o__ __o o o o /v v\ <|> <|> _<|>_ /> <\ / > / \ o/ \o__ __o o o \o__ __o \o/ o <| | v\ <|> <|> | |> _\__o__ | <|> \\ / \ <\ < > < > / \ / \ \ / \ / \ \ / \o/ o/ | | \o/ \o/ \o/ \o/ o o | <| o o | | | | <\__ __/> / \ / \ <\__ __/> / \ / \ / \ / \ MARVEL VS. CAPCOM FAQ for the PSX by Joseph Christopher version 1.2 Dec. 3, 1999 this faq is copyright 1999-2000 Joseph Christopher I didn't believe there will come a time when I'll have to write something like this just to remind some people of what they all should be knowing by heart :( Anyway, here goes... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. 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On the || || other hand, by indirectly I mean using a part of or all the contents || || of this faq as a convincing factor for the purchase of another product || || thus directly or again indirectly yielding profit. || || || || 4) You will not use even a single phrase, sentence, or concept found || || anywhere in this faq on your own work, even if you expressed it in || || your own words, without at the very least giving me, Joseph Christopher, || || the author of this faq, full credit for it. If you in any way || || incorporated even a very minute part of the strategies found in this || || faq with your own in your work, then you must at the very least give || || me partial credit for it. || || || || 5) Ignorance of the law excuses no one, therefore if ever anything || || unlawful is done to this faq and/or to me, its author, the appropriate || || legal actions will be taken. If at any point you disagree to this || || or any of the above statements, delete this faq immediately and discard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * This society does not care if you're the dumbest vegetable on earth, if you do something wrong, someone will make you pay the price! ;) * Chunli is quite deprived of height advantage in the MVC world, but no one should EVER take that as a sure sign of winning if they're using someone taller. To compensate for her lack in size, she has packed quite a LOT of advantages for her fans to enjoy, namely: 1. Chunli's supers are easy to link from normal combos 2. Chunli can propell herself THRICE in mid-air, do a triangle jump, and finally an air dash to keep her in mid-air for a looong time. 3. Chunli can be both good confuser as well as a crazy combo maker 4. Chunli can chip nicely with most her special and super moves. Why read this guide: I. Legend II. General Moves III. Normal Moves IV. Special Moves V. Supers VI. Combos VII. Vs. Computer VIII. Vs. Human IX. Ending X. Credits XI. Revision History XII. Final Words %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ __ ____ ___ ____ _ _ ____ (_ _) ( ) ( ___) / __)( ___)( \( )( _ \ _)(_ )(__ )__) ( (_-. )__) ) ( )(_) ) (____)() (____)(____) \___/(____)(_)\_)(____/ U - up D - down B - back F - forward + - at the same time P - any punch K - any kick L - low M - medium H - high / - or %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ___ ____ _ _ ____ ____ __ __ (_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( ) _)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__ (____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ dash - F,F / B,B (goes in direction you choose) super jump - D,U / D,UF / D,UB (goes in direction you choose) guard push - LP+MP+HP (while blocking) taunt - press select call helper- MP+MK tag super - D,DF,F+HP+HK team work - D,DB,B+HP+HK * let me explain a few things about some of the general moves: * first of all, in the PSX version, you'll have to choose only ONE partner, either one of the conventional characters ("partner heroes") or one of the helpers ("special heroes"). call helper - your helper is the character you choose after you have chosen the special heroes option. He/she basically, when called, just enters the screen, does an attack, and leaves. Fighters available in the character select screen are not available as helpers and vice versa. In the PSX version, choosing a helper does not require much effort since the cursor is at your command. Beware of the time limit though, and be sure of who you'll choose before you enter that menu. Oh, and even the secret helpers are no secret no more---just press down on Iceman to select Shadow and down on Colossus to select Sentinel. One last reminder, helpers in the PSX version are no longer limited to a certain number of strikes so, in my opinion, rammers will RULE. tag super - common to crossover fans, this move needs at least two levels of super charged up. It will allow both fighters to execute their respective