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| {{Character Subnav SF6 | chara=Chun-Li }} | | {{Character Subnav SF6 | chara=Chun-Li }} |
| | |
| | == Combo Notation Guide == |
| | Click "Expand" for information about combo notation in SF6: |
| | |
| | {{ComboKey-SF6}} |
| | |
| | == Day 1 BnBs == |
| | {{TheoryBox |
| | | Title = Max Damage Jump-In |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = j.HK, 2HP > 214P~LK > 28MK <br> j.MK, 5MP, 2MP > [2]8HK |
| | | content = 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 either MK or HK 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. |
| | }} |
| | |
| | <tabber> With Charge = |
| | {{TheoryBox |
| | | Title = Knockdowns from Pressure |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = 2LK 2LP > [2]8LK |
| | | content = 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. |
| | }} |
| | |-| Without Charge = |
| | {{TheoryBox |
| | | Title = Knockdowns from Pressure |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = 5LP 5LP 5LP > 236LK <br> 2LP/2LK 5LP 5LK > 236MK |
| | | content = 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). |
| | }} |
| | </tabber> |
| | |
| | <tabber> Punish Counter = |
| | {{TheoryBox |
| | | Title = Drive Impact |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = PC DI, 5HK > 214P~MK > 28HK |
| | | content = Easy, consistent, and good damage. Not much to say about this route. Can be extended somewhat easily with 28KK instead of 28HK at the cost of more Drive. |
| | }} |
| | {{TheoryBox |
| | | Title = Drive Impact (Modern) |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = PC DI, 2HP > 214P~HK > jc.2MK > j.2MK > j.236HK |
| | | content = For modern players that lose 5HK and access to the most rewarding DI combo. |
| | |
| | The input for this combo is simplified: Auto+H > Auto+H~ 2H > jc.2M > j.2M > j.236H. |
| | |
| | This takes advantage of Heavy Auto Combo automatically cancelling 2HP into Serenity Stream when pressed twice, allowing you to input 2H afterwards to replicate 2HP > 214P~HK. An alternative easier combo is 2H > [2]8H for lower damage in exchange for better okizeme and corner carry. |
| | }} |
| | |
| | |-| Corner Wallsplat = |
| | {{TheoryBox |
| | | Title = Drive Impact |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = DI, 4HP > 236HK, 22HK |
| | | content = 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. |
| | }} |
| | </tabber> |
|
| |
|
| == Links and Starters == | | == Links and Starters == |
| === Normal Hit === | | === Normal Hit === |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ 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. |
| | |} |
| | |
| {{TheoryBox | | {{TheoryBox |
| | Title = | | | Title = Anti-Projectile OD Hazanshu |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = | | | Recipe = 214KK, 22HK |
| | content = | | | content = Basic optimization with 214KK. Most juggle options will work here, but 22HK is the most consistent and most rewarding. |
| }} | | }} |
|
| |
|
| === Counter Hit === | | === Counter Hit === |
| === Normal Hit === | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ 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. |
| | |} |
| | |
| | {{TheoryBox |
| | | Title = CH Lightning Legs |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = CH 236LK/236MK, 2LP/5LP/5LK/5MP |
| | | content = 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. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = CH Hazanshu |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = CH 214MK, 5LP/2LP/2LK > ... <br> CH 214HK, 4HP/2MK |
| | | content = 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 === |
| | <tabber> -4 = |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ -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 = |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ -5 Punishes |
| | |- |
| | ! Combo !! Notes |
| | |- |
| | | || |
| | |} |
| | |-| -6 = |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ -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 = |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ -7 Punishes |
| | |- |
| | ! Combo !! Notes |
| | |- |
| | | PC 6MP/2MK > 236HK || |
| | |} |
| | |-| -8 = |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ -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. |
| | |} |
| | |-| Other = |
| | {{TheoryBox |
| | | Title = Reversal Punish |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = PC 6HK, 4HP > 214P~MK > Ender |
| | | 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 | | {{TheoryBox |
| | Title = | | | Title = Reversal Punish 2 |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = | | | 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. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Raw DR Reversal Punish |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = -1 Drive |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = PC DR 4HP > 214HK, 2MP > Ender |
| | | content = 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. |
| | }} |
| | </tabber> |
| | |
| | {{TheoryBox |
| | | Title = Drive Rush Cancel |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = -3 Drive |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = light buttons > DRC 5LP, 4HP > 214P~LK > Ender <br> medium/heavy buttons > DRC 4HP > 214P~MK > Ender <br> medium/heavy buttons > DRC 5MP, 4HP > 236HK > Ender (corner) |
| | | content = 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. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Raw Drive Rush |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = -1 Drive |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = DR 5MP, 4HP > ... <br> DR 3HP, 5MP, 2MP > ... <br> DR 2MK, 214P~LK > ... |
| | content = | | | content = |
| }} | | }} |
|
| |
|
| === Punish Counter ===
| |
| === Normal Hit ===
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = | | | Title = Punish Counter Hazanshu |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = | | | Recipe = PC 214LK, 2LP/5LP > ... <br> PC 214MK, 4HP/2MK > ... <br> PC 214HK, 4HP/2MK/2HK > ... |
| | content = | | | content = |
| }} | | }} |
|
| |
|
| == Picking an ender == | | == Picking an Ender == |
| === Midscreen === | | {{TheoryBox |
| | | Title = Spinning Bird Kick |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = '''Cancel Routes'''<br>Into {{clr|L|[2]8LK}}: {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|5LK}}/{{clr|L|Stance~LP}}<br>Into {{clr|M|[2]8MK}}: {{clr|M|2MK}}/{{clr|M|5MP}}/{{clr|L|Stance~LK}}<br>Into {{clr|H|[2]8HK}}: {{clr|H|4HP}}/{{clr|H|2HP}}/{{clr|M|2MP}}/{{clr|M|5MK}}/{{clr|M|Stance~MK}}/{{clr|H|Stance~HP}} |
| | | content = Each version of SBK offers about the same okizeme; where they differ is in corner carry and damage output. {{clr|H|HK SBK}} is the most restrictive, with the main BnB hitconfirm route being {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|H|[2]8HK}}. You can also hitconfirm directly from her 2-hit {{clr|H|2HP}}, though it's not always a good idea to pressure with a slow and disadvantageous button like this. Most other routes will usually require a Punish scenario or a {{clr|DR|Drive Rush}} confirm of some sort. |
|
| |
|
| === Corner === | | 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 {{clr|L|5LK}} > {{clr|L|[2]8LK}}. 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 {{clr|L|[2]~5LK~8LK}}. This technique can lead to hitconfirms from longer range or into stronger normals than would otherwise be possible. Or you can just use Tensho Kicks if close to the opponent. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Hundred Lightning Kicks |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = 0-2 Drive |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = '''Cancel Routes'''<br>Into {{clr|L|236LK}}/{{clr|OD|236KK}}: {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|Stance~LP}}<br>Into {{clr|M|236MK}}: {{clr|L|5LK}}/{{clr|M|5MP}}/{{clr|M|2MP}}/{{clr|M|2MK}}/{{clr|L|Stance~LP}}/{{clr|L|Stance~LK}}/{{clr|M|Stance~MK}}/{{clr|H|Stance~HP}}<br>Into {{clr|H|236HK}}: {{clr|H|4HP}}/{{clr|H|2HP}}/{{clr|M|5MK}} (+ Juggle) |
| | | content = {{clr|L|LK}} and {{clr|M|MK}} Legs are enders that should be avoided if possible. However, there are certain times where Chun has no charge and outside Tensho Kick range where this is her only option. Conversely, {{clr|H|HK Legs}} usually needs a cancelable heavy button or a {{clr|PC|Punish Counter}} to be comboed into, but in exchange allows for a juggle afterwards. |
| | }} |
|
| |
|
| == Extenders == | | == Extenders == |
| === Midscreen === | | <tabber> Starters = |
| | {{TheoryBox |
| | | Title = General Juggle Rules |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = Variable |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... > 236HK > Ender <br> ... > [2]8KK > (236LK) > Ender |
| | | content = |
| | 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. |
| | }} |
| | |-| Enders = |
| | {{TheoryBox |
| | | Title = General Juggle Rules |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = Variable |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = Enders: |
| | # 236LK (236HK)/236MK (OD SBK) |
| | # 22HK |
| | # 236236P |
| | # 214214K |
| | | content = |
| | 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 Drive Extensions = |
| | {{TheoryBox |
| | | Title = OD SBK Drive Extensions |
| | | Oneliner = |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = -3 Drive |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... > [2]8KK, 5MPMK~66 5LP/2LP > 214P~MK > ... (midscreen) <br> ... > [2]8KK, 5MPMK~66 5LP/2LP > 236HK, ... (corner) |
| | | content = 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. |
| | }} |
| | </tabber> |
| | |
| | <tabber> Serenity Stream HK = |
| | {{TheoryBox |
| | | Title = Serenity Stream Launcher |
| | | Oneliner = Starting from 214P~HK |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = Variable |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... > 214P~HK > jc.2MK delay j.2MK, j.HP~HP |
| | | content = |
| | 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. |
| | }} |
| | |-| Hyouko-Sen = |
| | {{TheoryBox |
| | | Title = Hoyoku-Sen Launcher |
| | | Oneliner = Starting from 236236K |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = 2 to 3 Super |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = button/236KK > 236236K > jc.MP(1), rejump j.2MK delay j.2MK, j.HP~HP <br> button/236KK > 236236K > jc.MP(1), [2]8HK/22HK |
| | | content = |
| | 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. |
| | }} |
| | </tabber> |
| | |
| | {{TheoryBox |
| | | Title = Safe Jump Setups |
| | | Oneliner = Any ender that can incorporate a jump and still have > -5 frame advantage |
| | | Difficulty = {{clr|2|Easy}}/{{clr|4|Hard}}/{{clr|3|Medium}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=WDwKado6Zxc |
| | | Recipe = 1. Launcher (236236K / 214P~HK) > sjc.2MK delay 2MK, j.HP~HP <br> 2. [2]8KK > 236LK/MK <br> 3. 4HP/2HP > 236HK |
| | | content = 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. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = OD Kikoken |
| | | Oneliner = Get a feel for it. |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = |
| | | Meter = -2 Drive |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ... > [4]6PP, 5MP, 2MP (ideal) <br> ... > [4]6PP, 5LK (poor) <br> 2LK 5LP 5LK > [4]6PP, 2MK (spaced) |
| | | content = 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. |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Further Extending Combos |
| | | Oneliner = Keep them grounded. |
| | | Difficulty = {{clr|4|Hard}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = ground starter > OD Kikoken/DRC > ground sequence > (OD Kikoken/DRC) > launch > ender <br> |
| | Example 1: PC 4HP > 214P~MK > 46PP, 5MP, 2MP > DRC 2HP > 214P~MK > 46PP, 5MP, 2MP > [2]8HK <br> |
| | Example 2: DI (stun), j.HK, 5HK > 214P~MK 46PP, 5MP, 2MP > DRC 5MP, 4HP > 236HK, 22HK |
| | | content = 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. |
| | |
| | {| 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 || 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. |
|
| |
|
| === Corner === | | {| 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 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]8HK, [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 }} |
| {{Navbox-SF6}} | | {{Navbox-SF6}} |
| [[Category: Street Fighter 6]] | | [[Category: Street Fighter 6]] |