Street Fighter 6/Movement: Difference between revisions

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==Movement==
Street Fighter traditionally has restrictive movement compared to other fighting games; characters are primarily limited to walking, dashing, and jumping. Techniques like Short Hop, Super Jump, or Run occasionally exist as character-specific abilities. To move, use the D-Pad, joystick, or directional buttons (depending on your input device). Holding right/left will walk forward/back. Holding down will make the character crouch, and you cannot walk while crouching. Tapping up will cause the character to jump, either straight up or in the left/right direction.


===General movement===
== Walking ==
Street Fighter has traditionally restrictive movement. Short Hops, Super Jumps, and Running are often outliers: Reserved as special abilities for some characters. To move, use the D-Pad or Joystick. Holding right/left will walk forward/back. Holding down will make the character crouch, but you cannot walk while crouching.


Not all walk speeds are created equal; some characters are faster than others, but a slower walk speed isn't necessarily a sign of a weaker character. A faster forward walk makes it easier to gain ground against a zoning opponent, walk in for tick throws, and generally apply offense. Walking forward also builds additional Drive gauge. A faster back walk speed can help create more separation on defense, as well as bait a response from an opponent by walking in and out of their normal attack range.
The speed at which a character walks is not universal; a faster walk speed is desirable, but a slow walk speed is not necessarily indicative of a weak character. A faster forward walk makes it easier to gain ground against a zoning opponent, walk in for tick throws, and generally apply offense. Walking forward also allows characters to build additional Drive gauge; this can actually be stronger on slow characters, as they can hold forward for a longer time without reaching the opponent. A faster back walk speed makes it easier to create separation on defense, as well as walk in and out of the opponent's attack range to bait a response. It may also allow certain characters to escape common tick throw setups.


{| class="wikitable sortable"
{| class="wikitable sortable" style="text-align: center;"
|+ style="text-align: center;" | Walk Speed Comparison
|+ style="text-align: center;" | Walk Speed Comparison
|-
|-
! Character !! Forward Walk !! Back Walk
! Character !! Forward Walk !! Back Walk
|-
|-
| Chun-Li || style="text-align: center;" | 5.00 || style="text-align: center;" | 3.70
| style="text-align: left;" | Blanka || ? || ?
|-
| style="text-align: left;" | Cammy || ? || ?
|-
| style="text-align: left;" | Chun-Li || 5.00 || 3.70
|-
| style="text-align: left;" | Dee Jay || ? || ?
|-
| style="text-align: left;" | Dhalsim || ? || ?
|-
| style="text-align: left;" | E. Honda || ? || ?
|-
| style="text-align: left;" | Guile || 4.30 || 3.20
|-
| style="text-align: left;" | Jamie || 4.80 || 3.50
|-
| style="text-align: left;" | JP || ? || ?
|-
| style="text-align: left;" | Juri || 4.70 || 3.20
|-
| style="text-align: left;" | Ken || 4.70 || 3.20
|-
|-
| Guile || style="text-align: center;" | 4.30 || style="text-align: center;" | 3.20
| style="text-align: left;" | Kimberly || 5.05 || 3.30
|-
|-
| Jamie || style="text-align: center;" | 4.80 || style="text-align: center;" | 3.50
| style="text-align: left;" | Kimberly (Lv.3) || 5.61 || 3.66
|-
|-
| Juri || style="text-align: center;" | 4.70 || style="text-align: center;" | 3.20
| style="text-align: left;" | Lily || ? || ?
|-
|-
| Ken || style="text-align: center;" | 4.70 || style="text-align: center;" | 3.20
| style="text-align: left;" | Luke || 4.70 || 3.20
|-
|-
| Kimberly || style="text-align: center;" | 5.05 || style="text-align: center;" | 3.30
| style="text-align: left;" | Manon || ? || ?
|-
|-
| Kimberly (Install) || style="text-align: center;" | 5.61 || style="text-align: center;" | 3.66
| style="text-align: left;" | Marisa || ? || ?
|-
|-
| Luke || style="text-align: center;" | 4.70 || style="text-align: center;" | 3.20
| style="text-align: left;" | Ryu || 4.70 || 3.20
|-
|-
| Ryu || style="text-align: center;" | 4.70 || style="text-align: center;" | 3.20
| style="text-align: left;" | Zangief || ? || ?
|}
|}




===Forward Dash===
== Forward/Back Dashing ==
Forward dashing can close the distance faster than walking. Tap twice towards the opponent (66) to dash. This trades speed for recovery; you're faster, but vulnerable to attacks during the dash animation with no ability to block until it is completed.