supers at the same time, though the resting one, in the PSX version, will no longer be left behind as if they already "tagged" team work - a clone of your opponent enters the screen, and after that you can control both your fighters at the same time! (they'll both respond to your controls.) What's more, your super gauge is set to infinite. Yeah! This state is timed though, so use it wisely. The length of time you stay in this state is determined by the amount of super you have charged up when you did it. Oh and I did say you can choose a helper as a partner right? Well if you do, and use this move, he/she'll just enter the screen, do his/her thing, exit, and repeat the whole process over and over while you do YOUR thing and until the time runs out---again one of the reasons why rammers would RULE. (cause they'll be the ones repeating their entrances most before time runs out). %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ _ _ _____ ____ __ __ __ __ (_ _)(_ _)(_ _) ( \( )( _ )( _ \( \/ ) /__\ ( ) _)(_ _)(_ _)(_ ) ( )(_)( ) / ) ( /(__)\ )(__ (____)(____)(____)() (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ 1) LP - Chunli doesn't throw real jabs, but her LPs can be considered identical to any shoto's jab in terms of speed, damage, and effectiveness. a) standing - Chunli opens her hand, palm up, close fingers, and slaps the opponent in the neck or in the chest if he's a little taller like Hulk. Must always come in sets of three if you are to fully utilize Chunli's poking powers. b) crouching - she throws a punch that's just as useful as any normal or small sized player's jab in the game. Used to confuse low-blocking opponents to continue blocking low when you decide to do an a Splits K. c) jumping - it's just a mid-air version of her crouching LP and this time her aim is a little diagonally downward. Strictly for starting air combos ONLY. 2) MP - generally (and unexpectedly) just considered as combo fillers and nothing else. It can counter many dashing attacks and therefore should be used also in those situations. a) standing - remember what Chunli did to launch her first projectile in the SFII series? Well, if you don't, it's a double palm strike to the midsection and that's what her standing MP in MVC does. And like its predecessor, does a lot of damage. (well, not really) b) crouching - it's just a longer reaching but slower yet higher damaging version of the crouching LP and can combo from that move too. c) jumping - it's just a longer reaching but slower yet higher damaging version of the jumping LP and can combo from that move too. This time, however, her arm is angled a bit lower than the said move. 3) HP - tons of uses and therefore is the most important in Chunli's array of normal moves. Besides being a good combo ender, also has high priority and does some pretty respectable damage. a) standing - a long-reaching punch to the head that actually makes you do a step forward first before executing it. It's a good anti-air (but nothing compared to her launcher) that comes out fast and like I just said, has a longer reach. b) forward - this is already a special move, but I'll include it here for completeness' sake. You show off a mini Kikoshou that really doesn't hurt, can't combo, and should only be considered as a taunt that can cancell projectiles. c) crouching - it's just a longer reaching but slower and yes, higher damaging version of the crouching MP and can combo from that move and/or from the crouching LP. Recommended for starting a Senretsu Kyaku. d) jumping - it's just a longer reaching but slower and yes, higher damaging version of the crouching MP and can combo from that move and/or from the crouching LP. This move is the high priority move I was talking about. You just punch downward, (diagonally forward, not straight down) and hit hard, giving you enough time to follow it up with ANY move---normal, special, or super if you use it as a jump-in combo starter. You can super jump and charge your super bar by repeatedly doing this move as an alternative to the multitude of Lightning Ks you were probably thinking. If an opponent's air-borne, you can also super jump and do it as you propell yourself to give him a knock down surprise. 