| content = 6HK crumples on Punish Counter, which allows this link to work. Unfortunately, 4HP > 214P~MK eats up a lot of juggle potential which limits Chun's effective follow-ups. 236236K can be used here but loses out on a ton of potential damage.
| content = 6HK crumples on Punish Counter, which allows this link to work. Unfortunately, 4HP > 214P~MK eats up a lot of juggle potential which limits Chun's effective follow-ups. 236236K can be used here but loses out on a ton of potential damage.
}}
{{TheoryBox
| Title = Reversal Punish 2
| Oneliner =
| Difficulty = {{clr|2|Easy}}
| Damage =
| Meter =
| Anchor =
| Youtube =
| Recipe = PC 2HP > 214P~MK > Ender
| content = Doesn't limit the juggling potential as much and allows for better enders such as EX Spinning Bird into 236MK safejump.
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)
The first combo may be easier to start with as you don't have to start charging during a standing move. That being said, 5MP 2MP is a very important link to learn. Both combos end with MK Spinning Bird Kick, which provides Chun with good okizeme and corner carry.
How do you actually do that second combo? Spinning Bird Kick will not have time to charge if you only hold down when you press 2MP. What you actually need to do is to is hold [2] right after 5MP is pressed. Doing that, you will discover it's actually pretty lenient.
Knockdowns from Pressure
Very Easy
2LK 2LP > [2]8LK
Pressuring with crouching normals has the strong benefit of naturally building charge for Spinning Bird Kick. If you hold [2] throughout the entire light chain, it becomes very easy to do the SBK on a confirm as you simply press 8LK on the third light if any of the previous ones connected.
Knockdowns from Pressure
Very Easy
5LP 5LP 5LP > 236LK 2LP/2LK 5LP 5LK > 236MK
Chun Li doesn't get knockdowns consistently if she doesn't have charge. If you can confirm fast enough and recognize the distance, she can end with Tenshokyaku instead of Lightning Kicks for a knockdown. Try to confirm into 5LK whenever possible, as it is her only light normal that combos into 236MK. 236MK is more consistent as an ender as it moves Chun Li forwards (as well as doing more damage).
Drive Impact
Easy
PC DI, 5HK > 214P~MK > 28MK
Easy, consistent, and good damage. Not much to say about this route. Can be extended somewhat easily with 28KK instead of 28MK at the cost of more Drive.
Drive Impact
Easy
DI, 4HP > 236HK, 22HK
Basic knockdown ender in the corner. 236HK can be extended in a multitude of different ways, but this is the best damage ender and also gives Chun decent okizeme.
Links and Starters
Normal Hit
Links and Chains
Combo
Notes
5MP, 2MP
Important combo piece, as it lets Chun build charge for Spinning Bird Kick. Unfortunately, not very good for pressure as the gap is big enough that 4f normals will beat 2MP clean.
5MP, 5LP/5LK
Doesn't give Chun a knockdown anywhere near as easily, but is a lot better when it comes to pressure and still links on normal hit.
5LP, 5LK
5LK will not link from 5LP if it's used as a link after a three-hit light chain. 5LP will link into itself but there's no real benefit to doing so.
5LP/2LP/2LK > 5LP/2LP/2LK > 5LP/2LP/2LK
Chun's light chains are incredibly open-ended, but both 2LP and 2LK will whiff as the third part of a chain if it's not started at absolutely point-blank range.
5LP, 5MP
Only works at point blank range.
3HK, 5MP
3HK is easy to link out of and advantageous enough on block that 5MP will also frame trap.
5HK > 214P~MK
Chun's only normal that combos into 214P~MK without any extra requirements. Commonly used after Drive Impact.
Anti-Projectile OD Hazanshu
Easy
214KK, 22HK
Basic optimization with 214KK. Most juggle options will work here, but 22HK is the most consistent and most rewarding.
Counter Hit
Counter-hit Links
Combo
Notes
CH 5LP/5MP, 2MK/6MP
Useful for converting 5LP pressure or a meaty 5MP into a smidge more damage. 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 is not listed here as it always links from 5MP, but CH 5LP, 2MP is a unique, CH only combo.
CH 2LP/2MP, 2MP
2LP links into 2MP on counter-hit, which is useful after her previously mentioned 3-hit light chain. 2MP also links into itself on counter-hit. These combos also naturally build down charge for Spinning Bird.
CH 5LP > 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.
