Street Fighter 6/Offense: Difference between revisions

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== Throws ==
== Throws ==
Throws are inputted by pressing LP+LK near an opponent, and causes you do throw the opponent dealing a decent amount of damage and slight advantage. Inputted 4+LP+LK performs a back throw, which throws the opponent behind you. This can be a great move when you are in or near the corner to instead put your opponent there. Regular throws are only able to grab grounded opponents, meaning back dashes and jumping will beat them. You also cannot throw an opponent if they are in hit or block stun, meaning they cannot be used in combos.
Throws are universally 5f startup, 3f active, and 24f of recovery. The advantage and distance between the player and opponent after a throw varies by character and whether it is a back throw or a forward throw.
When used as a [[#Punish Counter|Punish Counter]] throws gain increased damage and deny the ability to back rise on wakeup.
=== Throw Techs ===
=== Throw Techs ===
By pressing LP+LK shortly after a throw connecting, you can tech a throw. Teching a throw causes you to push the opponent away, preventing any damage and returning both players to neutral. Only regular throws can be teched, command grabs and air throws cannot.
By pressing LP+LK shortly after a throw connecting, you can tech a throw. Teching a throw causes you to push the opponent away, preventing any damage and returning both players to neutral. Only regular throws can be teched, command grabs and air throws cannot.

Revision as of 16:37, 10 October 2022

Offense

Normal Moves

Special Moves

Throws

Throws are inputted by pressing LP+LK near an opponent, and causes you do throw the opponent dealing a decent amount of damage and slight advantage. Inputted 4+LP+LK performs a back throw, which throws the opponent behind you. This can be a great move when you are in or near the corner to instead put your opponent there. Regular throws are only able to grab grounded opponents, meaning back dashes and jumping will beat them. You also cannot throw an opponent if they are in hit or block stun, meaning they cannot be used in combos.

Throws are universally 5f startup, 3f active, and 24f of recovery. The advantage and distance between the player and opponent after a throw varies by character and whether it is a back throw or a forward throw.

When used as a Punish Counter throws gain increased damage and deny the ability to back rise on wakeup.

Throw Techs

By pressing LP+LK shortly after a throw connecting, you can tech a throw. Teching a throw causes you to push the opponent away, preventing any damage and returning both players to neutral. Only regular throws can be teched, command grabs and air throws cannot.

Throw Invulnerability

  • Opponents cannot be thrown while airborne or during pre-jump frames
  • Opponents cannot be thrown while in hitstun or blockstun or while knocked down. There are an extra 2 frames of throw invulnerability after wakeup or exiting blockstun or hitstun.

Counter Hits

Counter Hits

A counter hit occurs when you strike your opponent during their startup frames. When a counter hit occurs, it will display "Counter" on the side of the screen. Counterhits add +2 to the frame advantage of the move.

Punish Counters

A punish counter occurs when you strike your opponent during their recovery frames. When a counter hit occurs, it will display "Punish Counter" on the side of the screen. Punish counters add +4 to the frame advantage of the move.

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