4) LK - at some point may be better than the LPs but not always. I'll show you why... a) standing - she throws a short K that's just as useful as any normal or small sized player's short K in the game. Used to confuse blocking opponents to continue blocking when you decide to throw them. b) crouching - ahh...yes, the short kick that used to rule during the SFII series. I think you can do about 5-7 hit combos with this move before but not any more. It's a good combo starter, that's what it is. And it can also be a good confuser. c) jumping - a straight horizontal K that's one of the best moves to use in an air to air encounter. (though I'd prefer an HP) May also serve as a jump-in but rather leave that to the H attacks. Its main use is an air combo starter. 5) MK - just like the MPs, a basic combo filler that has its varieties but is mainly used to increase the number of hits of your every combo. a) standing - it's just a longer reaching but slower yet higher damaging version of the standing LK and can combo from that move too. This time, however, her leg is angled a bit higher than the said move. b) crouching - a long-reaching low kick that should be used mainly to add to the number of hits of your ground combos but can also be considered as a counter for dash-in moves and combos. c) jumping - a straight horizontal K---slower yet more damaging than the jumping LK---that's one of the best moves to use in an air to air encounter. (though I'd prefer an HP) May also serve as a jump-in but rather leave that to the H attacks. Its main use is an air combo filler. d) down (mid-air) - her famous stomp kick that, since already has the ability to be comboed into other normal moves, has gained respect in the crossover world. 6) HK - being a combo ender (not to mention a launcher) is the only use I can think for this move so far. Not much on the priority side, but reaches further while just as damaging as the HPs. a) standing - this is what every MVC character has---a launcher. From a kneeling position, Chunli turns her back, reveals her butt for a split second, and then kicks almost vertically upward so hard your opponent is launched. Also very high on priority. b) down-forward - this should be a special move, but I'll include it here for completeness' sake. In this move, Chunli jumps, flips forward in mid-air, and lands a little bit behind your opponent, sticking out her knee to the back of his neck. Not to be used much because of its lame execution and recovery time. c) crouching - from a kneeling position, Chunli swings out both her legs with much force to hit both the opponent's shin and hips(in Hulk's case hits only the shin) and knock him down. d) jumping - I never really found any good use for this move, which by the way is a double axe K (farther leg first then nearer) but at least in MVC it's a good combo ender, though I'd still prefer a special, a throw, or a super. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ___ ____ ____ ___ ____ __ __ (_ _)( \/ ) / __)( _ \( ___) / __)(_ _) /__\ ( ) _)(_ \ / \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__ (____) \/ () (___/(__) (____) \___)(____)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ 1) Lightning K - K (rapidly) Chipping off decent damage is what this move does best. Also a good combo ender mainly because of the ease with which you can link it from almost ANY move and secondarily because it gives the most number of hits. 2) Splits K - F,DF,D,DB,B+K One of the many reasons people should think thrice before throwing a fireball. The LK version can also be used as an instrument for confusing those who block all day. A good strategy would be to hit him with a double D+LK/D+MK and connect with this move. It won't register as a combo, you're guaranteed at least one hit if you don't do it often. Added note: the lower the K strength used, the higher the jump before striking while the higher the K strength used, the farther the move will go. 3) Rising Bird K - F,D,DF+K Don't think Shoryuken with this move simply because of the directional motion with which you execute it. This is a very different move and is not any better than the shoto's version. Not high in priority at all and hard to combo from anything other than a ramming helper's attack so don't use it much. 4) Kikkoken - B,DB,D,DF,F+P Reaches across the screen this time, but is still so dam slow anyone recovering from a shoryuken type move can still block it. Very ineffective and low in everything---from damage to priority---so don't you EVER use it. 5) Charged Kikkoken - F+HP You may be thinking "power" but, sadly, charged here simply means it takes some time longer to execute this move compared to the conventional projectile. In this move you show off a mini Kikoshou that really doesn't hurt, can't combo, and should only be considered as a taunt that can cancell projectiles. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ __ __ ____ ____ ____ ___ ( \/ ) / __)( )( )( _ \( ___)( _ \/ __) \ / \__ \ )(__)( )___/ )__) ) /\__ \ \/ () (___/(______)(__) (____)(_)\_)(___/ 1) Kikoshou - D,DF,F+2P Chunli summons all her chi and pours it all out on her opponent in the form of a ball of pure energy. It does a minimum of 10+ hits (as far as I've seen) and that can be increased to near (and beyond?) 20+ if you mash the buttons while she's at it. See anyone who's aiming his super at the wrong direction? DO IT NOW! 2) Senretsu Kyaku - D,DF,F+2K As the Lightning K can chip well, so can its super version. Use this move mainly as a combo ender though utilizing its chipping prowess whenever the opponent's in a corner is also acceptable. Not the best super to finish what a ramming helper started but at least it's the easiest to execute when you're a mile away. 3) Hazan Tenshou Kyaku - F,D,DF+2K Supers will most probably copy the usefulness---or uselessness--- of its "normal" version. This super is no different. And since I did not find the Rising Bird K a very useful move, I don't really like this move much either. Don't use it unless to complement a rammer's help but still if you're THAT close, why not do a Kikoshou instead? 4) Shichisei Senkuu Kyaku - UB/U/UF,D,DF,F+2K WOW! Definitely one of the coolest moves in town! Unlike her other supers, this one does not have a "normal" version. I said cool because, in case you haven't seen it yet, it's a move wherein Chunli kicks the opponent once, the whole scene comes to a pause, five Chinese characters reveal themselves on the screen, and when everything's back to normal your opponent finds his life bar cut to half---yeah! Plus, you CAN combo this move from a mid-air LP-> mid-air LK! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ___ _____ __ __ ____ _____ ___ ( \/ )(_ _) / __)( _ )( \/ )( _ \( _ )/ __) \ / _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \ \/ (____)() \___)(_____)(_/\/\_)(____/(_____)(___/ * nope. I won't be giving out any infinites (though you'd probably know them all by now) BUT I'll be using those infinites' basic principles in some of my combos. Universal Jump-in: HP - yes, that's all you should do to start a jump-in combo. You may want to do a LK-> MK-> HK combo to start a jump-in but, can the LK really hit the opponent before he does something else? * a jump-in you MAY add while a dash-in you MUST add to any of these combos: 1. LP-> LK-> MP-> MK-> HP-> Kikkoken 2. LP-> LK-> MP-> MK-> Lightning K 3. LP-> LK-> HK-> UF-> LP-> LK-> MP-> D+MK-> LP-> LK-> MP-> MK-> Lightning K 4. D+LK-> D+MK-> D+HP-> Senretsu Kyaku 5. LP-> LK-> HK-> Hazan Tenshou Kyaku 6. LP-> LK-> HK-> UF-> LP-> LK-> MP-> D+MK-> LP-> LK-> Shichisei Senkuu Kyaku * Chunli can link her Senretsu Kyaku to her Hazan Tenshou Kyaku! What's more, if the opponent ends up in a corner, you can follow up with a Kikoshou for major damage! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ _ _ ___ ( \/ )(_ _)(_ _) ( \/ )/ __) \ / _)(_ _)(_ \ / \__ \ \/ (____)(____)() \/ (___/() ___ _____ __ __ ____ __ __ ____ ____ ____ / __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \ ( (__ )(_)( ) ( )___/ )(__)( )( )__) ) / \___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_) Well, pull off all the combos I just taught you! If you block all day, computer opponents will most likely do a dumb attack that'd leave them open for a combo that ends in a super! If, however, they walk forward for no reason, they're planning to throw you so do what you want to counter that! Simple enough? Oh, yeah, how to beat Onslaught: First, cool-looking form: all you have to do is block low and release a multitude of crouching HPs whenever he's finished doing a special move. Second, cheap@$$ form: jump and HP his face until you're all charged up for a super then Kikoshou his face and make his neck crack! Block right after your every move to avoid his eye beams. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ___ _ _ __ __ __ __ __ _ _ ( \/ )(_ _)(_ _)(_ _) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( ) \ / _)(_ _)(_ _)(_ \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) ( \/ (____)(____)(____)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_) *Well, there won't be any universal rules for fighting against humans cause no two humans think identically. There are, however, general rules that could apply to at most 80% of your encounters with human challengers. 1. Use Psylocke as a helper - You may replace him, but make sure the replacement pretty much does the same thing--- RAM the opponent! You can always do a dash-> Kikoshou for major damage afterwards. 