Street Fighter 6/JP/Data: Difference between revisions

From SuperCombo Wiki
(setting up basic universal stuff for new characters)
No edit summary
Line 43: Line 43:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 66: Line 67:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 89: Line 91:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 112: Line 115:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 135: Line 139:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 158: Line 163:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 183: Line 189:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 206: Line 213:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 229: Line 237:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 252: Line 261:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 275: Line 285:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 298: Line 309:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        =
| punish        =  
| punish        =  
| hitstun      =  
| hitstun      =  
Line 323: Line 335:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        = -
| punish        = -
| punish        = -
| hitstun      =  
| hitstun      =  
Line 346: Line 359:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        = -
| punish        = -
| punish        = -
| hitstun      =  
| hitstun      =  
Line 369: Line 383:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        = -
| punish        = -
| punish        = -
| hitstun      =  
| hitstun      =  
Line 392: Line 407:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        = -
| punish        = -
| punish        = -
| hitstun      =  
| hitstun      =  
Line 415: Line 431:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        = -
| punish        = -
| punish        = -
| hitstun      =  
| hitstun      =  
Line 438: Line 455:
| guard =  
| guard =  
| cancel =  
| cancel =  
| react        = -
| punish        = -
| punish        = -
| hitstun      =  
| hitstun      =  
Line 468: Line 486:
| guard        = T
| guard        = T
| cancel        = -
| cancel        = -
| react        = -
| punish        =  
| punish        =  
| hitstun      = -
| hitstun      = -
Line 491: Line 510:
| guard        = T
| guard        = T
| cancel        = -
| cancel        = -
| react        = -
| punish        =  
| punish        =  
| hitstun      = -
| hitstun      = -
Line 516: Line 536:
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| react        = -
| punish        = crumple
| punish        = crumple
| hitstun      = -
| hitstun      = -
Line 539: Line 560:
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| react        = -
| punish        =  
| punish        =  
| hitstun      = -
| hitstun      = -
| blockstun    =  
| blockstun    =  
| notes        = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
| notes        = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
}}
===== MPMK =====
{{FrameData-SF6 | chara = JP | moveId = jp_mpmk | moveType = drive
| input        = MPMK
| name          = Drive Parry
| images        = SF6_JP_mpmk.png
| hitboxes      = SF6_JP_mpmk_hitbox.png
| cost          = 0.5 drive
| damage        = -
| chip          = -
| driveDamage  = -
| startup      = 1
| active        = 8 or until released
| recovery      = 29(1)(11)
| invuln        = 6f (after Perfect Parry)
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| react        = -
| punish        = -
| hitstun      = -
| blockstun    = -
| notes        = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
}}
}}
===== 66 =====
===== 66 =====
Line 562: Line 608:
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| react        = -
| punish        = -
| punish        = -
| hitstun      = -
| hitstun      = -
| blockstun    = -
| blockstun    = -
| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.
| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.
}}
===== MPMK =====
{{FrameData-SF6 | chara = JP | moveId = jp_mpmk | moveType = drive
| input        = MPMK
| name          = Drive Parry
| images        = SF6_JP_mpmk.png
| hitboxes      = SF6_JP_mpmk_hitbox.png
| cost          = 0.5 drive
| damage        = -
| chip          = -
| driveDamage  = -
| startup      = 1
| active        = 8 or until released
| recovery      = 29(1)(11)
| invuln        = 6f (after Perfect Parry)
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| punish        = -
| hitstun      = -
| blockstun    = -
| notes        = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
}}
}}


Line 610: Line 634:
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| react        = -
| punish        = -
| punish        = -
| hitstun      = -
| hitstun      = -
Line 633: Line 658:
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| react        = -
| punish        = -
| punish        = -
| hitstun      = -
| hitstun      = -
Line 656: Line 682:
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| react        = -
| punish        = -
| punish        = -
| hitstun      = -
| hitstun      = -

