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Yes juri is exactly the same.
You got to get 3 to 4 good hits or 4-5 if you get min damage hits making you work wayy harder then the players playing 2 touch.
Is what it is, shut up or switch to a top tier.
The Light Punch is probably the biggest reason why that combo isn't doing much damage. Combo trials aren't where you'll find the best combos for your character, as they're more so there to give you an idea of what their combos look like and you should branch off from there. I don't play Chun-Li so I don't know what her best combo off of crouching Medium Kick is, but you can go to the SuperCombo Wiki to find optimal combos for Chun-Li. You can probably just go straight to 5MP after the Drive Rush Cancel with no need for the 5LP.
So, in general, Street Fighter combo scaling since SF4 works like this:
100%>100%>80%>70%>60%>40%>30%>20%>10%>10%>10%.
With each step being an attack, not per hit. SF6 goes one step beyond this universally, and combos that start from light attacks, or 2MK have 100%>80% as their first stage of scaling.
Even further beyond that, attacks that are very easy to land a combo with, such as buttons that are faster on average for their strength, or target combos apply combo starter scaling, and can skip from 100%>80% even if the button is heavy, with some jumping to 70%. Several target combos also count as multiple attacks mid combo, such as JP's 4MP>MP TC.
Drive Rush Cancel also applies a 15% multiplicative scaling to the rest of the combo, rounded down.
SA1 universally has a minimum 30% scaling, SA2 40%, and SA3/CA 50%.
Now, to Chun Li specifically, Capcom has official frame data including scaling on the SF webstie: https://www.streetfighter.com/6/character/chunli
Taking the combo from your OP: cr.MK->DR Cancel->5LP->5MP->cr.MP->OD SBK->Heavy Tensho Kicks
Base damage for those attacks:
2MK 500
5LP 300
5MP 600
2MP 600
OD SBK 800
H Tensho Kicks 1200
Since this is a 2MK starter, followed by a drive rush, our combo scaling will look like this:
100%>68%>59>51%>42.>34%
For a total combo damage of 2108. Starting the same combo with 2HP (900 damage) would change the scaling to
100>85>68>59>51>42
Giving a total damage of 2829.
So while 2MKxxDRC is an easy combo starter for those who have it, it's a huge damage killer. Most combos off this starter vary between 2000 and 2400 damage across the cast. the 5LP mid combo isn't contributing to any more scaling than any other button would, it's just a low damage button.
5lp, 2lk, 2lp => almost always l.sbk, sometimes l. hlk if your opponent doesn't respect frames
5mp,2mp => DRC extensions, H.SBK
6mp DRC 4hp => This will open up just about everything, including stance extensions.
2mk, DRC 5mp, 2mp => should be H.SBK, can be other things like OD.SBK.
2mk, DRC 4hp => This will open up just about everything, including stance extensions.
4hp DRC 2hp/4hp (2hp is for higher damage stance extensions, building down charge, or just higher damage in general. 4hp is less execution intensive for slightly slower damage as the confirm/cancel windows out of 4hp are ♥♥♥♥♥♥♥ ridiculously huge)
Heavy buttons into stance HK =>
*Be careful with 5hk, it whiffs on crouching opponents, although worth nothing 2hp can drc into 5hk for big damage as it forces stand on hit.
Extensions you should definitely learn
any DRC 4hp into stance mk (the last round of Chun buffs made stance mk really good)
her stance 5hk launch extensions, primarily j.2mk, j.2mk, j.5hp, j.5hp extension/finisher (this is her go to safe jump setup, and can also link into level 3)
She has decent combo damage, but all of her monster 5.5-6k+ damage combos require level 3, and start off of a punish counter dr 4hp as this can be cancelled into h.hazanshu which links into 2mp and leads to scary stuff.
Use the combo trials more as references for what is possible.
For example in this case that OD Spinning bird juggles into Heavy Tensho.
Most of the combo trial combos are not the most practical beyond the executional practice they offer, since with few exceptions they usually have bad resource to damage ratios, or just go for low damage/bad oki routes in general