2. Play a mix-up game - Chunli can't just combo and hope that her opponent opens up somewhere during her moves because she can only do short range combos and they don't even confuse that much. Here's what you can do: Dash-> D+LK, after that,... a) F+HK - only if he doesn't block. Launches him in mid-air. Continue with an air combo of your choice b) D+MK - may be done even if he blocks or doesn't block. Added combo filler. b.1) D+HP-> Senretsu Kyaku - only if he doesn't block or when he blocks in corner. Follow up with an HK Lightning K. b.2) Splits K - an overhead to confuse your opponents while blocking low b.3) throw - used to confuse opponents who block all day. Not to be used much as it can be considered cheap if you win almost entirely by it. b.4) Dash-> D+LK - only if blocked. Repeat mix-up game. c) Splits K - remove the D+MK part to further confuse. It's an overhead done to confuse your opponents while blocking low. d) walk forward - make him guess what you'll be doing next and if you predict right, either: d.1) throw - remove the D+MK part to further confuse. It's used to confuse opponents who block all day. Not to be used much as it can be considered cheap if you win almost entirely by it. d.2) D+LK - start the whole strategy all over again for those who are already keen observers and can retaliate when they see a throw coming. Adding this to your options would give 'em a sure fire headache. e) summon Psylocke/any rammer - only when guard pushed because your opponent will usually dash afterwards. Connect with a Kikoshou for major damage. 3. Abuse the priority of your Jumping HP Whenever you just don't know what to do, or whenever every attack of yours ends up being countered, pull yourself together while buying time using a ton of HPs while repeatedly super jumping. Not only will your supers get charged up in no time, you'll also be quite sure it'll take some time before he could think of a way to stop you, and by that time you've already thought of a way to stop HIM! 4. Know which super to use Well, you can pretty much guess which super should be used for which situation---Kikoshou for missed supers that leave the opponent wide open and also for expected jump-ins, Senretsu Kyaku for combos as an ender and for abusing an opponent's open spot even if he's a mile away, and the Shichisei Senkuu Kyaku for air combos, again as enders. Don't even think of using the Hazan Tenshou Kyaku unless you successfully hit an opponent with a rammer first. In a nutshell, Chunli has specific uses for each of her supers and all knowing them all by heart will lead to victory. 5. Character-specific strategies: Captain America - if there's anyone who could match your air HP priority, it's him. His jumping HP does a lot more damage, reaches further, and all that without having to sacrifice execution time. Don't be the first one to super jump, as he would most likely meet you in the air with the accursed HP. Stay on the ground, dash forward and back and lure him to miss a standing HP cause that's when you pour out your Senretsu Kyaku. Use a confuser's strategy and counter his dashing supers with a Hazan Tenshou Kyaku in the face! Captain Commando - ahh...this captain must be dealt with in a rather opposite manner than the first one. With this captain, ALWAYS super jump and air block to avoid getting hit by the heavily damaging Captain Corridor or the Captain Sword super. Being able to block these would mean a free Senretsu Kyaku for you. DON'T use a confuser's game with this captain because he'll just Captain Corridor you out of it. Chunli - two problems: avoiding her launcher when you're air-borne and avoiding her low combo to Lightning K super when you're on dry land. Two solutions: never be the first to super jump and if you ever will, hit the HP button rapidly during the whole air trip. Second, dash to low combo to super and make use of my confuser strategy, but with extra care. Missing would prove fatal... Gambit - just avoid his cheappy infinite and you'll be fine. That's the only thing he can do to beat you so if you've mastered the art of avoiding it, and everything he can do set you up for it, (like a launcher, a ramming helper, or a throw in the corner) then you'll be fine. He can be a good confuser but has his options limited to low attacks and throws so show-off YOUR confusing skills and win! He may use a rain of Kinetic Cards as a chip away strategy but that can easily be countered: Just dash right below him, super jump, and meet him in mid-air with a Shichisei Senkuu Kyaku. Hulk - Block, block, block! Eventually he'll grow impatient and hit you. Then