Revision as of 04:41, 10 January 2023


Character Vitals

JP
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 JP Portrait.png SF6 JP Face.png /
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance

Normals

Standing Normals

5LP
JP
jp_5lp

5LP

Standing Light Punch
SF6 JP 5lp.png
SF6 JP 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5MP
JP
jp_5mp

5MP

Standing Medium Punch
SF6 JP 5mp.png
SF6 JP 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5HP
JP
jp_5hp

5HP

Standing Heavy Punch
SF6 JP 5hp.png
SF6 JP 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5LK
JP
jp_5lk

5LK

Standing Light Kick
SF6 JP 5lk.png
SF6 JP 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5MK
JP
jp_5mk

5MK

Standing Medium Kick
SF6 JP 5mk.png
SF6 JP 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5HK
JP
jp_5hk

5HK

Standing Heavy Kick
SF6 JP 5hk.png
SF6 JP 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes

Crouching Normals

2LP
JP
jp_2lp

2LP

Crouching Light Punch
SF6 JP 2lp.png
SF6 JP 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2MP
JP
jp_2mp

2MP

Crouching Medium Punch
SF6 JP 2mp.png
SF6 JP 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2HP
JP
jp_2hp

2HP

Crouching Heavy Punch
SF6 JP 2hp.png
SF6 JP 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2LK
JP
jp_2lk

2LK

Crouching Light Kick
SF6 JP 2lk.png
SF6 JP 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2MK
JP
jp_2mk

2MK

Crouching Medium Kick
SF6 JP 2mk.png
SF6 JP 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2HK
JP
jp_2hk

2HK

Crouching Heavy Kick
SF6 JP 2hk.png
SF6 JP 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes

Jumping Normals

j.LP
JP
jp_jlp

j.LP

Jumping Light Punch
SF6 JP jlp.png
SF6 JP jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.MP
JP
jp_jmp

j.MP

Jumping Medium Punch
SF6 JP jmp.png
SF6 JP jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.HP
JP
jp_jhp

j.HP

Jumping Heavy Punch
SF6 JP jhp.png
SF6 JP jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.LK
JP
jp_jlk

j.LK

Jumping Light Kick
SF6 JP jlk.png
SF6 JP jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.MK
JP
jp_jmk

j.MK

Jumping Medium Kick
SF6 JP jmk.png
SF6 JP jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.HK
JP
jp_jhk

j.HK

Jumping Heavy Kick
SF6 JP jhk.png
SF6 JP jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes

Command Normals

Target Combos

Universal Mechanics

Throws

LPLK
JP
jp_lplk

LPLK

SF6 JP lplk.png
SF6 JP lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
() - - T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
-
Notes
4LPLK
JP
jp_4lplk

4LPLK

SF6 JP 4lplk.png
File:SF6 JP 4lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
() - - T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
-
Notes

Drive Moves

HPHK
JP
jp_hphk

HPHK

Drive Impact
SF6 JP hphk.png
SF6 JP hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
See Drive Impact.
6HPHK
JP
jp_6hphk

6HPHK

Drive Reversal
SF6 JP 6hphk.png
SF6 JP 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
Armor Break; See Drive Reversal.
MPMK
JP
jp_mpmk

MPMK

Drive Parry
SF6 JP mpmk.png
SF6 JP mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
1 8 or until released 29(1)(11) - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6f (after Perfect Parry) - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
JP
jp_66

66

Drive Rush
SF6 JP 66.png
SF6 JP 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
- - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.

Taunts

5PPPKKK
JP
jp_5pppkkk

5PPPKKK

Neutral Taunt
SF6 JP 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
(total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
""
6PPPKKK
JP
jp_6pppkkk

6PPPKKK

Forward Taunt
SF6 JP 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
(total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
""
4PPPKKK
JP
jp_4pppkkk

4PPPKKK

Back Taunt
SF6 JP 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
(total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
""

Special Moves

Super Arts


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