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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|dee_jay_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|dee_jay_hphk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|dee_jay_hphk}} | | {{AttackDataCargo-SF6/Query|dee_jay_hphk}} |
| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.520 (1.480 movement + 1.04 hitbox) |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| * Combos when canceled from {{clr|H|5HP}}/{{clr|H|4HK (1st)}} or Punish Counter {{clr|H|4HK (2nd)}} (no corner wallsplat) | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| ** Useful for draining opponent's Drive gauge, especially after Perfect Parry | | * Combos when canceled from {{clr|H|5HP}}/{{clr|H|4HK (1st)}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * {{clr|H|5HP}}: 6[2] | | * {{clr|H|5HP}}: 7[3] |
| * {{clr|M|2MP}}, {{clr|H|4HK(1)}}: 9[5] | | * {{clr|M|2MP}}, {{clr|H|4HK(1)}}: 10[6] |
| * {{clr|H|4HK(2)}}: 10[6] | | * {{clr|H|4HK(2)}}: 11[7] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|5HP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit (must be close enough to cancel) | | * {{clr|H|5HP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} (must be close enough to cancel) |
| * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|M|2MP}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|H|4HK(1)}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|H|4HK(1)}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|H|4HK(2)}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|H|4HK(2)}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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