Street Fighter 6 · Combo Cheat Sheet

CHUN-LI

Facing right. Cancels shown as >X.

Motions & Symbols

↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo

Buttons & Tags

LP MP HPPunches (round)
LK MK HKKicks (square)
PP KKOD, 2 Drive bars
PC CHPunish counter / counter hit
DR DRC DIDrive Rush / cancel / Impact
LP MP HPLight outline · Medium striped · Heavy solid

Key Moves

MoveInputWhy it matters
Serenity Stream↓↙← PStance moves do not require charge for specials when canceling
Kikoken←→ P1-hit projectile
Hundred Lightning Kicks↓↘→ K5 hits
Lightning Kick Barrage↓↘→ KK >X KK10 hits total
Spinning Bird Kick↓↑ KTakes 30 frames to charge (holds charge for 12F after leaving charge)
Hazanshu↓↙← KOverhead
Tenshokyaku↓↓ KInvincible against airborne strikes on frames 1-10
Kikosho↓↘→↓↘→ PStrike and Throw invincible on frames 1-7
Hoyoku-sen↓↘→↓↘→ KFully invincible frames 1-12
Soten Ranka↓↙←↓↙← KFully invincible frames 1-9

Bread & Butter meterless

ComboDmgDrive / SANotes
↓LK, ↓LP >X ↓, ↑LK11390 / 0–
↓LK, LP, LP >X ↓↘→LK11300 / 0–
↓LP, ↓LP, LP >X ↓↘→LK12300 / 0–
LP, LP, LK >X ↓↘→MK12900 / 0–
LP, MP, ↓MP >X ↓↘→MK17400 / 0–

Punish Counters

ComboDmgDrive / SANotes
↓LP (PC), ←HP >X ↓↘→HK17000 / 04f Punish Counter. Point blank
↓LP (PC), ↓MK >X ↓↘→MK13880 / 04f Punish Counter. Works at further ranges for cr. lp.
↓LP (PC), ↓MK >X ↓, ↑MK16000 / 04f Punish Counter. Down Charge
↓LP (PC), ↓MK >X ↓, ↑KK, ↓↓HK20402 / 04f Punish Counter. Down Charge

Drive Rush

ComboDmgDrive / SANotes
↓MK >X DR, MP, ←HP >X ↓↙←P, ss.LK >X ↓, ↑MK21393 / 0–
↓MK >X DRC ~ LP, ←HP >X ↓↘→HK, ↓↘→LK20223 / 0cr. mk xx dr xx st. lp is flush. Corner only. Sets up a safejump in the corner.
↓LK, LP >X DRC ~ LP, ←HP >X ↓↙←P >X HK, j. d+mk, ↓MK, Jump HP, Jump HP16213 / 0Conversion into a safejump.
LP >X DRC ~ LP–3 / 04f or slower
LK >X DRC ~ LP–3 / 04f or slower

Corner & Super Enders

ComboDmgDrive / SANotes
←HP >X ↓↙←P >X ss.HK, j. d+mk, j. d+mk, Jump HP ~ HP25000 / 0Requires specific timings. In corner, can connect into super or safejump with proper timing.
(corner) b+hp >X ↓↘→HK, ↓↘→LK24400 / 0Sets up a safejump in the corner.
←HP >X ←, →PP, LK >X ↓↘→MK21282 / 0Corner Only.
LP, MP, ↓MP >X DRC ~ MP, ←HP >X ↓↘→HK, ↓↘→↓↘→P26923 / 1Combo into SA1
→MP >X DRC ~ MP, ←HP >X ↓↙←P >X LK >X ↓↘→↓↘→P28163 / 1Common midscreen whiff punish conversion into SA1.

Practice First

  1. ↓LK, ↓LP >X ↓, ↑LK as your everywhere combo.
  2. ↓LK, LP, LP >X ↓↘→LK for a second confirm.
  3. ↓LP (PC), ←HP >X ↓↘→HK after blocking a punishable move.
  4. ↓MK >X DR, MP, ←HP >X ↓↙←P, ss.LK >X ↓, ↑MK as your Drive Rush route.
  5. ←HP >X ↓↙←P >X ss.HK, j. d+mk, j. d+mk, Jump HP ~ HP once you can reach the corner.

Sources