Street Fighter 6/Offense

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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.

There are very few normal attacks with frame advantage in SF6. Light normals can still frame trap the opponent by chaining them together, but they will no longer create true blockstrings, so opponents can counter with invincible reversals or parry. An opponent mashing their own fast light normal will beat most blockstrings other than chained light normals.


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

You can throw the opponent by pressing LP+LK at close range, or 4+LP+LK to throw them backwards for a side switch. Throws are universally 5f startup and 3f active, with a total whiff animation of 30f. Some characters also have an Air Throw that makes for an effective air-to-air, and a few characters have unique directional throws, like Dhalsim's crouching throw.

Each throw is different in terms of knockdown frame advantage and separation distance; many forward throws allow for "Throw Loops" in the corner where the character lands a throw, then walks or dashes up to the opponent with frame advantage, creating another throw mixup. This is generally impossible midscreen if the opponent Back Rises, but Drive Rush allows many characters to force a strike/throw mixup even midscreen at the cost of Drive meter.

When used as a Punish Counter, throws gain 70% extra damage, become a Hard Knockdown preventing Back Rise, and drain 1 bar of Drive Gauge from the opponent. This is particularly notable against Drive Parry, which are in a Punish Counter state when thrown.

Regular throws only work on the ground, and will not connect against opponents that are jumping (including pre-jump frames) or using a move with airborne frames. Opponents are also throw invincible during backdashes for the first 15 frames, and some specific attacks can have their own throw invincibility. You cannot throw an opponent if they are in hitstun, blockstun, or knocked down. If a throw and a strike connect on the same frame, the strike will take priority (unlike in previous Street Fighter titles). This also applies to air throws vs. airborne strikes.

Note: it is possible to combo into a throw during a Drive Impact crumple state, after a Stun, or after some specific wall splats like Zangief Punish Counter 3HK or Jamie Punish Counter 214PP.


See the Defense page for information about defending against Throws.


Throw Ranges

Most throws have identical range, but a few characters can throw from farther away.

Character Throw Range Throw Hurtbox Relative Throw Range
Zangief 1.02 0.43 0.59
Marisa 0.90 0.38 0.52
Blanka / E. Honda 0.90 0.43 0.47
Everyone Else 0.80 0.33 0.47

A wider throw hurtbox makes a character more susceptible to throw loops, sometimes even against characters who normally do not normally have one. A character's Relative Throw Range is the difference between their throw range and the width of their throw hurtbox. For example, Zangief has a wide throw hurtbox, but the extra distance on his throw range means he can throw an opponent at a range where he cannot be thrown back. On the other hand, Blanka and Ryu can both throw each other from the exact same range, as Blanka's extra throw range is counteracted by his wider throw hurtbox. There are still some benefits to this type of throw, like punishing moves at a longer range or intercepting an incoming Drive Impact from farther away.


Throw Invincibility
  • 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 invincibility after wakeup, so inputting a throw at +5 on a downed opponent can connect.
  • Opponents cannot be thrown while in hitstun or blockstun (including Parry blockstun). There are 2 frames of throw invulnerability after exiting hitstun and blockstun, so inputting a throw at +4 can lead to a successful tick throw.



Throw Loop

A term coined by the community to describe throws that provide enough frame advantage that you can attempt a second meaty throw on the opponent's wakeup. This throw would counterhit the opponent if they attempted a non-invulnerable attack, forcing them into the throw knockdown once again, hence the term "throw loop".

Throw loops typically only work in the corner, as a midscreen opponent can easily Back Rise too far to remain in throw distance. The exception to this is when a throw lands as a Punish Counter, giving a Hard Knockdown that cannot be Back Risen. This can reasonably occur if you throw an opponent's attempt to use Drive Parry on wakeup. While many Back Throws can set up another meaty throw when used to corner the opponent, these are not usually considered "throw loops" because it can only be done once.

Since every character's throw is different in terms of frame advantage and the distance it leaves the opponent at, there are many variations of how characters may (or may not) throw loop:

  • Most characters can walk and/or forward dash to perform a meterless corner throw loop. If the knockdown advantage is high enough, whiffing a normal can set up automatic timing to perform the next throw without risk of mistiming it. Zangief can loop with 3LPLK, sacrificing some damage compared to his other more damaging throws.
  • Marisa can throw loop with Drive Rush, though the timing is precise. She can also choose safely block an invincible reversal out of the Drive Rush.
  • Guile and Lily can throw loop with Drive Rush, but cannot safely block a standard 6-frame OD reversal during Drive Rush startup; this allows the opponent to react to the green flash with a guaranteed punish. They can also walk to perform a frame-perfect throw loop against Blanka, E. Honda, and Zangief due to their wider throw hurtbox.
  • Chun-Li lacks a standard throw loop, and cannot use Drive Rush to force any pressure; her fastest button will trade with 4f normals if she attempts this. However, like Guile, she can walk for a frame-perfect throw loop against Blanka, E. Honda, and Zangief.
  • E. Honda lacks any throw loop, even with Drive Rush or against wide characters. Unlike Chun-Li, he can use Drive Rush to threaten with a meaty normal with 9f or less startup. This can set up a tick throw while beating reversal normals, but is easily defended against with a delayed throw tech, and it loses to invincible reversals.
  • No character has a genuine throw loop midscreen against Back Rise, but a decent portion of the cast (such as Ken, Ryu, Luke, and Cammy) can use Drive Rush to land a meaty normal, setting up a tick throw. Unlike a true throw loop, this is susceptible to Perfect Parry. Additionally, not all of these characters can block an invincible reversal out of the midscreen Drive Rush.

