Street Fighter 6/Elena: Difference between revisions

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| title    = Standing Light Punch
| title    = Standing Light Punch
| subtitle =
| subtitle =
| input    = {{classic_sf6}} 5LP<br>{{modern_sf6}} ?
| input    = {{classic_sf6}} 5LP<br>{{modern_sf6}} 5L
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_5lp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|elena_5lp|caption=}}
Line 25: Line 25:
| title    = Standing Medium Punch
| title    = Standing Medium Punch
| subtitle =
| subtitle =
| input    = {{classic_sf6}} 5MP<br>{{Modern_sf6}} ?
| input    = {{classic_sf6}} 5MP<br>{{Modern_sf6}} 5M
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_5mp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|elena_5mp|caption=}}
Line 41: Line 41:
| title    = Standing Heavy Punch
| title    = Standing Heavy Punch
| subtitle =
| subtitle =
| input    = {{classic_sf6}} 5HP<br>{{Modern_sf6}} ?
| input    = {{classic_sf6}} 5HP<br>{{Modern_sf6}} 5H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_5hp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|elena_5hp|caption=}}
Line 139: Line 139:
| title    = Crouching Heavy Punch
| title    = Crouching Heavy Punch
| subtitle =
| subtitle =
| input    = {{classic_sf6}} 2HP<br>{{Modern_sf6}} ?
| input    = {{classic_sf6}} 2HP<br>{{Modern_sf6}} 2H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_2hp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|elena_2hp|caption=}}
Line 171: Line 171:
| title    = Crouching Medium Kick
| title    = Crouching Medium Kick
| subtitle =
| subtitle =
| input    = {{classic_sf6}} 2MK<br>{{Modern_sf6}} ?
| input    = {{classic_sf6}} 2MK<br>{{Modern_sf6}} 2M
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_2mk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|elena_2mk|caption=}}
Line 187: Line 187:
| title    = Crouching Heavy Kick
| title    = Crouching Heavy Kick
| subtitle =
| subtitle =
| input    = {{classic_sf6}} 2HK<br>{{Modern_sf6}} ?
| input    = {{classic_sf6}} 2HK<br>{{Modern_sf6}} 3H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_2hk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|elena_2hk|caption=}}
Line 299: Line 299:


== Command Normals ==
== Command Normals ==
=====<font style="visibility:hidden; float:right">6HP</font>=====
{{MoveDataCargo
| title    = Trunk Slap 1
| subtitle =
| input    = {{classic_sf6}} 6HP<br>{{Modern_sf6}} 6H
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_6hp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_6hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_6hp}}
*
<br>


}}
=====<font style="visibility:hidden; float:right">6MK</font>=====
{{MoveDataCargo
| title    = Handstand Whip 1
| subtitle =
| input    = {{classic_sf6}} 6MK<br>{{Modern_sf6}} 6M
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_6mk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_6mk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_6mk}}
*
<br>
}}
=====<font style="visibility:hidden; float:right">4HK</font>=====
{{MoveDataCargo
| title    = Round Arch
| subtitle =
| input    = {{classic_sf6}} 4HK<br>{{Modern_sf6}} 4H
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_4hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_4hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_4hk}}
*
<br>
}}
=====<font style="visibility:hidden; float:right">3HK</font>=====
{{MoveDataCargo
| title    = Sliding
| subtitle =
| input    = {{classic_sf6}} 3HK<br>{{Modern_sf6}} --
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_3hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_3hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_3hk}}
*
<br>
}}
<br>
<br>


== Target Combos ==
== Target Combos ==
=====<font style="visibility:hidden; float:right">5MP~MP</font>=====
{{MoveDataCargo
| title    = Starling Beak
| subtitle =
| input    = {{classic_sf6}} 5MP~MP<br>{{Modern_sf6}} 5M~M
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_5mp_mp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_5mp_mp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_5mp_mp}}
*
<br>


