SF6 S2 Chun-Li Practical Combos with Inputs and Notes [Latest] [Street Fighter 6 Season 2]

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Sea Leaf Dojo

Sea Leaf Dojo

Күн бұрын

Пікірлер: 21
@SeaLeafDojo
@SeaLeafDojo 4 ай бұрын
Updated parts from previous video. Any parts with Luke or Cammy with the dummy is new. Parts with Jamie are not new for this video but are updated parts for season 2. 2LK #8-#10 00:57 2LK (corner) #1-#4 02:36 2MK (corner) #2 11:03 2MK (corner) #4 11:24 2MK #10 11:47 2MK (corner) #6 11:55 DR2MK (corner) #2-#3 12:32 4/6MP (corner) #1 13:11 4/6MP #2 13:20 3HP #1 14:05 対空MK 18:25 236K+K 18:49 空中2MK #2 21:57 2HP #2-#3 22:13 DI (side switch) #3 28:20 6HK #1 29:29
@shieldz_4270
@shieldz_4270 4 ай бұрын
The best Chun guides around 🔥
@AyeBrothaBLo
@AyeBrothaBLo 4 ай бұрын
Your video is awesome. I'm learning Chun-Li at the moment and this video has helped out a lot. Thank you for the hard work!
@Bkzflyest0823
@Bkzflyest0823 3 ай бұрын
This is the best combo video I’ve ever watched! Wow, great work.
@Jounin8
@Jounin8 4 ай бұрын
super helpful, thank you for making this!
@NamhadiNdemufayo
@NamhadiNdemufayo 2 ай бұрын
Amazing work!
@MFGeedorah47
@MFGeedorah47 4 ай бұрын
Unless I'm blind and don't see it stated 2LK corner combo #1 doesn't work on crouching opponents, you only get +6 from the OD kikoken. This can be fixed by doing 2LK, 5LP, 5LK, [4]6P+P instead and be +7 regardless of stand or crouch. DR2LK #2 seems to not work on crouch either, if someone wakes up with their crouching 4f in either of these but you're already doing them it's worth knowing they don't work. Unless counter hit confirming into something stronger is implied when those happen but in the case of the first combo I think it's worth going for always since it doesn't affect damage anyways
@SeaLeafDojo
@SeaLeafDojo 4 ай бұрын
You're right about 1LK, 1LP, 4LP not working on crouching opponents. The string you suggested does work for most characters but does not work for characters that have wide crouching hurt boxes. So both need to be used based on character. DR 2LK #2 works on crouching opponents. You may be stopping the DR momentum before 2LK is coming out. However for crouching opponents, it's better to go for 2MP instead of 5LK.
@W_smith1990
@W_smith1990 4 ай бұрын
Let’s go more Miss li Combos
@toxiconflict
@toxiconflict 4 ай бұрын
This is nice. I'm really trying to incorporate 6k into my game cause I see Moke using it in so many situations as a poke, for frame trapping after drive rush etc.
@dogwithsocks
@dogwithsocks 4 ай бұрын
Thank you!!
@Jonfgc
@Jonfgc Ай бұрын
Good job
@Oyasoom
@Oyasoom Ай бұрын
Thanks 🙏
@franky.378
@franky.378 4 ай бұрын
Neat
@haylee5976
@haylee5976 2 ай бұрын
any tips for hitting mp after SA2? I'm having a hard time rn 😵‍💫
@tricksyfroggy
@tricksyfroggy 2 ай бұрын
some of these combos do not seem practical or useful at all. what is the point of using EX kikoken during LK #14? it doesn't do more damage than regular drive rush bnb links. i guess it's just for style
@SeaLeafDojo
@SeaLeafDojo 2 ай бұрын
Which BnB combo are you comparing LK#14 to? If you know a ↓LK starter that does more damage than #14 with the same resource usage and utility, please let me know! Also, what other did you find not practical?
@tricksyfroggy
@tricksyfroggy 2 ай бұрын
​@@SeaLeafDojo dr > 4hp > stance > mk > dr > 4hp > stance > mk > mk spinning bird kick does more damage than that combo, is significantly easier, and works on both crouching and standing
@verbatim7508
@verbatim7508 2 ай бұрын
@@tricksyfroggy My man, you can't compare a DR 4HP starter to a simple 2LK starter. The situations where you'll be able to land these two moves are completely different-landing a DR 4HP essentially requires you to block an invincible reversal. Meanwhile, situations where you'll be able to connect a 4 frame low are plentiful. That's the point of 2LK #14-to squeeze as much damage as you can out of a 2LK, assuming the opponent was hit crouching, they aren't cornered, and you have a full drive gauge. It's highly specific, yes, but it's still useful to know what you can get out of this _specific_ move when all these conditions are met. Even the DR 4HP starter you listed isn't optimal for the resources spent. Yours does 3228 damage-but for 4 bars and no supers, you could be doing 3965 (see DR 4HP #2 @ 29:50). Hell, you could even dispense with the safe jump setup for jMP > H Tensho to go over 4000, if raw damage is what you're after. Granted, you DO need the DR 4HP to land as a punish counter for these combos to work... but, again, that's the only type of situation you'll be landing such an attack anyway. Even if we remove the punish counter, the combo you listed still isn't optimal. Instead of looping 4HP > stance MK, you can DRC into 5MP > 4HP xx stance LK xx M SBK for 3239. And I'm not even sure if THAT'S optimal for a non-PC DR 4HP. To prove that 2LK #14 is no good, you'll have to find a 2LK starter that does more damage than 1785 with all else being equal (normal hit, 6 bars, no supers, no corner, standing or crouching). I think you'll have trouble doing that!
@tricksyfroggy
@tricksyfroggy 2 ай бұрын
​​​​@@verbatim7508i wasn't referring to starting the combo with DR 4HP... i just didn't put the 2LK part because i thought it was implied. why else would i be comparing them? that being said, though, i was wrong about the damage. off 2LK 2LP i think LK #14 is truly optimal by a small margin
@verbatim7508
@verbatim7508 2 ай бұрын
@@tricksyfroggy Well, the reason I assumed that's what you meant is because I'm struggling to see how you can link into a DR 4HP from a 2LK start and still have enough meter to do the rest of your combo as described. 2LK doesn't have enough frame advantage on hit, even on PC, to DRC into 4HP... nor do any of the lights that 2LK can chain or link into... and it doesn't naturally link into anything else. This left me to assume that you were talking about starting with DR 4HP. So, I guess I'm still very confused? I will say, however, that in the process of trying to find out what you meant, I did actually end up finding a more damaging combo than 2LK #14: 2LK xx 2LP xx 5LP xx DR 5LP > 4HP xx DR 2HP xx stance MK xx M SBK This does 1849 damage, which is 64 more damage than the superless variation of 2LK #14-however, it doesn't give you a safe jump, it has way less corner carry, doesn't lead into any supers, and doesn't build as much SA gauge... but it does work on standing opponents... so there's that.
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