Throw loops are a powerful offensive ability and are a core part of some characters' strike/throw offense. If your character lacks a throw loop, then your throws are weaker in general as they lead to less potent follow-up pressure.

Counters

Counterhits

A Counterhit (CH) occurs when you strike your opponent during their startup or active frames. Attacks that trade with each other both land as a counterhit. A yellow "Counter Hit" icon appears on either the P1 or P2 side of the screen, depending on who landed the hit. Counterhits add +2 to the frame advantage of the move, and deal an additional 20% damage. Counterhits that cause a knockdown usually do not gain any extra knockdown frame advantage, except on Sweeps where they generally give the same advantage as Punish Counters.


Punish Counters

A Punish Counter (PC) occurs when you attack your opponent during their recovery frames. When this occurs, it will display "Punish Counter" on the side of the screen. Punish Counters add +4 to the frame advantage of the move, deal 20% more damage, and depletes some of the opponent's Drive meter. Specific moves, often heavy normals, can gain extra properties when connecting as a Punish Counter, such as extra frame advantage, crumples, tumbling knockdowns, or spinning air juggles. Sweeps (2HK) gain extra knockdown advantage, making it much easier to pressure afterward. 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.

All normal Throws (including Air Throws) can land as a Punish Counter, gaining a 70% damage boost, Hard Knockdown status, and draining an entire Drive bar from the opponent. Throws will always land as a Punish Counter against Drive Parry. Super Arts can technically hit as a Counterhit or Punish Counter, but do not gain any additional damage, Drive depletion, or knockdown advantage.

Corner Dizzy

As mentioned in the Burnout section, you can get a free stun combo after landing a Drive Impact on a cornered opponent in Burnout. If your Drive gauge is not full, it's a good idea to walk forward for a second or two to maximize your Drive regeneration unless there is something more important to set up.

While the opponent appears to stumble out of the corner, you can always jump forward and safely use your strongest air normal without fear of whiffing or crossing up. If you wait too long, the opponent will fall to the ground, where they can no longer be punished. Some characters can take advantage of the dizzy time to stock up on certain effects that are normally unsafe to use freely, such as:

  • A.K.I.: Can set up a 214MP poison pool to maximize poison damage
  • Blanka: Can set up a Blanka-chan doll and activate it with ideal timing/spacing
  • E. Honda: Can get a Sumo Spirit stock before a full jump-in or Drive Rush starter
  • Jamie: Can get 1 Drink, then j.HP; 2 Drinks can be followed by a grounded combo, but no jump-in
    • Can also get all 4 Drinks to reach max level, but sacrifices the punish entirely
  • Juri: Can jump back, whiff 1 LK Fuha Store, then j.HK; whiffing 2 LK Fuha Stores allows a 6HP into grounded combo
    • Backdashing also works, but Juri may be left too close and the Fuha Store can hit the opponent
    • If Juri landed the Drive Impact from far enough outside the corner, she may be able to whiff 2 Fuha Stores immediately, then j.HK
  • Kimberly: Can reload a Spraycan, then jump-in (or throw the spraycan to set up a powerful mid-combo juggle)
    • example: 22HP (spraycan), immediate 2HP > 236MP (explosion) ...
  • Lily: Can get 1 Windclad stock into a jump-in, or 2 Windclad stocks into a heavy grounded starter
  • Ryu: Can stock Denjin charge, then j.HP or j.HK

Combos and Blockstrings

Linking, chaining, or canceling attacks together so that they connect before the opponent recovers from hitstun will create a combo. Combos are essential for increasing your damage output, and will allow you to win in fewer openings than simply landing stray hits. As the length of a combo increases, the damage of each hit steadily decreases; this is known as Damage Scaling, and exists to create a healthy balance between the damage output of single hits and extended combo sequences. It also forces players to consider their use of Drive gauge and Super meter more carefully, as the marginal reward decreases when more resources are spent in a combo.

When the opponent is guarding your attacks, you can instead lock them down with a blockstring. This is essentially the same concept as a combo, but is used to apply offensive pressure to create an opening rather than securing guaranteed damage. A blockstring that cannot be escaped even with invincible moves is colloquially known as a "true" or "airtight" blockstring, but any sequence of attacks that cannot be easily escaped with mashed 4f normals can still be generally referred to as a blockstring. In SF6, most blockstrings involved chained light normals or starters enhanced with Drive Rush; most characters cannot easily lock down the opponent with just medium/heavy normals or special moves.

SF6 has an input buffer to make it easier to time button sequences. This buffer is generally 4 frames, so the tightest possible links have a 5 frame input timing. See Game Data page for more details.


SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu