SF6 Chun-Li Practical Combos [NEW UPDATED VIDEO AVAILABLE IN DETAILS] [Street Fighter 6]
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- เผยแพร่เมื่อ 31 ก.ค. 2024
- [2023/12/11] NEW VIDEO WITH UPDATED COMBOS IS OUT! Includes new routes and improved damage efficiency + okizeme. Watch it here:
• SF6 Chun-Li Practical ...
Practical combo guide for SF6 (Ver 1.01) Chun-Li. Includes, inputs, notes and recipes! Updated from the previous version with more damage, better okizeme and new openers/routes! Any updates will be listed in the pinned comment.
SBK tutorial:
• SF6 Chun-Li SBK Combo ...
Safe Jump explanation:
• Safe Jump [Fighting Ga...
Frame trap explanation:
• Block Strings and Fram...
Meaty attack explanation:
• Meaty Attacks [Fightin...
Doing charge specials with standing normals.
• Charge Persistence [Fi...
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00:00 Start
00:11 Beginner strings
01:42 2LK
04:52 DR2LK
05:10 LP
05:19 OD SBK/5MP
07:51 SA2
10:57 2MK
13:49 DR2MK
14:57 4/6MP
15:57 Kikouken
16:18 Overheads
17:41 Anti-air
18:58 Frame traps
19:20 236KK
19:51 HP
20:11 214HK
21:33 214KK
23:21 Throw counters
25:12 6HK
28:19 DI
30:52 DR4HP
32:28 Drive Reversal punish
32:38 Corner mix-ups
33:08 Finale
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Update and tips here!
[2023/12/11] NEW VIDEO WITH UPDATED COMBOS IS OUT! Includes new routes and improved damage efficiency + okizeme. Watch it here:
th-cam.com/video/l9sZvLTF1C4/w-d-xo.html
[2023/09/29] For OD SBK #4 (5:52)
1. Buffer DR by holding MP+MK during OD SBK then tapping 66 at the earliest timing.
2. Start charge as soon as you enter 66 (I do 663).
3. Delay cancel 2LP to SBK (H). As in cancel SBK in the later active frames of 2LP.
I love the format you put together, it's all so clean and concise! Sorting the video by option (LK, HP, etc.) is amazing for people like me who feel they lack a fundamental understanding of routing. Really really good stuff!
As a Chun main, thanks for this! I learn some new tricks here!
Awesome video, I have a lot to learn!
Thanks for this!
Green damage numbers are fire. Thanks.
We love a tech queen, great and informative video
well made
ty for the video
great
Hey man , first thank you for your work. I wanted to ask you for each section if you could say me which combo I should prioritise cause there is so ma,y version^^. Thank you
2:09 i can do it
Maybe after 100 tries
Any help? Do you need to press up lp in the string so that the sbk will come out?
Idk but i can do standing charch cancel but in a string of light i just cant :/
Is the last combo practical (as in not Ryu-specific or anything like that)? Also which tensho strength at the end before the 236236P juggle? Thanks for the upload, loving the Chun updates
It's heavy version of Tenshoukyaku. You can distinguish strength by how many hits it does (weaker versions do less hits). I have not tried this combo on all chars but I assume it works on most if not all.
5:52 Any tips for hitting this other than get good? I can't get it down consistent, the timing on the 2nd SBK is really tough.
Check the pinned comment for tips on how to do that combo.
I'm having trouble hitting the heavy punch air target combo after the j.2mk > dl j.2mk, on what you have noted as MP #2. i can hit the first j.hp every single time, but no matter how i tinker with my timing and the delay of the j.2mk i can never seem to hit the second j.hp. any tips for timing? i studied the video for longer than i'd like to admit and can't find the secret sauce to this one.
Have you tried comparing the timing of the buttons by looking at the frame numbers? You can do this by slowing down/pausing the video and looking at the numbers between each button press. This can give you a general idea on how early/late you need to press the buttons. When practicing, I recommend starting with the launcher (214P, HK) and omit the initial parts of the combo.
@@SeaLeafDojo i have since figured it out! my problem was that i was doing the first j.2mk too late and the second one too early. i can do it consistently now. thanks for the advice, you rule
@@Gashdal Glad you figured it out!
Can we get this in written form?
Lk#14 is not working for me. I can link the fire ball with 2mk only at a certain distance and the lights don't push out far enough for that distance and i am doing this with all the speed that im allowed to do.
The combo is spacing dependent but having the opponent in the corner can make it consistent. If you are mashing, I suggest timing the buttons instead as that's how I make it consistent.
@@SeaLeafDojo I was timing it, then I tried mashing. And I've only tried to do this combo in the corner. I probably need to be the littlest bit further back but that's such a weird variable to consider though. Is the combo even worth it at that point if there a good chance it won't connect? This has been a great video. It's just that one small combo has been an issue. No big deal. There's plenty of other options to do. More likely to do DR or EX Lightning kicks anyway.
I think wall splat combos could have a separate section as well, I always just use the st. HK -> 214 p + mk -> 22 hk (2800 damage), not sure if this is the best meterless one though
I don't know what okizeme means and at this point I'm too afraid to ask. 😅
Here is an explanation video.
th-cam.com/video/WMgGBugqV3Y/w-d-xo.html