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Many general Fighting Game terms can be found at [https://glossary.infil.net/ Infil's Fighting Game Glossary]. | |||
== Drive System definitions == | |||
===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/Gauges#Burnout|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 [[Street Fighter 6/Gauges#Drive Impact|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 [[Street Fighter 6/Gauges#Drive Parry|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 [[Street Fighter 6/Gauges#Drive Reversal|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 [[Street Fighter 6/Gauges#Drive Rush|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 [[Street Fighter 6/Gauges|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 [[Street Fighter 6/Gauges#Overdrive|Overdrive]]. | |||
== Frame Data definitions == | |||
===Active=== | |||
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count. | |||
===Cancel=== | |||
Available options for cancelling one move into another move. | |||
* "ch": Chain cancel (specific chain options listed in Description) | |||
* "tc": Target Combo | |||
* "sp": Special move | |||
* "su": Super Art (= Lv.3 Super Art) | |||
===Damage=== | |||
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits. Multiple values may be listed if a move's damage varies under specific circumstances (such as a Super Art with a cinematic and non-cinematic version). | |||
===Guard=== | |||
Refers to the direction an attack must be blocked. L is for low attacks (must be blocked crouching), H is for high attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. | |||
===On Hit/Block=== | |||
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation. | |||
* Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description). | |||
===Reaction Cancel (Confirm) windows=== | |||
Hit confirm windows for Special Moves, Target Combos, and Super Arts. | |||
* Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent. | |||
===Recovery=== | |||
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame. | |||
===Startup=== | |||
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. | |||
== Notation Glossary == | == Notation Glossary == | ||
{{ComboLegend-SF6}} | {{ComboLegend-SF6}} | ||
<noinclude> | |||
{{Navbox-SF6}} | {{Navbox-SF6}} | ||
</noinclude> | |||
[[Category: Street Fighter 6]] | [[Category: Street Fighter 6]] |
Revision as of 01:13, 23 February 2023
Many general Fighting Game terms can be found at Infil's Fighting Game Glossary.
Drive System definitions
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.
Frame Data definitions
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
Cancel
Available options for cancelling one move into another move.
- "ch": Chain cancel (specific chain options listed in Description)
- "tc": Target Combo
- "sp": Special move
- "su": Super Art (= Lv.3 Super Art)
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits. Multiple values may be listed if a move's damage varies under specific circumstances (such as a Super Art with a cinematic and non-cinematic version).
Guard
Refers to the direction an attack must be blocked. L is for low attacks (must be blocked crouching), H is for high attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
- Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Reaction Cancel (Confirm) windows
Hit confirm windows for Special Moves, Target Combos, and Super Arts.
- Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Notation Glossary
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