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SF2 HF - Chun Li

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Richard L Trainham

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Mar 31, 1993, 8:08:39 PM3/31/93
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My character of choice for Street Fighter has always been Chun Li, on all
versions of SF2. While most people who post here seem to favor fighting
people rather than the computer, I would rather fight the computer. This
is because I would rather play longer and use less money. I have become
very good at computer play, yet my play vs people is not as good.
What I am leading to is that I wish to learn strategys for fighting humans
using Chun Li. I would be very interested in specific strategys vs ken/ryu
and vs guile. Please only send me info if you use Chun Li extensively and
not just for fun.
Richard Trainham

WEST JASON BRUCE

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Apr 1, 1993, 7:46:57 AM4/1/93
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As a previos Chun Li fan, I will give you some tips to stay on the machine
and place for you to start. Let me preface this by saying these are not HF
specific - but should work. Also let me say playing the computer does nothing
at all for your play. When you beat the computer "using whatever tactic you
want" - then you have arrived and kick some human butt.

Versus Ken/Ryu:

Always walk right in you crouching forward range and chrouching forward
Ken to thwart his FB attempts. He will be knocked back an inch, press the
crouching forward attack. This is the best way to stay close to Ken.
Now Ken will start to think "I'm gonna DP that bastards leg."
The trick with Chun Li is to fake Ken into a jab DP and then throw. Go
for the crouching foward until you think Ken in ready to DP - when you think
he is annoyed (ussually after 3 or so little kicks). Now walk toward him
like you are going to throw - stop right as he DPs - then walk in and throw
his landing body. This is your "basic Ken offensive."
Godd Chun stay on the ground - remember this. Chun's high jump makes her
a sitting duck for DPs. Use the short/medium Spin Kick to go thru Fireballs -
or jump over them so you are out of DP range as you are landing.
The sad part is if you don't stay close a decent Ken can fireball/DP
you all day long...so press the attack, stay on the ground, sufficate ken, and
fakes those throws to sucker him into a DP. If you correctly anticipate the
FB when jumping in use a foward kick REPETEDLY hitting it in the air so the
lightning kick comes out as you land and hurts ken.

* Once ahead just sit back and jump FBs, let Ken attack you. Use roundhouse
to knock him outta the air, use crouching forward to keep him at bay on the
ground. *


Guile:

Piece O cake. Remember one rule of thumb - Guile (human) can't Flach Kick
while a sonic boom is on the screen. So once you see that sonic boom come
out you have a chance to get in! I recommend the flying foward into a lightning
kick as you land to widdle some energy. If he's the kind to jump at you and
meet you in the air jump strait up and roundhouse - a defensive Chun main-stay.
A nice Chun tactic (one of my favs) is, once Guile is in the corner, jump on
the head with a heal stomp (hitting or being blocked, who cares), then as you
float away from the edge of the screen point to j-stick toward the corner and
hit forward again (this will hit him if he jumps at you).
Another tactic is the same as Ken - sucker him into a Flash Kick (you can
block it - don't worry about being out of range), then throw him as he lands
or while he is still in the air. Don't use the crouching forward against
Guile tho - his forward will beat it. Try a crouching roundhouse as his forward
retracts - it should hit him and knock him down. Throw an FB so it hits him
as he stands and jump at him with a forward to ground lightning kick. If he
does anything but block the FB will burn him (the Fk isn't invulnerable).

That's enough for now. These tactics work better on humans than the computer -
so try em out.

Ciao...

- Jason

John Nishinaga

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Apr 1, 1993, 3:07:55 PM4/1/93
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j...@ponder.csci.unt.edu (WEST JASON BRUCE) writes (in partial):


Versus Ken/Ryu:

> Always walk right in you crouching forward range and chrouching forward
> Ken to thwart his FB attempts. He will be knocked back an inch, press the
> crouching forward attack. This is the best way to stay close to Ken. Now
> Ken will start to think "I'm gonna DP that bastards leg."
> The trick with Chun Li is to fake Ken into a jab DP and then throw. Go
> for the crouching foward until you think Ken in ready to DP - when you
> think he is annoyed (ussually after 3 or so little kicks). Now walk toward
> him like you are going to throw - stop right as he DPs - then walk in and
> throw his landing body. This is your "basic Ken offensive."

This in fact isn't a very good strategy. The problem is that it is too
predictable. What Ken would do is simply block. He knows that there really
isn't much Chun Li can do to hurt him except get the Lightning Kick out
really fast. (Fireball'ing with Chun Li within Jumping Range is suicidal.) A
good Ken will throw out a Fast Fireball at a certain range or will try to
counter with his own kick attacks.

IMHO, there are four basic ground attacks which should be used, specifically
crouching/standing Foward, standing Fierce and crouching Roundhouse.

Crouching Foward is good offensive attack but the problem is that Ryu/Ken can
trade with their crouching Roundhouse. Granted a missed crouching Roundhouse
will likely result in a throw, there are those that can do a "blur combo",
which basically is a Roundhouse to Fireball combo without necessarily making
contact with the opponent.

Another very good attack is the standing Foward. Although more vulnerable
than crouching Foward, it has the same benifit as Ryu/Ken's standing Short --
it makes you step back a little thus avoiding low kick attacks. It also,
from my experience, works better as a Fireball stopper than crouching Foward.

Standing Fierce should rarely be used, since it is obviously quite vunerable.
However, if you think the opponent is going to fireball, standing Fierce will
more often counter than trade compared to crouching Roundhouse since it comes
out faster.

Another thing to keep in mind, if you trade against one of Ryu/Ken's
Fireball's with any of the above attacks, take it easy (walk back and block a
fireball). The last thing you want to do is get stunned.

Crouching Roundhouse is very good for trading with fireballs, that is, if
you're at the right distance. The basic problem with crouching Roundhouse is
that if Ryu/Ken blocks it, they can throw a fast fireball and you are forced
to take it. If you knock down Ryu/Ken, throw a Jab Fireball so that it won't
immedietely hit them as they get up. Also, watch out if its Ryu. If you're
not careful when following up the Jab Fireball, he will Roundhouse Hurricane
Kick and trade. Just crouching at that critical range then follow through.

When following up Jab Fireball, Chun Li has the advantage. If they try to
Fireball counter, you can standing Fierce them much like Guile's backhand.
If they Jump up, you can also hit them with a properly placed standing
Fierce.

If they Foward Flip at you, you can almost always throw them out of the air.
The trick is not to jump AT them, but try to meet them adjecently in the air.
What you basically want to do is either Jump or Back Flip (depending on the
distance) when they are just starting to come down from the jump and hit
Strong/Fierce immedietely. The only effective way of countering (for
Ryu/Ken) to Spin Kick when they think Chun Li starts her jump. Even then,
you can still sometimes throw 'em if you time you throw well and get a little
lucky. :)

If Ryu does an Air Hurricane Kick, air throw him as he comes out or do a
standing (close or far) Fierce if he's low to the ground. Ken's Air
Hurricane Kick is too unpredictable (Short - Roundhouse all look the same),
and in many cases, he will try to do one that will land a bit behind you so
it's difficult to ground counter. What *I* do in this situation is to try to
Air Throw him. Usually I'll either throw him, hit him with my Fierce, or if
not, be in air jumping to safety (usually).

Ground counters that work against Ryu seem to be either far standing Foward
(counters Roundhouse at a certain distance) or far standing Fierce. I'm not
too sure about the Fierce since it sometimes works, and sometimes it doesn't
-- and I'm not sure if it was my fault or the fault of my opponent. I would
appreciate if somebody would give a follow-up on this. BTW, nothing works
against Ken's Fierce -- NOTHING. :)

However, ground countering is often not the best method, even if you are not
in a position (or wanting) to throw. Jump + Roundhouse works very well, in
fact, I believe it counters everything. If at a distance, Foward Flip +
Foward also counters everything.

Although this is far from everything, I'll stop here for the sake of not
being obnoxiously verbose.


> Godd Chun stay on the ground - remember this. Chun's high jump makes
> her a sitting duck for DPs. Use the short/medium Spin Kick to go thru
> Fireballs - or jump over them so you are out of DP range as you are
> landing.

Don't bother with the Helicopter Kick's -- you're just asking to get hit.
Also, there is a distance to Foward Flip + Foward after reacting to Ryu's
Fireball where he will be forced to block. Unfortunately, a good Ryu usually
won't bother throwing a Fireball at that distance.


> The sad part is if you don't stay close a decent Ken can fireball/DP you
> all day long...so press the attack, stay on the ground, sufficate ken, and
> fakes those throws to sucker him into a DP.

You're very correct about this. I've found through my "vast" experience of
playing Chun Li that it is poor strategy to play defensive against Ryu/Ken.


> If you correctly anticipate the FB when jumping in use a foward kick
> REPETEDLY hitting it in the air so the lightning kick comes out as you land
> and hurts ken.

Personally, I would do Fierce, Fierce + Lightning Kick.


> * Once ahead just sit back and jump FBs, let Ken attack you. Use roundhouse
> to knock him outta the air, use crouching forward to keep him at bay on the
> ground. *

Roundhouse? Against Ken? I don't think so.


> Guile:
>
> Piece O cake. Remember one rule of thumb - Guile (human) can't Flach
> Kick while a sonic boom is on the screen. So once you see that sonic boom
> come out you have a chance to get in! I recommend the flying foward into a
> lightning kick as you land to widdle some energy.

Chun Li Foward Flips, Guile sticks his crouching Fierce out, Chun Li hits it
with Foward and starts the lightning Kick, Guile Sonic Kicks and nails her as
she tries to get the lightning kick out. Better yet, Chun is too far foward
and Guile walks foward and nails her in the back with Jab (or Fierce, or
Roundhouse). Even better, Guile doesn't Sonic Boom! Sorry guy, it's not that
simple.


> If he's the kind to jump at you and meet you in the air jump strait up and
> roundhouse - a defensive Chun main-stay.

Actually, use far standing Roundhouse if close, or far standing Foward if far.
(BTW, at certain distances, if he uses Fierce and you use the Foward, you
will both miss.)


> Another tactic is the same as Ken - sucker him into a Flash Kick (you
> can block it - don't worry about being out of range), then throw him as he
> lands or while he is still in the air. Don't use the crouching forward
> against Guile tho - his forward will beat it. Try a crouching roundhouse
> as his forward retracts - it should hit him and knock him down. Throw an
> FB so it hits him as he stands and jump at him with a forward to ground
> lightning kick. If he does anything but block the FB will burn him (the Fk
> isn't invulnerable).

Good points. I think the best offensive against Guile is a barrage of
fireballs. It really is a pain for Guile to handle. Just be sure not to
throw them out blindly.
--
John Nishinaga
jnis...@netcom.com
jnis...@nyx.cs.du.edu
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