}}
=====<font style="visibility:hidden; float:right">5HP~HP</font>=====
{{MoveDataCargo
| title    = Turning Tail
| subtitle =
| input    = {{classic_sf6}} 5HP~HP<br>{{Modern_sf6}} 5H~H
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_5hp_hp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_5hp_hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_5hp_hp}}
*
<br>
}}
=====<font style="visibility:hidden; float:right">5MK~HK</font>=====
{{MoveDataCargo
| title    = Hind Kick
| subtitle =
| input    = {{classic_sf6}} 5MK~HK<br>{{Modern_sf6}} --
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_5mk_hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_5mk_hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_5mk_hk}}
*
<br>
}}
=====<font style="visibility:hidden; float:right">2MK~HK</font>=====
{{MoveDataCargo
| title    =
| subtitle =
| input    = {{classic_sf6}} 2MK~HK<br>{{Modern_sf6}} 2M~M
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_2mk_hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_2mk_hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_2mk_hk}}
*
<br>
}}
=====<font style="visibility:hidden; float:right">6HP~HP~HP</font>=====
{{MoveDataCargo
| title    = Trunk Slap
| subtitle =
| input    = {{classic_sf6}} 6HP~HP~HP<br>{{Modern_sf6}} 6H~H~H
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_6hp_hp|caption=}}
----
{{MoveDataCargoImage|imageHeight=180px|elena_6hp_hp_hp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_6hp_hp|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_6hp_hp_hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_6hp_hp}}
*
{{AttackDataCargo-SF6/Query|elena_6hp_hp_hp}}
*
<br>
}}
=====<font style="visibility:hidden; float:right">6MK~MK</font>=====
{{MoveDataCargo
| title    = Handstand Whip
| subtitle =
| input    = {{classic_sf6}} 6MK~MK<br>{{Modern_sf6}} 6M~M
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_6mk_mk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_6mk_mk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_6mk_mk}}
*
<br>
}}
=====<font style="visibility:hidden; float:right">j.LP~j.MK</font>=====
{{MoveDataCargo
| title    = Soar Raid
| subtitle =
| input    = {{classic_sf6}} j.LP~j.MK<br>{{Modern_sf6}} j.L~L
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_jlp_jmk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_jlp_jmk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_jlp_jmk}}
*
<br>
}}
=====<font style="visibility:hidden; float:right">j.MP~j.HP</font>=====
{{MoveDataCargo
| title    = Raptor Range
| subtitle =
| input    = {{classic_sf6}} j.MP~j.HP<br>{{Modern_sf6}} j.M~M
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_jmp_jhp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_jmp_jhp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_jmp_jhp}}
*
<br>
}}
<br>
<br>


Line 445: Line 639:


== Special Moves ==
== Special Moves ==
=====<font style="visibility:hidden; float:right">Placeholder (236P)</font>=====
=====<font style="visibility:hidden; float:right">Rhino Horn (236K)</font>=====
{{MoveDataCargo
| title    = Rhino Horn
| subtitle =
| input    = {{classic_sf6}} 236K<br>{{modern_sf6}} ?
| images  =
{{MoveDataCargoImage|imageHeight=150px|elena_236lk|caption=}}
----
{{MoveDataCargoImage|imageHeight=140px|elena_236kk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|elena_236lk|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=170px|elena_236kk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_236lk}}
{{AttackDataCargo-SF6/Query|elena_236mk}}
{{AttackDataCargo-SF6/Query|elena_236hk}}
{{AttackDataCargo-SF6/Query|elena_236kk}}
<br>
 
}}
<br>
=====<font style="visibility:hidden; float:right">Scratch Wheel (623K)</font>=====
{{MoveDataCargo
| title    = Scratch Wheel
| subtitle =
| input    = {{classic_sf6}} 623K<br>{{modern_sf6}} ?
| images  =
{{MoveDataCargoImage|imageHeight=150px|elena_623lk|caption=}}
----
{{MoveDataCargoImage|imageHeight=140px|elena_623kk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|elena_623lk|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=170px|elena_623kk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_623lk}}
{{AttackDataCargo-SF6/Query|elena_623mk}}
{{AttackDataCargo-SF6/Query|elena_623hk}}
{{AttackDataCargo-SF6/Query|elena_623kk}}
<br>
 
}}
 
 
=====<font style="visibility:hidden; float:right">Spinning Scythe (214K)</font>=====
{{MoveDataCargo
{{MoveDataCargo
| title    = Placeholder
| title    = Spinning Scythe
| subtitle =
| input    = {{classic_sf6}} 214K<br>{{modern_sf6}} ?
| images  =
{{MoveDataCargoImage|imageHeight=150px|elena_214lk|caption=}}
----
{{MoveDataCargoImage|imageHeight=140px|elena_214kk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|elena_214lk|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=170px|elena_214kk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|elena_214lk}}
{{AttackDataCargo-SF6/Query|elena_214mk}}
{{AttackDataCargo-SF6/Query|elena_214hk}}
{{AttackDataCargo-SF6/Query|elena_214kk}}
<br>
 
