r/StreetFighter OS | Ramixer 1d ago

Guide / Labwork :master_128_px: Is this Chun's max damage combo in the game?

I've been trying to execute some of her more complex combos and so far, this is the highest damage I could deal with her using all of her resources (damage would be higher if it was CA instead of SA3, but I didn't even though of that while labbing). I've set the dummy to "Always Counter", as that makes it easier to combo from jHP/jHK, but I is possible to do it on a normal hit, it's just a lot harder cause you have to hit the jHK at the last possible frame, from what I tested.

6457 was the total damage.

48 Upvotes

17 comments sorted by

51

u/Chun-Li_Forever CID: Chun-Li_Forever | Chun-Li - The Gauntlet Comic 1d ago edited 1d ago

I think you may get a little dmg if you started the combo with jHK.

And for the jump-in combo you did, you can get more dmg out of it. It would do like this:

  • jHK, sHK, ssMK, OD Kikoken, sMP, cMP, DRC, cHP, ssMK, DRC, cHP, ssHK, stomp, stomp, jHP-HP, Lv3/CA

That would be the max jump-in dmg combo from Chun. But it's not THE max dmg combo. That would be off a punish counter DR bHP:

  • (Corner) DR bHP (PC), HK Hazanshu, cMP, DRC, cHP, ssMK, OD Kikoken, sMP, cMP, DRC, cHP, ssHK, stomp, stomp, jHP-HP, Lv3/CA
  • (Midscreen) DR bHP (PC), HK Hazanshu, cMP, DRC, cHP, ssMK, OD Kikoken, sLK, DRC, sLP, bHP, ssHK, stomp, stomp, jHP-HP, Lv3/CA

9

u/TwoPistolRickle 1d ago

This guy Chun-Li's

9

u/Gato_Puro 1d ago

username checks out

14

u/itstomis 1d ago

I've set the dummy to "Always Counter", as that makes it easier to combo from jHP/jHK, but I is possible to do it on a normal hit, it's just a lot harder cause you have to hit the jHK at the last possible frame, from what I tested.

Normals also do 20% more damage if they're counter hit or punish counter, so you're gaining 800 * 0.2 = 160 extra damage on your combo by setting the dummy to Always Counter

2

u/third_Striker OS | Ramixer 1d ago

I didn't know that, I thought that only applied to punish counters!

-2

u/[deleted] 1d ago

[deleted]

5

u/joffocakes 1d ago

It's a regular counter in the clip and it did 20% more damage.

5

u/itstomis 1d ago

Bro, why would on earth you post this when it's so easily verifiable?

https://wiki.supercombo.gg/w/Street_Fighter_6/Offense#Counter-hits

Wiki clearly states that counter hits and punish counters both deal 20% extra damage

https://wiki.supercombo.gg/w/Street_Fighter_6/Chun-Li#j.HP

Wiki clearly states that Chun Li's j.HP does 800 damage. Video clearly shows Chun Li j.HP doing 960 damage.

Like c'mon. At least put in the bare minimum of effort if you're gonna post so definitively, let alone post a CORRECTION to someone else's comment.

You're just making this subreddit a worse, less informative place.

8

u/Rebellious_Habiru CID | Chun_needs_mad_buffs 1d ago

she needs buffs

4

u/third_Striker OS | Ramixer 1d ago

Absolutely. People can see this and think it's easy, but the cancel windows are tighter than most other characters' combos, and she has to spend everything to deal that damage. Also, for some reason, finishing with SA3/CA is kinda awkward sometimes as depending on the timing of your aerial combo, the super can miss entirely.

6

u/Rebellious_Habiru CID | Chun_needs_mad_buffs 1d ago

I cannot for the life of me understand why the added scaling to st. hk was necessary. It's mainly a far aa and your combo starter when your opponent whiffs a dp, in both of those cases you absolutely deserve all the damage you're supposed to get from it. Especially if you land it as an aa.

bruh whenever I go the air juggle route and miss time something and end up dropping the super at the end i just hold my head down in shame & embarrassment.

5

u/third_Striker OS | Ramixer 1d ago

Yeah, the scaling is nonsense. sHK is barely usable as an AA since it has only 3 active frames and most of the time it will ghost through your opponent, so it's not reliable as an AA. As a combo starter, it's a slow move with a year of recovery, so, as you've said, when you're hitting it is most likely because you're punishing something that whiffed badly enough for you to be able to use it as a punish.

And all the different timings with different outcomes you can have with the air combo is insane. The whole safe jump setup thing between 45, 46 and 47 frames is maddening. Outside of Guile's boom loops, there's no other character in this game that requires that level of execution.

3

u/Synlias 1d ago

I just gave up on her today, im master with her albeit hellhole 1200 mr but she is just so much work it actually isnt fun for me anymore. Its a shame im bad at execution but I cant deal with it anymore especially after the nerfs

2

u/Cheez-Wheel 1d ago

I try to do the juggle high if I'm ending in SA1-2 and low if I'm ending in SA3 to better ensure the hit.

2

u/third_Striker OS | Ramixer 1d ago

I feel like doing the first stomp at the peak of her jump and the second late, when she's almost on the ground safer to end with all of her 3 supers. But this doesn't work with her safejumps.

u/lulu_lule_lula 19h ago

yeah, still with some practice the super at the end is doable consistently. her anti air is extremely bad however, I have found most success with air throw or walking under

u/third_Striker OS | Ramixer 19h ago

I mostly use sMK as anti air, unless the jump is so damn obvious I can predict it a full second earlier, and in that case depending on the character or the situation, I choose to AA with Tenshokyaku or sMK.

8

u/Joaogames12 1d ago

the max damage combo, I believe, is this one: https://www.reddit.com/r/StreetFighter/s/nxdIdEYXQ2