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== Frame Data definitions ==
== Frame Data definitions ==
===Hitbox Images===
🟥 (Red): Attack hitbox
* Appears '''pink''' for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
* If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
* Will be thrown if Pink throw hitbox touches Blue throw hurtbox
===Active===
===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.
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.

Revision as of 23:05, 21 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

Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox


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 (or sometimes 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.
    • e.g. most cancellable 2MKs have a 13 frame window to cancel into a Special/Super on reaction
  • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.


Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.


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. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

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 ≥ 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): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • 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
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle 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

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



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