Chun-Li combo finder
Calculate combos within your Drive and Super limits. The search runs on your device.
Experimental simulator results. Motion inputs, cancels, collision, juggle rules and scaled damage are replayed in PsychoDrive. These routes still need verification in SF6.
DI crumple uses Punish Counter. Damage and the 1 Drive bar cost of DI are included. Try a jumping starter for a late airborne follow-up.
Classic inputs · normal hit · standing Ryu · Starts charged. Caps limit total spend; meter gained during the combo does not increase them.
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How cancels and damage work
Links wait for recovery. Cancels replace part of the current move with another allowed action. The search checks the move’s cancel window and contact conditions; having enough frame advantage alone does not prove a combo.
| Action | Drive | Super |
|---|---|---|
| Parry Drive Rush | 1 bar minimum | 0 |
| Drive Rush cancel | 3 bars | 0 |
| Overdrive / EX special | 2 bars | 0 |
| SA1 / SA2 / SA3 | 0 | 1 / 2 / 3 bars |
Drive Rush adds 4 frames of hitstun/blockstun to the normal or unique attack you press during the rush. For example, 4HP → Drive Rush cancel → 2MP enhances the 2MP; the first 4HP does not gain frames. It also changes movement and juggling. A special or super does not inherit that +4. FAT’s “DR Cancel On Hit” is a separate cancel-timing value. A rush used during an existing combo applies a 15% damage multiplier penalty to the remaining combo; a raw rush starter is different.
Ordinary scaling starts at 100%, 100%, 80%, 70%… with move-specific exceptions. Light starters can add a 20% penalty; multi-hit specials are not automatically scaled once per hit. Supers have minimum scaling of 30% / 40% / 50%. The cards show the simulator’s actual per-hit damage and scaling rather than adding raw move damage.
Serenity Stream has different entry timings when canceled from heavy normals. The search uses those source-defined transitions. Stance attacks can cancel into charge specials without normal charge requirements. Stance HK and SA2 can jump-cancel; Yoso Kick bounces permit further air attacks. The engine checks their actual height, collision and juggle state.
Capcom · Drive System · Capcom · Chun-Li frame data · FAT · detailed Chun-Li data
Chun-Li cancel windows
Grounded normals, on hit. Frames are counted within the move; hitstop pauses that counter. Input-buffer windows and first-frame kara cancels are excluded. A hit-confirm window is a different measurement.
| Move | Special / super cancel | Drive Rush cancel | FAT hit-confirm window |
|---|
Search coverage and known limits
Includes grounded and aerial specials, stance cancels and follow-ups, charge inputs, Drive Rush, jump cancels, repeated stomps, air target combos, SA1/SA2/SA3 and CA. Starts with charge available and holds down-back during recovery; these inputs are part of the recorded simulation.
Air follow-ups explore multiple timing offsets. A displayed delay is counted in simulation frames after the preceding action is ready to continue, including hitstop; the breakdown and preview contain exact action frames. The search is time-limited and does not prove maximum damage or every possible timing.
Opponent: Ryu. Classic controls. Drive Impact uses the same narrowly scoped startup compatibility handling as Manon and remains experimental. Unknown events end the simulation; completed damage may still be shown if the unknown event occurs after the last hit. No wake-up advantage is predicted. Use Record Training result to report differences when testing in SF6.
Spend up to the selected bars uses a full starting gauge and a strict spend cap. Current bars starts with your selected meter and permits a final action to cause Burnout. Nothing is installed into SF6.