}}
 
=====<font style="visibility:hidden; float:right">Lynx Song (236P)</font>=====
{{MoveDataCargo
| title    = Lynx Song
| subtitle =
| subtitle =
| input    = {{classic_sf6}} 236P<br>{{modern_sf6}} ?
| input    = {{classic_sf6}} 236P<br>{{modern_sf6}} ?
Line 466: Line 727:


}}
}}
<br>


== Super Arts ==
== Super Arts ==
=====<font style="visibility:hidden; float:right">Level 1 Super ()</font>=====
=====<font style="visibility:hidden; float:right">Level 1 Super (236236K)</font>=====
{{MoveDataCargo
{{MoveDataCargo
| title    = Meteor Volley
| title    = Meteor Volley
| subtitle = Level 1 Super Art
| subtitle = Level 1 Super Art
| input    = {{classic_sf6}} ?<br>{{modern_sf6}} ???L or 5HS or 6HS
| input    = {{classic_sf6}} 236236K<br>{{modern_sf6}} 236236L or 5HS or 6HS
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|elena_|caption=}}
{{MoveDataCargoImage|imageHeight=180px|elena_236236k|caption=}}
| hitboxes =
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|elena_236236k|caption=}}
| info    =
| info    =
{{AttackDataCargo-SF6/Query|elena_}}
{{AttackDataCargo-SF6/Query|elena_236236k}}
*  
*  
<br>
<br>
Line 485: Line 745:
}}
}}


=====<font style="visibility:hidden; float:right">Level 2 Super ()</font>=====
=====<font style="visibility:hidden; float:right">Level 2 Super (236236P)</font>=====
{{MoveDataCargo
{{MoveDataCargo
| title    = Revival Dance
| title    = Revival Dance
| subtitle = Level 2 Super Art
| subtitle = Level 2 Super Art
| input    = {{classic_sf6}} ?<br>{{modern_sf6}} ???M or 4HS
| input    = {{classic_sf6}} 236236P<br>{{modern_sf6}} 236236M or 4HS
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=140px|elena_|caption=}}
{{MoveDataCargoImage|imageHeight=140px|elena_236236p|caption=}}
----
{{MoveDataCargoImage|imageHeight=140px|elena_236236p_2_hold|caption=}}
| hitboxes =
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|elena_|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|elena_236236p|caption=}}
| info    =
| info    =
{{AttackDataCargo-SF6/Query|elena_}}
{{AttackDataCargo-SF6/Query|elena_236236p}}
*  
*  
{{AttackDataCargo-SF6/Query|elena_}}
{{AttackDataCargo-SF6/Query|elena_236236p_2_hold}}
*  
*  
<br>
<br>
Line 503: Line 765:
}}
}}


=====<font style="visibility:hidden; float:right">Level 3 Super ()</font>=====
=====<font style="visibility:hidden; float:right">Level 3 Super (214214K)</font>=====
{{MoveDataCargo
{{MoveDataCargo
| title    = Song of the Grasslands
| title    = Song of the Grasslands
| subtitle = Level 3 Super Art
| subtitle = Level 3 Super Art
| input    = {{classic_sf6}} ?<br>{{modern_sf6}} ???H or 2HS
| input    = {{classic_sf6}} 214214K<br>{{modern_sf6}} 214214H or 2HS
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=140px|elena_|caption=''' "" '''}}
{{MoveDataCargoImage|imageHeight=140px|elena_214214k|caption=''' "" '''}}
----
----
{{MoveDataCargoImage|imageHeight=140px|elena_(ca)|caption= Critical Art adds 500 more damage}}
{{MoveDataCargoImage|imageHeight=140px|elena_214214k(ca)|caption= Critical Art adds 500 more damage}}
| hitboxes =
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|elena_|caption= Critical Art adds 500 more damage}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|elena_214214k|caption= Critical Art adds 500 more damage}}
| info    =
| info    =
{{AttackDataCargo-SF6/Query|elena_}}
{{AttackDataCargo-SF6/Query|elena_214214k}}
*  
*  
{{AttackDataCargo-SF6/Query|elena_(ca)}}
{{AttackDataCargo-SF6/Query|elena_214214k(ca)}}
*  
*  
* Available at 25% HP or below
* Available at 25% HP or below

Latest revision as of 16:47, 17 May 2025


Introduction

A cheerful girl raised in the arms of the savannah, and a member of a clan of proud warriors. She has a talent for healing, and seeks to become a veterinarian.