attack, attack, attack! He'll be wide open after just about ANYTHING he does so it's time to combo a dashing D+LK-> D+MK-> D+HP-> Senretsu Kyaku. Air combos will also work on him fine, just remember to hit him once before launching otherwise he won't budge. Hulk is big, but remember that the Kikoshou makes bigger look dumber rather than stronger. Jin - obviously cannot even dream of having Hulk's reach, but would definitely be faster. Other than that, Jin would have all of Hulk's advantages and disadvantages as well. He'll pack power with his attacks, especially if he's all yellow! That doesn't give him much of an upperhand, though, as his attacks have a lame recovery time and could easily be punished by an aerial combo to Shichisei Senkuu Kyaku. Just use the same strategies you would on a Hulk user and watch out for that hurricane super whenever you jump! Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy! Let him use his X buster all he wants, while you constantly super jump and HP all the way. There'll be four kinds of Megaman users, and only two will you find challenging. The first one just hammers away with a stream of X busters that's easy to jump over and punish with a combo. The second one will always charge up his X buster and use it as part of an air combo. Just dash back and forth to confuse him into giving up that hold then welcome his fireball with a Splits K. The third Megaman user would be using a rammer as a helper, slide kick you, and hope that you'll retaliate with a combo as he summons his helper afterwards. He'll surely get hit, but you'll be punished by his helper as well, giving him enough time for a Hyper Megaman super. Just don't counter the slide kick and wait for him to run out of helpers, THEN attack! The fourth, most challenging one would be a Megaman that X busters low, then X busters high, then low, then high, then you lose your sanity---WRONG!! Fight on! Block his low X busters and dash forward when he does the high one. Eventually you'd be near him. Time to use your confusing skills. If he manages to escape, which would only be possible via super jump, wait for him on the ground then launch with the all powerful standing HK! By the way, don't worry bout his supers, just block and Senretsu Kyaku afterwards. Morrigan - will fight like you do, being a good confuser and all that. She will, however, have her options limited to low attacks and throws so show-off YOUR confusing skills and win! If she does something you won't, namely raining you with air fireballs, Dash in and bury her in your Kikoshou or launch her if you don't have the extra charged super bar. Ryu - If he's using strategies found in my Ryu faq, then may the best confuser win! If he's not, you're in for a cheapy fireball game. Again, you'd be needing your invaluable jumping HP to chrage up your super and Kikoshou his fireball wherever he may be. Spiderman - Even his Maximum Spider has a high chance of getting countered by a Kikoshou in progress so abuse that fact to your advantage. Master the art of rolling and you'll be avoiding his Crawler Assaults forever! Even his Ultimate Web Throw would not be able to counter a Kikoshou and you can easily detect that. If he uses an air combo that knocks you down and falls right behind you as you get up, do the aformentioned super and make him savor the taste of a Chinese chi. Strider Hiryu - I don't believe I'm hearing myself say this, but I advise you to STAY in the corner when pitted against this teleport master. That way he wouldn't be able to use an Ouroboros- and-teleport-behind-you strategy. But with you in the corner, he'll try two things: combo you like crazy, wherein the guard push feature would prove most useful, and chip away some nice damage with his robo dog, which you should super jump to avoid and charge up your super meter. Use your helper whenever he jumps for you then Senretsu Kyaku afterwards. If he doesn't have a single super charged up yet, hell, forget all I've just said about him and engage in a confuser's game instead. Venom - Just super jump and HP all the way and as you land, choose from two landing sites: as far away from him as possible to be able to continue super jumping and charging up your meter, or a little behind him so your HP could out prioritize ANYTHING he whips up and give you an opportunity to do a D+LK-> D+MK-> D+HP-> Senretsu Kyaku combo whether he blocks it or not. If he's able to block all of it, engage in a confuser's game but beware, he may not have an overhead but his throw allows him to combo you afterwards so get ready for that. War Machine - Just block his