: Yeah, that's right, as a computer opponent I
- consider Ryu totally worthless. Let me give you a template to beat
- level 7 Ryu every time:
-
- a) Before the round even begins, have your stick pointed towards Ryu
- so you'll be walking towards him. As the round starts, take one or two
- steps and then press "L" for a shoulder throw. *Computer Ryu starts
- 99.9% of the rounds by walking towards you, and will subsequently fall
- for this throw every time*.
-
- b) After the shoulder throw, do a pre-charge lightning leg towards
- Ryu (jump up and diagonally towards him, hold down the Roundhouse
- button as you jump). You'll land and promptly start pounding him, as
- soon as he stands up from the throw. Even if he blocks you'll be
- hurting him. As the kicks hit him, he will move slowly farther away
- from you. Let go of the kick key after the first two hits, and wait
- for the lightning leg to expire.
-
- c) if you've followed the above, Ryu will be up against the far
- right wall right now. You have two choices. You can repeat step (b)
- above, but if you do, you'll loose the chance for a perfect round,
- because as you land with the lightning kick revved Ryu will strong
- punch and hit you, although you will hit him after that. The other
- choice is to jump towards him, and immediately pull down and hold a
- repeating kick key. You'll head stomp him 1-2 times, then bounce off
- the wall and backwards.
-
- Here's a generalization: after being hit with a repeat attack such as
- the lighting leg, 95% of the time the first thing that any character
- with a distance weapon (Ken, Ryu, Dhalsim, Guile) will do is fire that
- weapon. In the above scenario, this would happen between (b) and (c),
- but as Ryu is throwing his fireball, you'll be leaping through the air
- and preparing a head stomp. This same tactic works well for all of
- these characters, but especially Dhalsim. The key is, after a
- successful lightning leg, jump TOWARDS the opponent to avoid his
- subsequent distance attack, and have an offensive move prepared.
-
- If you've followed the above scenario, then after the head stomp in
- step (c) Ryu is probably heavily damaged and you are a little ways
- from him on the left after bouncing off the wall. He will almost
- certainly fire a fireball. Just jump straight up in the air, and watch
- it go by. Repeat as necessary. _Eventually_ he will tire of this and
- come walking towards you again. When this happens, just repeat from
- step (a). You'll kill him with the first throw or so.
-
- Human Ryu's: Any human player worth a damn is only going to fall for
- the opening shoulder throw once or twice, and after that he'll vary
- his opening attack. In this scenario, start the round by moving AWAY
- from Ryu. If he fireballs, try to jump straight up, but don't worry
- about if you can't, just let the block happen. Then look to the
- section below for responses to typical Ryu/Ken attacks.
-
- Response to the Hurricane Kick: If Ken or Ryu goes into a Hurricane
- kick, if you are close (1 body width) from it, go into a block right
- away. Let it hit you a couple of times, then as he is settling to the
- ground, push forward and hit "L" to shoulder throw him. Note: the
- computer opponent will follow a hurricane kick with a Dragon Punch.
- Keep the block through the Dragon Punch, then catch him on the way
- down from the punch with a throw. *After a throw you should always go
- on the offensive*. Do a pre-charge lightning leg kick after a throw.
-
- If you are a few steps away when Ken/Ryu starts the Hurricane kick,
- wait until he is about 1 body width away and then hit "L" for a fierce
- punch. It's kind of funny actually, but Chun Li's hand in this
- configuration ends up in a very delicate location on Ken or Ryu, and
- there's no defense for them once they are committed to the Hurricane.
- Try it yourself. The best range on this is achieved if you push the
- stick towards the opponent right as you hit "L".
-
- Response to the Dragon Punch: See above. Block backwards, but stay in
- the area. Wait for him to start to come down, then push forwards and
- "L" to throw him. Go on the offensive from there. Computer Ken/Ryu's
- will almost always do more than one Dragon Punch in a row. It takes a
- *long* time for them to recover from a Dragon Punch. If you are less
- than three body widths away when they do a Dragon Punch, you will have
- time to walk up, wait for him to start coming down, and Shoulder Throw.
-
- Response to the Fireball: Simple, either jump straight up (preferred)
- or block. The dangerous ones are the slow fireballs. Crafty human
- opponents will try to lure you into jumping straight up with a slow
- fireball, then walk towards you while you are in the air. If this
- happens, try to roundhouse right before you touch down again. It gets
- them every time. To make the timing on this less crucial, stay AWAY
- from a human Ken or Ryu on the screen. Remember to back out of being
- cornered by using the bounce off the wall trick.
