Street Fighter 6 : Chun Li Tech / Combo Guide

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Published on ● Video Link: https://www.youtube.com/watch?v=Y9nKSku2n-M



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Duration: 5:34
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Matches Streamed On https://www.twitch.tv/kelso2times

What i Mean By Guide Is I'm Guiding You the The Players Who Are Specialist With These Characters

CREDIT TO THE PLAYERS
https://twitter.com/Zeno5636/status/1666144529487896579?s=20 Chun li's oki is very scary in the Corner. The meaty loops into itself for pesky mashing and you're so plus that you have time to walk back a PC throw attempts. If your opponent blocks you're +4
https://twitter.com/lucentnoodles/status/1666131276150226945?s=20 st.HP poke against drive impact
https://twitter.com/DrayFM/status/1665996445537964032?s=20 If I had a dollar for every time I've used this in an actual match, I'd have TWO (2) dollars.
https://twitter.com/aMythKnownAsJD/status/1665951381453254656?s=20 Some frame trap bnbs
https://twitter.com/Cyberia_exe/status/1665921171840282624?s=20
https://twitter.com/HokuSD/status/1665915036005707778?s=20 Practical side switch with Chun Li off DI punish when you're cornered that ends with meaty B. Fierce
https://twitter.com/2KDESU/status/1665896368957710336?s=20 DP Punish. Idk if this is optimal but this ender is my favorite.
https://twitter.com/Ninocci1/status/1665882803161153539?s=20 Damaging coast to coast combo with Chun.
https://twitter.com/SSJ3Cob/status/1665844834479886338?s=20
https://twitter.com/Zeno5636/status/1665836456064036867?s=20 Di mix!!! You can jump out of the first one but we have options
https://twitter.com/TheDarian_4/status/1665815623329251329?s=20 Trade combos are back, if someone is waking up mashing from medium SBK, you can press Crouch fierce and its +7.
https://twitter.com/Elswey_93/status/1665792048337747968?s=20 meaty hazanchu +1
https://twitter.com/Elswey_93/status/1665785423233269761?s=20 Meaty 4HP +4
https://twitter.com/Zeno5636/status/1665779595273031682?s=20
https://twitter.com/StoneColdRM/status/1665739548234600451?s=20 H Blanka ball punishes no drive meter with all three supers. Super 1 and 3 have very tight cancels/spacing. Super 2 by far the easiest but has weird juggle properties where 2jMK doesn't connect and the first hit of jMP whiffs (my ender is not optimized)
https://twitter.com/FellButler/status/1665717105390436353?s=20
https://twitter.com/Quale_NF/status/1665529600363970560?s=20 Might be obvious for some people, but OD lightning kicks are SA2- and SA3-cancelable, meaning its a safe and easy way to hitconfirm pokes into super, even from lights. Watch how much drive gauge were rebuilding!
https://twitter.com/HokuSD/status/1665511258299289601?s=20
https://twitter.com/TM26___/status/1665190137586761735?s=20




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