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| | content = 4HP > 214P~HK can lead to a safejump or a super depending on routing, but going into SBK from 214P~LK is usually easier and more consistent. Any extra hitstun lets 4HP combo into 214P~MK, and interestingly enough it can work from a meaty. Unfortunately, 214P~LP is too short to connect after 4HP due to its massive pushback. | | | content = 4HP > 214P~HK can lead to a safejump or a super depending on routing, but going into SBK from 214P~LK is usually easier and more consistent. Any extra hitstun lets 4HP combo into 214P~MK, and interestingly enough it can work from a meaty. Unfortunately, 214P~LP is too short to connect after 4HP due to its massive pushback. |
| }} | | }} |
| | |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ Entering Serenity Stream |
| | |- |
| | ! Starting Normal !! Normal Hit !! Counter Hit !! Punish Counter/Drive Rush !! Notes |
| | |- |
| | | 4/6MP || - || - || 214P~LK || 2214P~LP technically works but there is always too much pushback for it to combo. |
| | |- |
| | | 2MK || 214P~LP || - || 214P~LK || 214P~LK is particularly useful after Drive Rush, as it's a double low string that beats mashing. |
| | |- |
| | | 2MP || - || 214P~LK || 214P~MK || 2MP is an excellent punish starter as PC 2MP 214P~MK works at essentially any range 2MP connects at. |
| | |- |
| | | 5HP || 214P~LP || 214P~LK || 214P~MK || 214P~LK and 214P~MK are excellent confirm options from 5HP and are more rewarding/consistent |
| | |- |
| | | 5HK || 214P~MK/214P~HK || - || - || 5HK is the most consistent Serenity Stream starter, but it whiffs on crouching opponents. 214P~MK also connects on airborne opponents. |
| | |- |
| | | 4HP || 214P~LK/214P~HK || 214P~MK || - || 214P~MK will combo after 4HP with any additional hitstun, even if 4HP hits meaty. 214P~MK also connects on airborne opponents. |
| | |- |
| | | 2HP || 214P~LP/214P~LK/214P~HK || 214P~MK || - || 214P~MK will combo after 4HP with any additional hitstun modifiers. |
| | |- |
| | | 6HK || - || - || 214P~MK || 214P~HK will combo on airborne opponents which is only really useful after a corner Drive Impact crush. |
| | |} |
| | Note: This table assumes that all previous options work when a higher hitstun modifier is added to prevent listing options more than once. |
| | |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ Exiting Serenity Stream |
| | |- |
| | ! Starting Normal !! Special Moves !! Other Options !! Notes |
| | |- |
| | | 214P~LP || [2]8LK || DRC 5LP, lvl1, lvl3 || 214P~LP has a lot of pushback, typically making Kikokens safe on block or even plus. |
| | |- |
| | | 214P~MP || - || - || 214P~MP is entirely a neutral tool and does not combo to or from anything useful. |
| | |- |
| | | 214P~HP || [2]8HK, 22HK, [2]8KK || DRC || Special cancelable overheads are always good to have. Especially when they're hitconfirmable. |
| | |- |
| | | 214P~LK || [2]8MK, [2]8KK || DRC 5MP || Pretty similar to it's big sister in 214P~MK. |
| | |- |
| | | 214P~MK || [2]8MK, [2]8KK, 22HK, [4]6PP || DRC 4HP || 214P~MK has enough forward movement that it'll usually bring Chun into range to link after OD Kikoken. |
| | |- |
| | | 214P~HK || link 236LK, link lvl1, link lvl3 || jump cancel || Comboing into 214P~HK requires Drive 90% of the time. DRC 5LP, 4HP > 214P~HK works without any restrictions (but usually does more damage without 5LP if possible) and DRC 5MP, 4HP > 214P~HK only works on crouching opponents. |
| | |} |
| | Note: This table assumes that all previous options work when a higher hitstun modifier is added to prevent listing options more than once. |
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| {{Character Subnav SF6 | chara=Chun-Li }} | | {{Character Subnav SF6 | chara=Chun-Li }} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category: Street Fighter 6]] | | [[Category: Street Fighter 6]] |