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== Damage Scaling == | |||
== Frame data == | |||
== Hitstun/Blockstun/Hitstop == | |||
When you land an attack, the opponent gets "stuck" for a fixed amount of time from the impact. | |||
* '''Hitstun''' - the opponent is stuck in a reeling animation from the hit. Any followup attack that connects while the opponent is stuck in hitstun results in a combo. | |||
* '''Blockstun''' - the opponent is stuck in a blocking pose. Causing the opponent to block a series of attacks is a '''blockstring'''; if the opponent never exits blockstun, it is a '''true blockstring'''. | |||
* '''Hitstop''' - also known as "Hit Freeze"; time essentially stops for both characters, making a move feel more impactful. Heavier attacks have longer hitstop, and some Punish Counters with special effects can have extra long hitstop. In addition to making the hits look more natural, hitstop helps to give players time to input a special move cancel and hitconfirm followup attacks. | |||
== Hit Priority System == | |||
Street Fighter 6 does not use a normal priority system for attacks like the one found in SFV. This means that any two attacks that collide on the same frame will cause a "trade", unless one of the attacks has invincibility frames. Both hits will be considered a Counterhit, and the usual effects (hitstun, knockdown) will apply depending on the attack. Unlike most previous SF titles, strikes actually have priority over throws when they collide on the same frame. This makes tick throw pressure slightly worse in situations where a character has very slight frame advantage. | |||
== Move Input Priority == | |||
When multiple inputs are entered on the same frame, the game will use this priority list to determine what move comes out. Moves that are higher on this list take precedence over moves below: | |||
{{Navbox-SF6}} | {{Navbox-SF6}} | ||
[[Category:Street Fighter 6]] | [[Category:Street Fighter 6]] |
Revision as of 01:47, 21 March 2023
Damage Scaling
Frame data
Hitstun/Blockstun/Hitstop
When you land an attack, the opponent gets "stuck" for a fixed amount of time from the impact.
- Hitstun - the opponent is stuck in a reeling animation from the hit. Any followup attack that connects while the opponent is stuck in hitstun results in a combo.
- Blockstun - the opponent is stuck in a blocking pose. Causing the opponent to block a series of attacks is a blockstring; if the opponent never exits blockstun, it is a true blockstring.
- Hitstop - also known as "Hit Freeze"; time essentially stops for both characters, making a move feel more impactful. Heavier attacks have longer hitstop, and some Punish Counters with special effects can have extra long hitstop. In addition to making the hits look more natural, hitstop helps to give players time to input a special move cancel and hitconfirm followup attacks.
Hit Priority System
Street Fighter 6 does not use a normal priority system for attacks like the one found in SFV. This means that any two attacks that collide on the same frame will cause a "trade", unless one of the attacks has invincibility frames. Both hits will be considered a Counterhit, and the usual effects (hitstun, knockdown) will apply depending on the attack. Unlike most previous SF titles, strikes actually have priority over throws when they collide on the same frame. This makes tick throw pressure slightly worse in situations where a character has very slight frame advantage.
Move Input Priority
When multiple inputs are entered on the same frame, the game will use this priority list to determine what move comes out. Moves that are higher on this list take precedence over moves below: