Street Fighter 6/Offense: Difference between revisions

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=== Throw Invulnerability ===
=== Throw Invulnerability ===
*Opponents cannot be thrown while airborne or during pre-jump frames
* Opponents cannot be thrown during pre-jump frames, or while airborne (except for Air Throws).
*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.
* Opponents cannot be thrown while knocked down. There is 1 frame of throw invulnerability after wakeup, so inputting a throw at +5 on a downed opponent can connect.
* Opponents cannot be thrown while in hitstun/blockstun. There are 2 frames of throw invulnerability after exiting hitstun/blockstun, so inputting a throw at +4 can lead to a successful tick throw.


== Counter Hits ==
== Counter Hits ==

Revision as of 10:49, 21 December 2022

Offense

Normal Moves

Street Fighter 6 uses the standard 6-button layout the series is known for: Light/Medium/Heavy for attack strength and Punch/Kick for attack type.

There is no "priority system" for normal attacks like the one found in SF5 or SF3. Any two attacks that collide on the same frame will both count as a counterhit. This can create trade combos if a high-hitstun move trades with a low-hitstun move.

Unlike in previous entries, strikes beat throws when they connect on the same frame. This means that a defensive 4f normal is a strong option against tick throws from +1 advantage or worse.

Special Moves

Inputting a specific directional command before pressing an attack button results in a special move. Most special moves have different properties depending on which button strength is used, such as Ryu's Hadoken traveling faster or slower, but some moves do not vary between strengths. By inputting the move with 2 buttons, special moves can be powered up into Overdrive (OD) moves at the cost of 2 stocks of Drive gauge. Overdrive moves have improved properties, such as invincibility, multiple hits, better juggle potential, or simply more damage.

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 and 3f active. 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 during pre-jump frames, or while airborne (except for Air Throws).
  • Opponents cannot be thrown while knocked down. There is 1 frame of throw invulnerability after wakeup, so inputting a throw at +5 on a downed opponent can connect.
  • Opponents cannot be thrown while in hitstun/blockstun. There are 2 frames of throw invulnerability after exiting hitstun/blockstun, so inputting a throw at +4 can lead to a successful tick throw.

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 this occurs, it will display "Punish Counter" on the side of the screen. Punish Counters generally add +4 to the frame advantage of the move. Punish counters involving heavy buttons can deviate from this rule, sometimes adding extra properties or much more frame advantage. This system causes the optimal punish route to vary significantly from the standard confirm combo route for most characters, and makes "barely punishable" moves vulnerable to much larger punishes than in previous Street Fighter titles.

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