CH Lightning Legs
Easy
CH 236LK/236MK, 2LP/5LP/5LK/5MP
Lightning Legs hits at least thrice, which can blow through Drive Impact armor if timed correctly. This is usually a happy accident, but the resulting counter-hit gives Chun a combo. She'll have to pick her follow-up carefully though, as distance is very important. Learning how to buffer charge specials from standing normals will go a long way when it comes to consistently converting this counter-hit into damage.
CH Hazanshu
Easy
CH 214MK, 5LP/2LP/2LK > ... CH 214HK, 4HP/2MK
Not as likely to happen as a Punish Counter, but good to know regardless. 5LP is the most consistent option after 214LK, but requires a buffered SBK to get a knockdown which can be difficult. 2MK is a lot more consistent after 214MK due to its reach.
Punish Counter/Drive Rush
-4 Punishes
Combo
Notes
PC 5LP, 4HP
Go-to close range punish starter.
PC 5LP, 2HK
Basic, hit-confirmable link from a far Punish Counter 5LP.
PC 5LP, 2MK
Alternate far PC 5LP with more damage potential. If going for a knockdown with MK SBK, you have to begin charging immediately and delay the 2MK by 2 frames in order to get the necessary charge.
-5 Punishes
Combo
Notes
-6 Punishes
Combo
Notes
PC 2MP > 214P~MK > ...
4/6MP will lead to better damage, but 2MK may be needed when using this as a whiff punish against normals that hit lower to the ground.
-7 Punishes
Combo
Notes
PC 6MP/2MK > 236HK
-8 Punishes
Combo
Notes
PC 4HP > 214P~MK > ...
PC 236LK, 5MP/2MK > ...
The same links work from 236MK, which is slower in exchange for more damage.
Reversal Punish
Easy
PC 6HK, 4HP > 214P~MK > Ender
6HK crumples on Punish Counter, which allows this link to work. Unfortunately, 4HP > 214P~MK eats up a lot of juggle potential which limits Chun's effective follow-ups. 236236K can be used here but loses out on a ton of potential damage.
Reversal Punish 2
Easy
PC 2HP > 214P~MK > Ender
Doesn't limit the juggling potential as much and allows for better enders such as EX Spinning Bird into 236MK safejump.
Raw DR Reversal Punish
Medium
PC DR 4HP > 214HK, 2MP > Ender
Using a Drive Rush from a parry and the already extended hitstun from a Punish Counter lets Chun significantly frontload her damage by comboing into HK Hazanshu. This combo is only realistic as a DP punish, as she needs at least 17 frames for the Drive Rush 4HP to connect. This combo can also be extended somewhat easily with OD SBK.
Chun Li gets excellent conversions out of Drive Rush. She can convert out of both lights and medium/heavy buttons, although heavier buttons tend to be more rewarding (especially near the corner).
This combo, while it looks simple, is surprisingly difficult. 4HP > 214P~LK is very easy to mess up. If you get Hazanshu instead of Serenity Stream, you most likely missed the P input or simply input it too fast.
Raw Drive Rush
Easy
DR 5MP, 4HP > ... DR 3HP, 5MP, 2MP > ... DR 2MK, 214P~LK > ...
Punish Counter Hazanshu
Easy
PC 214LK, 2LP/5LP > ... PC 214MK, 4HP/2MK > ... PC 214HK, 4HP/2MK/2HK > ...
Picking an Ender
Spinning Bird Kick
Easy
light normals/214P~LP > [2]8LK medium normals/214P~LK/214P~MK > [2]8MK heavy normals/Punish Counter mediums > [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 counter-hit or punish counter beforehand.
A fun skill to learn for comboing into SBK is charge buffering. While not absolutely vital, it will let you combo into SBK for a knockdown and good corner carry in places that would otherwise look impossible. A simple example would be comboing 5MP > [2]8MK. While this looks impossible on the surface, it's really not as scary as it looks. To do so, you simply need to look at the input of the [2]8 charge. She needs to charge [2] for 30 frames, but going from [2] to 8K goes through 5, or neutral. All you're functionally doing is an input that looks like [2]~5MP~8MK. This will take practice, but the reward is worth it. Or you can just use 22K.
Hundred Lightning Kicks
Very Easy
light buttons > 236LK/236KK~K 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.
HK legs and OD SBK both launch opponents for a combo. HK legs typically requires a punish counter medium normal or Drive to set up a 4HP to combo into it. OD SBK requires charge and 2 Drive, but the charge requirement is somewhat lessened by Serenity Stream. Their juggle routes can be thought of in a similar way, but OD SBK typically gives Chun more options.
