Street Fighter 6/Chun-Li/Combos

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Revision as of 03:56, 16 April 2023 by Spabobin (talk | contribs) (used an expandable template for Combo Notation Guide to make sure it stays consistent across characters)


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Links and Starters

Normal Hit

Damage-Optimal Link
Easy


5MP, 2MP

Chun’s best normal hit damage link.

3-hit Light Confirm
Very Easy


2LK > 2LP > 2LP/5LP

Basic pressure string that doubles as a confirm. Chun can sneak in a throw after either of the first two normals. The last 2LP will whiff if Chun was not exactly point blank when starting the string, requiring 5LP in order to combo (which also loses down charge). She can also use 5LK instead which will not combo but instead build more space if the string is blocked.

4HP Conversions
Easy


4HP > 214P~LK
4HP > 214P~HK

Shows some basic uses for 4HP in combos. Routing into 4HP will appear later on, as it requires situational awareness or Drive meter to be used effectively.

Far Poke Conversions, Part 1
Easy


5HP > 214P~LP
5HK > 214P~MK

An introduction to Serenity Stream conversions from pokes. This only works on somewhat close 5HP connects as 214P~LP has a tendency to whiff.

Swift Thrust Drive ConfirmCosts 2 Drive for everything and the kitchen sink.
Very Easy


4/6MP > 236KK~KK

This does everything. Swift Thrust is a quick, far-reaching poke that is safe on block. OD Kicks is also safe on block without the follow-up, and easily hitconfirms itself. For the cost of 2 Drive, Chun gets a knockdown and good damage from one of her best pokes. It's hard to get better than this.

Counter Hit

Alternate 5MP Link
Easy


CH 5MP, 2MK/4MP

2MK has more reach than 2MP which makes this combo more consistent at longer ranges. Otherwise, there’s never a reason to go for this if it can be avoided. Swift Thrust also works here but does not lead to a knockdown without spending Drive.

2MP Counterhit Links
Easy


CH 2LP/2MP, 2MP

2LP links into 2MP on counterhit, which is useful after her previously mentioned 3-hit light chain. 2MP also links into itself on counterhit. These combos also naturally build down charge for Spinning Bird.

High Damage CH Links
Easy


CH 5LP/5MP > 4HP

4HP is an excellent source of damage, especially early on in a combo. Serenity Stream also helps it convert into good damage without relying on having charge.

Far Poke Conversions, Part 2
Easy


CH 5HP > 214P~LK

Far more consistent than 214P~LP due to 214P~LK's increased reach.

Punish Counter

Swift Thrust


PC 4/6MP > 236HK

This cannot be raw confirmed; it must be cancelled immediately. The gap between these two moves can be mashed out of, but 236HK is entirely safe on block while also beating Drive Impact due to its multiple hits.

6HK leads to stuff???


PC 6HK > 4HP

In fact, it does. 4HP opens up a lot of potential routing options too, making this an excellent starter.

Picking an ender

Spinning Bird Kick


light normals/214P~LP > [2]8LK
medium normals/214P~LK/214P~MK > [2]8MK
heavy normals > [2]8HK

Each version of SBK offers about the same okizeme, where they differ is in corner carry and damage output. HK SBK is the hardest to combo into by far, with only 2HP being able to combo into it consistently without requiring a counterhit or punish counter beforehand.

Hundred Lightning Kicks


light buttons > 236LK
medium buttons > 236MK
heavy buttons > 236HK > juggle

LK and MK Legs are enders that should be avoided if possible. However, there are certain times where Chun has no charge and Tenshokyaku is out of range where this is her only option. Conversely, HK Legs needs a cancelable heavy button or a punish counter to be comboed into, but in exchange allows for a juggle afterwards.

Extenders

Midscreen

OD Spinning Bird Kick


anything that combos into [2]8LK > [2]8KK > 22HK

LK SBK technically works here but deals less damage and has the same amount of corner carry.

Hyoko-Sen ExtensionThese juggles also work from 214P~HK.


anything > 236236K > jc.2MK~2MK > j.236HK
anything > 236236K > sjc.2MK~2MK > j.HP~HP > 236236P

Chun can opt to spend more meter to secure a KO after 236236K, but keep in mind that spending 3 meter on CA will take more drive meter. This takes the same amount of drive meter via supers as a normal level 3 but looks way cooler while doing so.

Corner


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