Street Fighter 6/Chun-Li/Strategy: Difference between revisions

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== Offense ==
== Offense ==
=== Frame Traps ===
=== Frame Traps ===
'''Light Chains''' -
===== Light Chains =====
All of Chun's normals have uses during her light chain pressure, but there's an important distinction that rises from her nature as a charge character. Standing normals are typically better as she has access to 5MP and it's easier to walk between them, but they lose access to a Spinning Bird Kick knockdown unless Chun commits to pressuring with 5MP 2MP. Crouching normals don't give up charge but typically have worse reach unless she uses 2MK, which ends her turn.


<br>
===== Other Normals =====
5MP is an all-around strong pressure button due to its frame advantage. It's somewhat easy to sneak in after the opponent has been conditioned to expect a string of jabs as a small pressure reset. 4HP is not inherently plus but it can easily be made advantageous when used as a meaty. 5HK is excellent as a pressure tool should the opponent be standing, as it's 0 on block and her most advantageous Serenity Stream transition move.
 
=== Stance Pressure ===
Chun Li can easily threaten high with 214P~HP or low with 214P~LK and 214P~MK, but these options typically require conditioning. She can also threaten a slower, somewhat ambiguous mixup between 214P~HP and 214P~214P 2LK/throw, although this usually requires a knockdown (typically 22HK in the corner). Because Chun stands up when she exits the stance and does 214P~HP, it's very difficult to tell visually which one she's going for. They also hit at somewhat similar timings, although the low or throw options are just a hair slower when autotimed.
 
===== Important Transition Normals =====
'''2HP''' is the best overall normal to route into Serenity Stream from. 2HP 214P~LP forms a tight blockstring, and she can force a trade for respect with 214P~LK instead. 2HP hits twice which makes it relatively easy to confirm the situation afterwards.
 
'''2MK''' is another strong normal. Being +2 on block when cancelled immediately into Serenity, Chun can frame trap with 214P~LP which will also have enough pushback to set up a plus on block LP Kikoken. When performed from a Drive Rush, Chun can frame trap with 214P~LK instead for a little more damage.
 
 
'''5HK''' is the most advantageous transition but also the most situational, as it whiffs on crouching opponents. It naturally combos into 214P~MK but most likely won't see much use outside combos.


=== Okizeme and Mixups ===
=== Okizeme and Mixups ===

Revision as of 10:24, 20 June 2023


Neutral

Chun Li has a strong suite of cancelable pokes, predominantly 4/6MP (Swift Thrust) and 2MK. These are complemented by a host of more situational tools like 5HP, 5HK, 6HK, 2HK, 5LP, and 5LK to form a midrange wall to walk opponents towards the corner. Chun gets particularly strong Punish Counter conversions out of Swift Thrust, 2MK, and 5HP, making it scary to challenge the screen space in front of her. 5HK is excellent against taller opponents like Zangief who can't avoid it as easily by ducking, but is still good when use alongside Chun's other poking tools due to it's exceptionally quick recovery.

If the opponent's character outranges Chun's faster options, she also has Kikoken to act as a longer, disjointed poke. LP Kikoken is excellent as a shield when used outside the opponent's effective poking range. MP and HP Kikokens both travel at different ranges and speeds, more suited to holding space instead of taking it. Lastly, as a surprise tool, Hazanshu is a long-reaching overhead with relatively quick startup as well as some projectile invulnerability. It won't get her out of zoning entirely, but simply presenting it as another option gives the opponent yet another thing to think about.

In neutral, Chun Li mainly uses Swift Thrust and 2MK for poking at the opponent, as well as whiff punishing them. These normals have quick startup and are complemented by her above average walkspeed in both directions, letting her weave in and out of her opponent's effective range. Her usage of other pokes will depend on the matchup, but those are always the baseline. Should the opponent get too close for Swift Thrust or 2MK to be effective, she can either start walking back or throw out her 5LP or 5LK to stop them from taking more space.

Offense

Frame Traps

Light Chains

All of Chun's normals have uses during her light chain pressure, but there's an important distinction that rises from her nature as a charge character. Standing normals are typically better as she has access to 5MP and it's easier to walk between them, but they lose access to a Spinning Bird Kick knockdown unless Chun commits to pressuring with 5MP 2MP. Crouching normals don't give up charge but typically have worse reach unless she uses 2MK, which ends her turn.

Other Normals

5MP is an all-around strong pressure button due to its frame advantage. It's somewhat easy to sneak in after the opponent has been conditioned to expect a string of jabs as a small pressure reset. 4HP is not inherently plus but it can easily be made advantageous when used as a meaty. 5HK is excellent as a pressure tool should the opponent be standing, as it's 0 on block and her most advantageous Serenity Stream transition move.

Stance Pressure

Chun Li can easily threaten high with 214P~HP or low with 214P~LK and 214P~MK, but these options typically require conditioning. She can also threaten a slower, somewhat ambiguous mixup between 214P~HP and 214P~214P 2LK/throw, although this usually requires a knockdown (typically 22HK in the corner). Because Chun stands up when she exits the stance and does 214P~HP, it's very difficult to tell visually which one she's going for. They also hit at somewhat similar timings, although the low or throw options are just a hair slower when autotimed.

Important Transition Normals

2HP is the best overall normal to route into Serenity Stream from. 2HP 214P~LP forms a tight blockstring, and she can force a trade for respect with 214P~LK instead. 2HP hits twice which makes it relatively easy to confirm the situation afterwards.

2MK is another strong normal. Being +2 on block when cancelled immediately into Serenity, Chun can frame trap with 214P~LP which will also have enough pushback to set up a plus on block LP Kikoken. When performed from a Drive Rush, Chun can frame trap with 214P~LK instead for a little more damage.


5HK is the most advantageous transition but also the most situational, as it whiffs on crouching opponents. It naturally combos into 214P~MK but most likely won't see much use outside combos.

Okizeme and Mixups

TO-DO


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +11 ?
Back Throw +13 ?
Air Throw +10 ?
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +33
HKD +48 (Punish)
?
6HK (Punish) +72 (Crumple) ?
214P~MP
(Snake Strike)
+38~44
+25~31 (exit stance)
?
214P~HK
(Tenku Kick)
+41 ?
236HK
(HK Lightning Legs)
+50 ?
236KK~KK
(Lightning Kick Barrage)
+29 ?
j.236KK
(OD Air Lightning Legs)
+21 ?
[2]8K
(Spinning Bird Kick)
+33/34/33 (L/M/H)
+55 (OD, grounded)
+41 (OD, juggled)
?
22K
(Tensho Kicks)
+29/25/37 (L/M/H)
+30 (OD)
?
236236P
(Lv.1 Super)
+22 (ground)
+14 (air)
?
236236K
(Lv.2 Super)
+29 (no jump) ?
214214K
(Lv.3 Super/CA)
HKD +6 (Lv.3)
HKD +18 (CA)
?


vs. Burnout


Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 6/4MP 4HP 6HK 3HP
5LP~DR 8 9 17 9 11 18 8 10 15 8 11 13 11 12 20 25
5MP~DR 1 2 10 2 4 11 1 3 8 1 4 6 4 5 13 18
5LK~DR 4 5 13 5 7 14 4 6 11 4 7 9 7 8 16 21
5MK~DR 0 0 5 0 0 6 0 0 3 0 0 1 0 0 8 13
2LP~DR 6 7 15 7 9 16 6 8 13 6 9 11 9 10 18 23
2MP~DR 0 0 8 0 2 9 0 1 6 0 2 4 2 3 11 16
2HP~DR 0 0 3 0 0 4 0 0 1 0 0 0 0 0 6 11
2LK~DR 4 5 13 5 7 14 4 6 11 4 7 9 7 8 16 21
2MK~DR 0 1 9 1 5 10 0 2 7 0 3 5 3 4 12 17
6/4MP~DR 3 4 12 4 6 13 3 5 10 3 6 8 6 7 15 20
4HP~DR 0 0 4 0 0 5 0 0 2 0 0 0 0 0 7 12
214P~LP~DR 0 0 8 0 2 9 0 1 6 0 2 4 2 3 11 16
214P~HP~DR 0 0 5 0 0 6 0 0 3 0 0 1 0 0 8 13
214P~LK~DR 0 1 9 1 3 10 0 2 7 0 3 5 3 4 12 17
214P~MK~DR 0 0 8 0 5 9 0 1 6 0 2 4 2 3 11 16


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +? ?
5MP~DR +? ?
5LK~DR +? ?
5MK~DR +? ?
2LP~DR +? ?
2MP~DR +? ?
2HP~DR +? ?
2LK~DR +3 No combo without Counterhit or Punish Counter
2MK~DR +? ?
6/4MP~DR +? ?
4HP~DR +? ?
214P~LP~DR +? ?
214P~HP~DR +? ?
214P~LK~DR +? ?
214P~MK~DR +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Chun-Li




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