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Max Damage Jump-In

Notation:

Without charge

j.HK, 2HP > 214P~LK > 28MK

With charge

j.MK, 5MP, 2MP > [2]8HK

Alternate jump-in combos. FIrst may be easier since you don't have to charge.

Knockdown from Pressure

Notation:

2LK 2LP > [2]8LK

Basic combo using charge to get knockdown

Knockdown from Pressure

Notation:

5LP 5LP 5LP > 236LK

2LP/2LK 5LP 5LK > 236MK

Basic combo without using charge to get knockdown

Punish Counter Drive Impact

Notation:

PC DI, 5HK > 214P~MK > 28HK

Easy punish combo off of punish counter DI

Corner Wallsplat

Notation:

DI, 4HP > 236HK, 22HK

Basic knockdown ender in the corner.