-
- Response to a jumping Ryu/Ken: A favorite trick of the computer is to
- have Ryu/Ken jump around, and a lot of human players do this too. If
- the computer player is jumping back and forth, just ignore it -
- eventually he will fire a fireball instead of jumping. If he starts
- jumping towards you (or a human player does), watch the distance that
- he jumps. Place yourself at the position you think he will land with
- his next jump. When he is about halfway through this jump, do a
- standing roundhouse (just hit the "R" key). Your standing roundhouse
- has longer range than the flying roundhouse that Ken or Ryu is
- probably attempting. You'll hit him as he's coming down and bounce him
- backwards.
-
- Special note: it is dangerous to try to jump diagonally away from Ken
- or Ryu, because their fireballs travel at about the same speed as your
- jump, and you may come down right in the middle of one. Jump straight
- up and down when needed. You *can* do the diagonal jump, but it
- requires precise timing. Don't tackle it until you are comfortable
- with beating these guys.
-
-
- 4) Chun Li vs. Ken: First, read the above section, especially the
- responses to attacks. Keep in mind that Ken and Ryu are *the same
- character*. The only difference between playing the two of them on
- level 7 SNES is the opening - Ryu will always start by moving towards
- you (making him easy to throw).
-
- The best opening move against Ken is defensive; start by backing away
- from him. It's very likely that he will launch into a Hurricane Kick.
- Let it come, keep the block by pulling away. He will follow the
- Hurricane with a Dragon Punch. Again, let it happen, but after he
- starts to come down, push forward and hit "L" to throw him. You've
- just performed step (a) from the Ryu text - just follow that template
- and you'll be all right.
-
- Ken is more fond of the Hurricane kick than Ryu, and also jumps more.
- Read the "Responses to xxx" section in Ryu above - all of the
- responses are the same for either Ken or Ryu.
-
- If you want to gamble against the computer, open the round with a
- fierce punch. If Ken is doing a Hurricane Kick you'll nail him. Most
- of the time otherwise he'll be jumping away and there will be no
- effect, but there's the chance that he will throw a fireball, in which
- case you will be nailed yourself.
-
-
- 5) Chun Li vs. Dhalsim: The template for Dhalsim is very close to what
- you do for Ryu/Ken, except for the opening - here goes:
-
- a) First move of the round should be a diagonal jump towards
- Dhalsim. After you've started this, Dhalsim will do one of several
- things - he'll Yoga Fire, he'll jump straight up, or he'll do a
- stretch attack. Any way you slice it, the attack of choice is to hit
- the "A" button after you start the jump and hold it. You'll either
- hit him in the air if he jumps straight up, or you'll hit him as you
- come down in the other cases. Then you'll launch into a lightning leg
- that will throw him backwards.
-
- b) after you throw him backwards from the attack in (a), basically
- repeat the same move, jump diagonally up and towards him, come down
- with a lightning leg revved. You can use the roundhouse if you want,
- Dhalsim doesn't seem able to counter it as others can.
-
- c) after step (b), Dhalsim will be up against a wall (the right
- one). It is usually safe to just keep performing step (b), but there's
- a chance he'll counter it. If you are after a perfect round, diagonal
- jump towards him (quickly, after he comes out from under your
- lightning leg) and head stomp him, then bounce off the wall. After
- that, you can go defensive for the round and wait for him to come to
- you. I usually prefer just finishing him off in the beginning, though.
-
-
- 6) Chun Li vs. E. Honda: Honda is not really THAT hard, he's just got
- a few special considerations compared to the other players.
-
- The basic template for Honda is to just flying leap towards him and
- rev a lightning kick as you come in. Just like you would against other
- characters. As with the other characters, this attack is less
- effective when Honda is backed up against a wall - jump in and head
- stomp him, then jump away. Keep the following in mind.
-
- a) Always use a regular lightning leg against Honda (the "A" key).
- He has the timing to counter both others.
-
- b) if Honda blocks while you are in the air (he will cross his hands
- in front of his face), IMMEDIATELY let go of the lightning leg key and
- pull the stick diagonally backwards from him. When you land, you will
- still do a short lightning leg attack (from the previous revving).
- After this kick finishes, Honda will jump towards you. If you followed
- my instructions the timing will be perfect to jump right out from
- 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.
-