Pick if you like: Avoid if you dislike:


Classic & Modern Versions Comparison

List of differences with Modern Elena
Missing Normals
Missing Command Normals
Shortcut-Only Specials
Assist Combos
Miscellaneous Changes


Elena
SF6 Elena Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed
Backward Walk Speed
Forward Dash Speed
Backward Dash Speed
Forward Dash Distance
Backward Dash Distance
Drive Rush Min. Distance (Throw)
Drive Rush Min. Distance (Block)
Drive Rush Max Distance
Jumping
Jump Speed
Jump Apex
Forward Jump Distance
Backward Jump Distance
Throws
Throw Range
Throw Hurtbox
Frame Data Glossary - SF6
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 canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • 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.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

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
    • A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing

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
  • Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations

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)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit

More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:

  • Combo Count Initial Value
  • Combo Count Additional Value
  • Combo Count Upper Limit



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.



IASA / Actionable Recovery

Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.

Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


5MP
Standing Medium Punch
SF6 Classic.png 5MP
SF6 Modern.png 5M
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


5HP
Standing Heavy Punch
SF6 Classic.png 5HP
SF6 Modern.png 5H
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


5LK
Standing Light Kick
SF6 Classic.png 5LK
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


5MK
Standing Medium Kick
SF6 Classic.png 5MK
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


5HK
Standing Heavy Kick
SF6 Classic.png 5HK
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -



Crouching Normals

2LP
Crouching Light Punch
SF6 Classic.png 2LP
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


2MP
Crouching Medium Punch
SF6 Classic.png 2MP
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


2HP
Crouching Heavy Punch
SF6 Classic.png 2HP
SF6 Modern.png 2H
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


2LK
Crouching Light Kick
SF6 Classic.png 2LK
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


2MK
Crouching Medium Kick
SF6 Classic.png 2MK
SF6 Modern.png 2M
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


2HK
Crouching Heavy Kick
SF6 Classic.png 2HK
SF6 Modern.png 3H
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -



Jumping Normals

j.LP
Jumping Light Punch
SF6 Classic.png j.LP
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 3 land - - H ?(+?) ?(+?)


j.MP
Jumping Medium Punch
SF6 Classic.png j.MP
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 3 land - - H ?(+) ?(+)


j.HP
Jumping Heavy Punch
SF6 Classic.png j.HP
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 3 land - - H ?(+) ?(+)


j.LK
Jumping Light Kick
SF6 Classic.png j.LK
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 3 land - - H ?(+?) ?(+?)


j.MK
Jumping Medium Kick
SF6 Classic.png j.MK
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 3 land - - H ?(+) ?(+)


j.HK
Jumping Heavy Kick
SF6 Classic.png j.HK
SF6 Modern.png ?
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 3 land - - H ?(+) ?(+)



Command Normals

6HP
Trunk Slap 1
SF6 Classic.png 6HP
SF6 Modern.png 6H
Hitboxes Off
Hitboxes On

6HP
Trunk Slap 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


6MK
Handstand Whip 1
SF6 Classic.png 6MK
SF6 Modern.png 6M
Hitboxes Off
Hitboxes On

6MK
Handstand Whip 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


4HK
Round Arch
SF6 Classic.png 4HK
SF6 Modern.png 4H
Hitboxes Off
Hitboxes On

4HK
Round Arch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


3HK
Sliding
SF6 Classic.png 3HK
SF6 Modern.png --
Hitboxes Off
Hitboxes On

3HK
Sliding
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -



Target Combos

5MP~MP
Starling Beak
SF6 Classic.png 5MP~MP
SF6 Modern.png 5M~M
Hitboxes Off
Hitboxes On

5MP~MP
Starling Beak
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


5HP~HP
Turning Tail
SF6 Classic.png 5HP~HP
SF6 Modern.png 5H~H
Hitboxes Off
Hitboxes On

5HP~HP
Turning Tail
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


5MK~HK
Hind Kick
SF6 Classic.png 5MK~HK
SF6 Modern.png --
Hitboxes Off
Hitboxes On

5MK~HK
Hind Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


2MK~HK

2MK~HK
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


6HP~HP~HP

6HP~HP
Trunk Slap 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
6HP~HP~HP
Trunk Slap 3
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


6MK~MK
Handstand Whip
SF6 Classic.png 6MK~MK
SF6 Modern.png 6M~M
Hitboxes Off
Hitboxes On

6MK~MK
Handstand Whip 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


j.LP~j.MK
Soar Raid
SF6 Classic.png j.LP~j.MK
SF6 Modern.png j.L~L
Hitboxes Off
Hitboxes On

j.LP~j.MK
Soar Raid
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


j.MP~j.HP
Raptor Range
SF6 Classic.png j.MP~j.HP
SF6 Modern.png j.M~M
Hitboxes Off
Hitboxes On

j.MP~j.HP
Raptor Range
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -



Throws

Forward Throw (LPLK)
Forward Throw
SF6 Classic.png LPLK
SF6 Modern.png LM
Hitboxes Off
Hitboxes On