ground combos, D+LK to combo his throw attemps, and do a sudden super jump to Shichisei Senkuu Kyaku if he abuses his mid-air smart bombs. If he's dumb enough not to include his War Destroyer super in a combo, dash and combo to super him one moment after all his missiles are launched from his armor. I guarantee you the missiles will drop where you WERE before you dashed but you have to time it right, though. The Proton Cannon, if not done as an ender to a helper attack, would be easily detected and therefore super jumped from and punished with what else but a Kikoshou. If your opponent doesn't make flaws like this, then you better stick to your good 'ol jumping HP to do the trick. Wolverine - until recently have I thought that Wolvie users (including me, once) were just plain good at it but now I know Wolvie was just too advantaged to be defeated by a mere above average player. I hate to be called cheap, so now I have stopped using Wolverine, and started taking him as a challenge to defeat with my Chunli. There'll be two things any "challenging" Wolvie user would do: stomp you like crazy until you open up for a combo to super, or dash in like crazy also until you open up for a combo to super! With the first strategy you'll again have to utilize the priority that's in your HP. You can also opt to surprise him with a ramming helper as he stomps you to get a clear opportunity for a Senretsu Kyaku. For the second strategy, you'll have to assess yourself. If you think you can pretty much predict what he's doing, then combo him if he tries to throw and use the guard push otherwise. If he doesn't give up and still dashes in like crazy, smile and surprise him with a risky but rewarding Senretsu Kyaku to turn his healing factor off for good! Zangief - Just charge up the way I've been telling you since the beginning of this section and guard push all his attacks so that he couldn't link them to a grapple or worse, SUPER grapple! He'll be using blocks much, so you'll just have to play a risky confuser's game with him. Remember that in a confuser's game, you'll have to succeed over him in a LOT of times before you can be at an advantage. One successful confuser from him and you're back to where you started, a draw. Whenever you're charged up and can't land a combo, just chip away with your Senretsu Kyaku followed by a Lightning K. 6. Strategies on secret characters: Golden War Machine - Just block his ground combos, super jump from his throw attemps, and do a sudden super jump to Shichisei Senkuu Kyaku if he abuses his mid-air smart bombs. If he's dumb enough not to include his War Destroyer super in a combo, dash and combo to super him one moment after all his missiles are launched from his armor. I guarantee you the missiles will drop where you WERE before you dashed but you have to time it right, though. The Proton Cannon, if not done as an ender to a helper attack, would be easily detected and therefore super jumped from and punished with what else but a Kikoshou. If your opponent doesn't make flaws like this, then you better stick to your good 'ol jumping HP to do the trick. Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best dealt with a confuser's strategy. This time she can't use a rain of fireballs to annoy you because she'll only have short range ones but still beware her confusing skills and counter as you see fit. Orange Hulk - Block, block, block! Eventually he'll grow impatient and hit you. Then attack, attack, attack! He'll be wide open after just about ANYTHING he does so it's time to combo a dashing D+LK-> D+MK-> D+HP-> Senretsu Kyaku. You'll be needing this super much to chip away some nice damage in case it turns out your opponent is a lot more patient than you are. Orange Hulk is big, but remember that the Kikoshou makes bigger look dumber rather than stronger. Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly, MVC is survival of the fittest and Roll, as many would say, is not "fit". I'd choose her over Megaman anytime but I must admit I find the always-give-you-a-stupid-look boy much harder to defeat. Refer to my Megaman strategies for dealing with her and adjust them according to these added notes: One, Roll's X buster CAN chip some block damage but it would need a down to forward motion so it'll come out slow. Two, you can low block against her Hyper Roll and you wouldn't get a bruise. And three, all her other supers are easy to block and Senretsu Kyaku afterwards. Shadow Lady - Chunli minus the ability to combo a super but plus the ability to chip away with her butt missiles. Keep an eye out for your life