Street Fighter 6/Chun-Li/Combos

From SuperCombo Wiki


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.

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.

Punish Counter



Picking an ender

Midscreen

Corner

Extenders

Midscreen

Corner

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