LPLK
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD + -
  • Punish Counter: HKD +?
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Back Throw (4LPLK)
Back Throw
SF6 Classic.png 4LPLK
SF6 Modern.png 4LM
Hitboxes Off
Hitboxes On

4LPLK
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD + -
  • Side switches
  • Punish Counter: HKD +?
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)



Drive System

Drive Impact (HPHK)
Drive Impact
SF6 Classic.png HPHK
SF6 Modern.png DI
Hitboxes Off
Hitboxes On

HPHK
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f; Range: ? (? movement + ? hitbox)
  • On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
  • On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
  • Combos when canceled from ??? or Punish Counter ??? (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
  • A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
    • This happens because a blocked DI is not considered a "hit" for combo purposes
    • Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.

Drive Reversal (6HPHK)
Drive Reversal
SF6 Classic.png 6HPHK
SF6 Modern.png 6DI
Hitboxes Off
Hitboxes On

6HPHK
? (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit; 4f screen freeze during startup
6HPHK
? (Recovery)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-20f; Armor Break
  • 5f extra recovery on hit; no screen freeze

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
SF6 Classic.png MPMK
SF6 Modern.png DP
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (MPMK~66)
Drive Rush
SF6 Classic.png MPMK~66
SF6 Modern.png DP~66
Hitboxes Off
Hitboxes On

MPMK~66
Parry Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
3+8 - 15(37) - - - - -
  • 1-bar version performed out of Parry
  • Startup is 1+8 immediately after successful Parry
MPMK or 66
Drive Rush Cancel
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - 15(37) - - - - -
  • 3-bar version performed on hit/block from a cancelable normal
    • Can also be performed from whiffed cancelable light normals

See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes

  • Startup refers to minimum time before an attack can cancel the Drive Rush animation
  • The first 15 recovery frames are cancelabe into any attack
  • The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
  • Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo

Distance:

  • ? (min, cancel into immediate Throw)
  • ? (min, earliest blocking/movement frame)
  • ? (max, final DR frame)


Special Moves

Rhino Horn (236K)

236LK
Rhino Horn
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
236MK
Rhino Horn
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
236HK
Rhino Horn
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
236KK
Rhino Horn
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -



Scratch Wheel (623K)

623LK
Scratch Wheel
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
623MK
Scratch Wheel
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
623HK
Scratch Wheel
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
623KK
Scratch Wheel
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -



Spinning Scythe (214K)

214LK
Spinning Scythe
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
214MK
Spinning Scythe
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
214HK
Spinning Scythe
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
214KK
Spinning Scythe
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


Lynx Song (236P)
Lynx Song
SF6 Classic.png 236P
SF6 Modern.png ?
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).

Hitboxes Off
Hitboxes On

                  No results

No results No results

236PP
Lynx Song
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


Super Arts

Level 1 Super (236236K)
Meteor Volley
Level 1 Super Art
SF6 Classic.png 236236K
SF6 Modern.png 236236L or 5HS or 6HS
Hitboxes Off
Hitboxes On

236236K
Meteor Volley
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


Level 2 Super (236236P)
Revival Dance
Level 2 Super Art
SF6 Classic.png 236236P
SF6 Modern.png 236236M or 4HS
Hitboxes Off
Hitboxes On

236236P
Revival Dance
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
236236P~[2]
Revival Dance (Healing)
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


Level 3 Super (214214K)
Song of the Grasslands
Level 3 Super Art
SF6 Classic.png 214214K
SF6 Modern.png 214214H or 2HS

File:SF6 Elena 214214k ca.png
Critical Art adds 500 more damage
File:SF6 Elena 214214k hitbox.png
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

214214K
Song of the Grasslands
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
214214K
Song of the Grasslands (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
  • Available at 25% HP or below



Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
SF6 Classic.png 5PPPKKK
SF6 Modern.png 5LMHS+DP+A
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""
Hitboxes Off
Hitboxes On

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
(total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
SF6 Classic.png 6PPPKKK
SF6 Modern.png 6LMHS+DP+A
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
""
Hitboxes Off
Hitboxes On

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
(total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
SF6 Classic.png 4PPPKKK
SF6 Modern.png 4LMHS+DP+A
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
""
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
(total) - - - - - - -



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