bar cause these farts can cut it down to half without even you noticing. Don't super jump, as that would mean a free chip from those accursed butt bombs. If she's stupid enough to do it while you're on the ground, and up close then it's Kikoshou time! Anticipate her missle super and again use your Kikoshou to counter. She'll also be using a ramming helper to easily connect with her Big Bang Laser so you'll have to predict when she'll use it. Knowing all these, engage in a confuser's game and she'll definitely short-circuit. Venom's Carnage Mode - I really am not very observant on who takes more damage than who but I definitely noticed the Carnage Mode's belief in the quote, "The best defense is a strong offense." (did I say it right?) Anyway, Carnage Mode concentrates on speed and power, but gives up stamina in return. Don't try a confuser's game for him cause he's already confused!(heh) Seriously though, his tremendous speed just gives him the ability to jab his way out of any confusing strategy you may have in mind. Let him combo you like crazy, (while you block, of course), abuse your guard push, and make him feel he's just another big sucker for the Kikoshou. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ _ _ ____ ____ _ _ ___ (_ _)( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __) _)(_ ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-. (____)(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/ Chunli finally gets to challenge Bison, but I'm afraid the big red machine's too powerful for our heroine. He just gives her some sort of blast similar to Onslaught's eye beam and she's out cold. Shadow enters the scene and chases Bison off with a series of missed flash kicks. Chunli recovers, wondering who was that man who helped her. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ ____ ____ ____ ____ ____ ___ ( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __) ) ( ( (__ ) / )__) )(_) ) _)(_ )( \__ \ (_/\_)() \___)(_)\_)(____)(____/ (____) (__) (___/ Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII arts Gamefaqs.com for paying attention to this faq Capcom and all its affiliates for creating such a great game Ms. AsianCuteness for inspiring me in just about everything I do! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ____ ___ ____ _____ _ _ ( \/ )(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( ) ) ( _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) ( (_/\_)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_) _ _ ____ ___ ____ _____ ____ _ _ ( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ ) ) _ ( _)(_ \__ \ )( )(_)( ) / \ / (_) (_)(____)(___/ (__) (_____)(_)\_) (__) v1.2 - added some combos v1.1 - improved a combo %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ _ _ __ __ ( \/ )(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( ) ) ( _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__ (_/\_)(____)(____)() (__) (____)(_)\_)(__)(__)(____) _ _ _____ ____ ____ ___ ( \/\/ )( _ )( _ \( _ \ / __) ) ( )(_)( ) / )(_) )\__ \ (__/\__)(_____)(_)\_)(____/ (___/ Please feel free to email me if there's something about Chunli I left out or if you just want to comment on my work. Thank you. If ever I revise this faq and add something you feel came from one of your emails to me, email me again and remind me bout it so I can give you credit. Thanks again. Chunli's infinite combo (I don't approve of this, but I'll include it due to persistent requests by a lot of people) (air dash) D+MK-> HP-> (land) LP-> LK-> HK-> UF-> LP-> LK-> MP-> D+MK-> [repeat until (><) ] * the infinite part (all four mid-air moves) must be done very quickly * it would help to just hold DF after the first mid-air LP connects * do not alter the infinite part in any way. Some of it, mostly likely the LP or the LK, will not always connect but still you need to press them to ensure perfect timing. * replace the MP-> D+MK part with a Shichisei Senkuu Kyaku once the opponent's life is less than one-eight for a flashy finish! There's another chunli infinite out there, but I don't know how it's done. I just saw some cheap@$$ nut try to do it to me (good thing he couldn't perfect it, or I would have lost one character immediately) Email me if you have any info on this so I'd stop getting tons of mails requesting for Chunli's infinites, ok? %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% And just in case you read the last part of this faq before the first, allow me restate my legal notice... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. 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