General Juggle Rules
Easy
Enders:
236LK (236HK)/236MK (OD SBK)
22HK
236236P
214214K
The main difference between 236HK and [2]8KK is that [2]8KK allows for a juggle after 236LK in the corner (and into lvl3 anywhere), making it a highly economical damage extension. 236HK typically needs the corner to juggle into anything that isn't a super. 236HK 236LK and [2]8KK 236MK both set up safe jumps. OD SBK can link into 236236K (and so can 236HK if juggled into) but it leads to less damage and corner carry than canceling into 236236K from 236KK.
An important thing to remember is that juggling into 214214K instead of canceling into it leads to much more damage if the combo was less than 5 hits. Any more then that and scaling is low enough for the cancel penalty to not matter.
OD SBK also lets Chun extend combos with raw Drive Rush. These routes aren't that much of a boost in damage, but they are better in terms of corner carry and okizeme.
Serenity Stream LauncherStarting from 214P~HK
Medium
... > 214P~HK > jc.2MK delay j.2MK, j.HP~HP
Standard launcher combo. Very important to learn as not only does it deal good damage, it also routes into a safejump and Chun can link a lvl1 or lvl3 super upon landing. In order to get a safejump here, the magic number is +45.
The main difference between Serenity Stream HK and Hyouko-Sen is the j.MP(1) rejump Chun can get before continuing the combo as normal. This not only gives her a smidge more damage and corner carry, but also opens up some additional routing options. This must be performed right off the ground to only get the first hit.
Given how common it is for Chun to confirm into 236KK, it's relatively easy to extend that into more damage. Unfortunately for Chun, common juggles that work into her lvl1 or lvl3 don't actually juggle into her lvl2, meaning she'll have to spend Drive to get this unless canceled directly from a normal. Alongside 236KK, it's easy to link this super after [2]8KK, although doing so will limit her follow-up options afterwards. The additional juggle point will remove the ability to use j.MP(1) for an extension. More moves before 236236K heavily limits her juggles afterwards, which at worst will only allow for the second hit of j.HP~HP to connect.
Safe Jump SetupsAny ender that can incorporate a jump and still have > -5 frame advantage
Any combo ending in her launchers or a juggled 236K is a solid safe jump opportunity for Chun-Li, so you can force the opponent to eat a jump-in normal on wakeup AND land in time to block any invincible reversals. Excellent for applying pressuring when opponent is in Burnout, but watch out for wakeup DI and command grabs.
OD Kikoken is +5 on hit at close range and heavily spacing sensitive, even if the links themselves aren't all that difficult. However, they're very good for extending combos wherever possible as Chun gets much more on grounded hits than she does from juggles. It's also very helpful when converting from Serenity Stream as she doesn't have to worry about charging.
Routing into OD Kikoken is the most difficult part. Ideal starters into OD Kikoken will leave Chun close, like 2HP or anything into 214P~MK due to its forward movement. There's a bit of a deadzone where Chun is +5 but too far for even a 5LK to link afterwards before she gets into a +7 range for 2MK. After that, she hits another deadzone and nothing is fast enough or long-reaching enough to pick up a combo.
Further Extending CombosKeep them grounded.
Hard
ground starter > OD Kikoken/DRC > ground sequence > (OD Kikoken/DRC) > launch > ender
Example 2: DI (stun), j.HK, 5HK > 214P~MK 46PP, 5MP, 2MP > DRC 5MP, 4HP > 236HK, 22HK
Chun wants to keep her opponents grounded as long as possible if she wants to dump meter after something like a DI stun or DP punish. Her juggle options, while strong, are generally more limited than her grounded combo options.
Using Serenity Stream
Serenity Stream acts a little differently for each button it's canceled into, but there are some common threads between buttons. 214P~LP is the most common button that will combo as a cancel, but also has the shortest reach. 214P~LK is typically more situational, but will combo on counter-hit or normal hit with a gap on block. 214P~MK is the most difficult and usually requires a Punish Counter or juggle to combo properly. Buttons with especially important uses with Serenity Stream will be listed below, but it has at least niche uses from most if not all of Chun's buttons.
Entering Serenity Stream
Starting Normal
Normal Hit
Counter Hit
Punish Counter/Drive Rush
Notes
4/6MP
-
-
214P~LK
214P~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 (PC only)
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.
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 Kikoken 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 2HP
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.