Street Fighter traditionally has restrictive movement compared to other fighting games; characters are primarily limited to walking, dashing, and jumping. Techniques like Short Hop, Super Jump, or Run occasionally exist as character-specific abilities. To move, use the D-Pad, joystick, or directional buttons (depending on your input device). Holding right/left will walk forward/back. Holding down will make the character crouch, and you cannot walk while crouching. Tapping up will cause the character to jump, either straight up or in the left/right direction.
The speed at which a character walks is not universal; a faster walk speed is desirable, but a slow walk speed is not necessarily indicative of a weak character. A faster forward walk makes it easier to gain ground against a zoning opponent, walk in for tick throws, and generally apply offense. Walking forward also allows characters to build additional Drive gauge; this can actually be stronger on slow characters, as they can hold forward for a longer time without reaching the opponent. A faster back walk speed makes it easier to create separation on defense, as well as walk in and out of the opponent's attack range to bait a response. It may also allow certain characters to escape common tick throw setups.
The first frame of walking has 1/4 its usual speed; for example, Chun-Li's forward walk speed starts at 1.25, then becomes 5.00 on the next frame. Tapping forward twice for 1f at a time will move less than holding forward for 2f. In most scenarios this difference is irrelevant, but it may limit the existence of extended combos involving short microwalks.
|Character||Forward Walk||Back Walk|
Tap twice in either direction (66 or 44) to perform a Dash. Compared to walking, a Dash covers ground more quickly in exchange for higher commitment; you are vulnerable throughout the entire animation and cannot cancel it to block or tech a throw. Backdashes are also Throw Invincible from frames 1-15, making them useful for escaping pressure. Unlike some previous Street Fighter titles, there are no Airborne frames during a backdash, and being hit during the animation does not result in a Counterhit.
When inputting a Dash, the initial forward/back input must be held for no longer than 8 frames, and the neutral time between inputs also has a maximum of 8 frames. This means that the fastest possible forward dash input is 6~5~6 (3f total) and the slowest is 6(8f)~5(8f)~6 (17f total). When attempting to dash on wakeup or after hitstun/blockstun, there is usually a 7f window to input it with reversal timing (though some moves are bugged, reducing the buffer window after hit/block).
|Character||Forward Dash||Back Dash|
|Speed (f)||Distance||Speed (f)||Distance|
|Blanka (3K Hop)||27||2.305||32||1.861|
See Drive Rush on Gauges page.
Jumps are risky in Street Fighter 6. Most characters have restricted options in the air, and there's no air-blocking. Neutral jumps are useful for avoiding projectiles or baiting an opponent's throw whiff. Back jumps can help gain distance similar to a backdash. Forward jumps are a common method of approaching, but are the easiest for the opponent to predict and anti-air. Mixing up between walking, dashing, and jumping can overload the opponent's reactions, making it possible to get close to the opponent even while using "reactable" movement options.
Jumps begin with 4 prejump frames (except for Lily and Zangief with 5 prejump frames)
- Prejump frames are unthrowable, but considered grounded if hit by a strike or projectile.
- Can be canceled into special moves, which allows some input leniency (e.g. 2369+P = Hadoken)
- Cannot cancel into techniques like Drive Impact or Drive Parry
- You can intentionally start a jump to become throw invincible, then cancel into a special move to punish a throw; the timing is very strict, however
- Prejump frames of a Neutral/Vertical Jump can be canceled into a Diagonal Jump, up until the first airborne frame (5f, or 6f for Lily/Zangief)
- This does not work in the opposite direction; inputting Up+Forward cannot change into a Neutral Jump
There are 3 landing recovery frames at the end of a jump.
- If no air normal was used (Empty Jump), you can block and tech throws during Landing Recovery
- The 2nd and 3rd landing recovery frames of an Empty Jump can be canceled into any attack
- The 1st landing recovery frame cannot be canceled into any other action; this means that landing into a meaty Command Throw is inescapable
- Using an air normal prevents you from blocking or teching throws during Landing Recovery, and results in a Punish Counter state
- Some air specials and command normals may have additional landing recovery
- Landing will cut short any remaining Active Frames of an air normal