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* "sp": Special move | * "sp": Special move | ||
* "su": Super Art (if a number is listed, refers only to that specific Super; su3 = Lv.3 Super Art) | * "su": Super Art (if a number is listed, refers only to that specific Super; su3 = Lv.3 Super Art) | ||
* "j": Jump cancel (usually on hit only, if applicable) | |||
* "ss": Serenity Stream (Chun-Li's stance) | |||
===Cancel Reaction windows=== | ===Cancel Reaction windows=== | ||
Hit confirm windows for Special Moves, Target Combos, and Super Arts. | Hit confirm windows for Special Moves, Target Combos, and Super Arts. |
Revision as of 09:53, 2 June 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.
- For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X*Y
- For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for cancelling one move into another move.
- "ch": Chain cancel (Light normals; specific chain options listed in Description)
- "tc": Target Combo
- "sp": Special move
- "su": Super Art (if a number is listed, refers only to that specific Super; su3 = Lv.3 Super Art)
- "j": Jump cancel (usually on hit only, if applicable)
- "ss": Serenity Stream (Chun-Li's stance)
Cancel Reaction 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.
- For some moves like a Target Combo cancelled into a Special Move, a range of values may be listed (e.g. 30-35f). The lower number assumes all previous hits were performed as quickly as possible, and the higher number assumes the earlier hits were delayed to grant a longer hitconfirm before the final cancel.
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).
Forced Knockdown
Many airborne attacks, particularly command normals and special moves, put the user in a "Forced KD" state. While in this state, any attack will cause an air knockdown, even if it would usually cause an air reset. Additionally, any cancelled moves can juggle after the initial hit (such as an anti-air 2HP > Shoryuken). This is similar to the state that occurs after a Drive Impact wall splat. Moves that cause an air knockdown, like most j.MP attacks, will not create a Forced Knockdown state.
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.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. The rules for which attacks can connect in juggles are not always intuitive. The following Juggle terminology may be listed in the attack's move description:
- Juggle Count (JC): The juggle status of the defending character.
- JC0: free juggle state - strikes or projectiles can connect
- JC1+: limited juggle state - can be hit by attacks with a Juggle Limit greater than or equal to defender's JC
- Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
- Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value of 3+ can follow up
- Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
- Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
- Juggle Limit (JL): Determines the maximum JC of the opponent for an attack to connect in juggles.
- An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
- Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
An example to tie everything together:
- Attack with JS3 launches opponent into the air (Opponent now at JC3)
- Followed up by attack with JI2/JL4; it connects, because JL4 > JC3 (Opponent now at JC5)
- Attempts to follow up again with same attack (JL4) but whiffs, because JL4 < JC5 (Opponent hits the ground)
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).
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.
- Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
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.
- Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
Notation Glossary
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