Street Fighter 6/Chun-Li/Combos

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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

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