SF6 Chun-Li Practical Combos [NEW UPDATED VIDEO AVAILABLE IN DETAILS] [Street Fighter 6]
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- เผยแพร่เมื่อ 1 ส.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!
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
04:27 LP
04:36 OD SBK
06:54 SA2
09:09 2MK
11:36 4/6MP
12:06 Kikouken
12:27 Overheads
13:10 Anti-air
14:13 Frame traps
14:35 236KK
15:07 HP
15:26 214HK
16:39 214KK
18:18 Throw counters
19:53 6HK
22:21 DI
24:01 4HP
25:07 HK
25:19 Drive Reversal punish
25:29 Corner mix-ups
26:00 Finale
#sealeafdojo #SF6 #sf6_chunli - เกม
Updates and additional info will be listed 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
[2023/09/15] Stun combos
twitter.com/SeaLeafDojo/status/1702760047284199829
[2023/08/29] SA2 follow-ups
twitter.com/SeaLeafDojo/status/1696599455364157481?s=20
[2023/08/23] New 6HK combo routing. More damage!
twitter.com/SeaLeafDojo/status/1694423719966626063?s=20
[2023/08/19] Correction: 2MK #8 does not do more damage than #9. You can just forget about #8 and use #9.
SBK tutorial for folks who have issues doing standing normal, crouching normal to SBK (M):
th-cam.com/video/7oWMJ1N87Ok/w-d-xo.html
For people who are wondering how to do SBK combos with standing normals, check the explanation video here:
th-cam.com/video/XfR5Y4vknUM/w-d-xo.html
Put in about 2 hundred hours in Cammy only to realize just how fun Chun li is.
Love them both best fighting game sandwich :3
A hotdog between buns
Just play both lol
This is exactly what I was looking for. Thank you!
Nice another blessed guide
Damn your mind has to react fast like lightning. I quickly forgot about the beginner strings already. 😅
Muchas grasias me sirvió mucho
Ain’t got my sea legs yet, but this will get me there
How do you charge #4 for if you’re doing standing LP, I’m struggling with this. Even standing SHK , LP into fun kick is tough, any help?
Jo a little question on the combo at 26:01 -> how much damage does it exactely? I would like to figure it out myself, but I can never connect the 2MP into lvl 2 so I have to ask :/
Edit: Nvm I managed it to do it myself. And for anybody curious: On punish counter it does barely 6k and on normal hit it does 5,7k...yeah that combo is for styles but it actually unoptimal as hell!
How do you use spinning bird kick in #4? How can you combo it after standing LP (how do you keep your charge after going back to neutral)?
See pinned comment for an explanation video.
@@SeaLeafDojo nice thks
For the beginner String #1 2LK ender, are there any tricks to timing the actual 2LK? I tend to do it either while the opponent is still recovering (too early) or after the DR ends (too late). I think the window to hit it correctly is 3 frames which has been tough for me to get down. EDIT - if you're having this issue see my reply below
There are no tricks that I am aware of. If you tend to get the hits after the DR ends, you can omit the second 2LP and still complete a combo.
@@SeaLeafDojo For anyone else having this issue I think I figured out the problem. After 23 frames Parry > Drive Rush can be cancelled by a directional input, so it wasn't that I was inputting the 2LK after drive rush ends (that's another 22 frames after where I was having the issue, and I definitely wasn't mis-timing it by 1/3 of a second) it's that I was inputting the 2 first, which cancelled the drive rush, then LK. You can see in the video that SeaLeaf inputs the 2 and LK on the same frame. You don't have to be frame perfect, but I was straight up holding down 2 after the drive rush which was causing the problem.
@@nickmartino3364 Ah, glad you found out the issue. Appreciate you sharing the problem and solution!
@ 5:00, for OD SBK#3, I can't seem to get the timing right to get HSBK at the end. Do you delay the DR LP at all to get enough charge?
Two key tricks are needed for this combo:
1. Buffer DR and immediately start charge as soon as the DR animation starts. Recommended inputs are hold MP+MK, 6, 6, 3. You can see how early things can be started by slowing down the video.
2. Delay cancel 2LP. As in cancel 2LP into SBK in the later active frames. There won't be enough charge time if you buffer the cancel input.
@@SeaLeafDojo thank you!
I cant do the air combo for the safe jump
I delay the seconed air 2mk and then immediately press 2 hp and the second heavy punch is not coming out
The combo at 11:50
Can we get this in written form
Are these done in a hitbox? I am kind new and the input feed is always so clear
I'm not playing on a Hitbox but I am playing on a lever-less controller for most of the combos.
@@SeaLeafDojo awesome! Love your guides thank you
you say cMK #8 does more damage than #9 but its 2366 vs 2394.. #9 definitely does more
You're right. Woops.
fHK PC u can do dfhp 214p mk dp or lvl1 or lvl3. For meter DR the mk bhp 214p mk od dp or lvl1 lvl3
Surprising that 3HP works in this situation. Thanks for the info! As a side note, you can do 2HP instead of 4HP for more damage on the DR cancel.
I just dislike her music .I liked her music best from Streetfighter Ex.
This music puts me to sleep 💤
If you sit in the training room for hundred of hours you let your own custom music run. Everything else will drive you into insanity.
@@SaithMasu12 lol