Street Fighter 6/Glossary: Difference between revisions

From SuperCombo Wiki
(Created page with ";Drive Impact :A powerful strike that can absorb an opponent’s incoming attack. Perform this on an opponent backed into the corner to induce a wall splat, even if they block...")
 
No edit summary
Line 1: Line 1:
;Burnout
:When the Drive gauge is empty, the fighter will enter Burnout and will not be able to use Drive-related techniques until the gauge is replenished. See [[Street Fighter 6/Drive System#Burnout|Burnout]].
;Drive Impact
;Drive Impact
:A powerful strike that can absorb an opponent’s incoming attack. Perform this on an opponent backed into the corner to induce a wall splat, even if they block the attack. See [[Street Fighter 6/Drive System#Drive Impact|Drive Impact]].
:A powerful strike that can absorb an opponent’s incoming attack. Perform this on an opponent backed into the corner to induce a wall splat, even if they block the attack. See [[Street Fighter 6/Drive System#Drive Impact|Drive Impact]].

Revision as of 02:27, 3 June 2022

Burnout
When the Drive gauge is empty, the fighter will enter Burnout and will not be able to use Drive-related techniques until the gauge is replenished. See Burnout.
Drive Impact
A powerful strike that can absorb an opponent’s incoming attack. Perform this on an opponent backed into the corner to induce a wall splat, even if they block the attack. See Drive Impact.
Drive Parry
Automatically repel an opponent’s attack and replenish Drive when performed successfully. Perform a Perfect Parry by parrying just before an opponent’s attack hits you. See Drive Parry.
Drive Reversal
Perform a counterattack while blocking an opponent’s attack. The damage is low but can help you out of tight situations when you’re being pressured. See Drive Reversal.
Drive Rush
Perform a quick rush forward from a Drive Parry or a cancelable normal attack. Drive Rush from a parry costs 1 Drive Stock, while Drive Rush from a normal attack costs 3 Drive Stocks. See Drive Rush.
Drive System
The Drive System is a meter in Street Fighter 6 that serves as the gateway to universal movement, offense and defense mechanics. See Drive System.
Overdrive
Press two of the same button type instead of one when performing a special move to turn it into an Overdrive Art. These are the same attacks as EX Special Moves in past games. See Overdrive.

Notation Glossary

Abbreviation Meaning
General legend
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A > B Cancel A into B. During A's animation, press B to cancel.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
[4]6 4.gif (hold), 6.gif
[2]8 2.gif (hold), 8.gif
360 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward



SF6 Navigation

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