Strategy Guide








K repeatedly Hundred Burst Kick (Hyakunetsu Kyaku)
ch.K Tensho Kyaku (in X ISM this can only be used as a wake-up or immediately after your opponent performs a special move)
P Kikoken
ch.P Souhakkei (Stun Palm)
K Revolving Circle Kick (Senen Kyaku) (overhead)
ch.K Spinning Bird Kick (can be performed in the air)


ch.K Sennetsu Kyaku (Thousand Burst Kick)
ch.K Hasan Tenshou Kyaku
P Kikosho


Her basic combos still work, such as Jumping Fierce,Standing Forward, Crouching Roundhouse... although her Jumping roundhouse has been modified as an anti-aircraft move.... Also, her Standing Fierce is an excellent counter and can be the setup for 2 in 1s into say, a Kikosho or a Thousand Burst Kick.

---Brian---            

Her old reliable combo (albeit slightly modified) still works:

Standing jab [LP]
crouching short [LK]
2 in 1 Thousand Burst Kick

This is slighty more difficult than it was in A2 in that short [LK] must now be done crouching which is harder to link from standing jab [LP].

---Tony "Chun" Lim [via alt.games.sf2]---            

The fierce [HP] double-palm press (press fierce [HP] at point blank range) is back. The old palm-press trick on opponents getting up is still somewhat effective... Hit fierce [HP] just before they get up. If they mistime their uppercut/flash kick/watever by the slightest, they get nailed. If they just block, follow up with either crouching HK or the lightning kicks [Hundred Burst Kick]. It's amazing how many people still get nailed by this.

Standing strong [MP] makes for an alarmingly good poking tactic, almost as good as her old crouching forward kick [MK]. It has slightly less range than the forward kick, but it comes out fast and will often stuff sweep attempts at close/medium range.

And if you manage to knock them into the corner, turn those lightning legs on [Hundred Burst Kick] to juggle. Some people just don't realize there's some times where you shouldn't flip out.

---rpm [via alt.games.sf2]---            

Every time you get in a low short [LK or strong [MP] or jab [LP], do her palmstrike [Souhakkei]. Poking with low short [LK] 2in1 palmstrike [Souhakkei] is a really, really effective tactic just because of the damage...

---pnt [via alt.games.sf2]---            

Xism Chun has the Stun Palm instead of a fireball. The Stun hasn't much range, but it makes for a good move in a combo (the damage is nice).

Her Spinning Bird Kick makes for a GOOD anti-air. It juggles opponents, and sometimes you manage to land in time to juggle with a punch/kick before the opponent lands.

Her crouching forward [MK] has good range, but the recovery is irritatingly long...

---rpm [via alt.games.sf2]---            












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