===Backdash===
Tap twice in either direction (66 or 44) to perform a Dash. Compared to walking, a Dash covers ground more quickly in exchange for higher commitment; you are vulnerable throughout the entire animation and cannot cancel it to block or tech a throw. Backdashes are also Throw Invincible from frames 1-15, making them useful for escaping pressure. Unlike some previous Street Fighter titles, there are no Airborne frames during a backdash, and being hit during the animation does not result in a Counterhit.
Backdashes can help gain separation from the opponent. Tap twice away from the opponent (44) to backdash. In Street Fighter 6, backdashes are Throw Invincible from frames 1-15, making them a useful escape option against throw pressure. Unlike previous Street Fighter titles, there are no airborne or counter-hit state frames during the backdash.  


For both dashes, the initial forward/back input must be held for no longer than 8 frames, and the neutral input in between also has a maximum of 8 frames. This means that the fastest possible forward dash input is 6~5~6 (3f total) and the slowest is 6(8f)~5(8f)~6 (17f total). When attempting to dash on wakeup or after hitstun/blockstun, there is a 4f window to input it with reversal timing.
When inputting a Dash, the initial forward/back input must be held for no longer than 8 frames, and the neutral time between inputs also has a maximum of 8 frames. This means that the fastest possible forward dash input is 6~5~6 (3f total) and the slowest is 6(8f)~5(8f)~6 (17f total). When attempting to dash on wakeup or after hitstun/blockstun, there is a 4f window to input it with reversal timing.


{| class="wikitable sortable" style="text-align: center;"
{| class="wikitable sortable" style="text-align: center;"
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|-
|-
|}
|}


== Jumping ==
== Jumping ==
Jumps are risky in Street Fighter 6. Most characters have restricted options in the air, and there's no air-blocking. Neutral jumps are useful for avoiding projectiles or baiting an opponent's throw whiff. Back jumps can help gain distance similar to a backdash. Forward jumps are a common method of approaching, but are the easiest for the opponent to predict and anti-air. Mixing up between walking, dashing, and jumping can overload the opponent's reactions, making it possible to get close to the opponent even while using "reactable" movement options.
Jumps are risky in Street Fighter 6. Most characters have restricted options in the air, and there's no air-blocking. Neutral jumps are useful for avoiding projectiles or baiting an opponent's throw whiff. Back jumps can help gain distance similar to a backdash. Forward jumps are a common method of approaching, but are the easiest for the opponent to predict and anti-air. Mixing up between walking, dashing, and jumping can overload the opponent's reactions, making it possible to get close to the opponent even while using "reactable" movement options.


=== Prejump Frames ===
=== Prejump Frames ===
Jumps begin with '''4 prejump frames''' (though future characters may be different; grapplers traditionally have extra prejump frames in Street Fighter titles).  
Jumps begin with '''4 prejump frames''' (though future characters may be different; grapplers traditionally have extra prejump frames in Street Fighter titles).  
* Prejump frames are unthrowable, but considered grounded if hit by a strike.
* Prejump frames are unthrowable, but considered grounded if hit by a strike.
Line 97: Line 117:


=== Landing Recovery ===
=== Landing Recovery ===
There are '''3 landing recovery frames''' at the end of a jump.
There are '''3 landing recovery frames''' at the end of a jump.
* If no air normal was used ('''Empty Jump'''), you can block and tech throws during Landing Recovery.
* If no air normal was used ('''Empty Jump'''), you can block and tech throws during Landing Recovery.
Line 102: Line 123:
* Some air specials and command normals may have additional landing recovery.
* Some air specials and command normals may have additional landing recovery.
* Landing will cut short any remaining Active Frames of an air normal.
* Landing will cut short any remaining Active Frames of an air normal.


{{Navbox-SF6}}
{{Navbox-SF6}}

Revision as of 04:10, 10 April 2023

Street Fighter traditionally has restrictive movement compared to other fighting games; characters are primarily limited to walking, dashing, and jumping. Techniques like Short Hop, Super Jump, or Run occasionally exist as character-specific abilities. To move, use the D-Pad, joystick, or directional buttons (depending on your input device). Holding right/left will walk forward/back. Holding down will make the character crouch, and you cannot walk while crouching. Tapping up will cause the character to jump, either straight up or in the left/right direction.

Walking

The speed at which a character walks is not universal; a faster walk speed is desirable, but a slow walk speed is not necessarily indicative of a weak character. A faster forward walk makes it easier to gain ground against a zoning opponent, walk in for tick throws, and generally apply offense. Walking forward also allows characters to build additional Drive gauge; this can actually be stronger on slow characters, as they can hold forward for a longer time without reaching the opponent. A faster back walk speed makes it easier to create separation on defense, as well as walk in and out of the opponent's attack range to bait a response. It may also allow certain characters to escape common tick throw setups.

Walk Speed Comparison
Character Forward Walk Back Walk
Blanka ? ?
Cammy ? ?
Chun-Li 5.00 3.70
Dee Jay ? ?
Dhalsim ? ?
E. Honda ? ?
Guile 4.30 3.20
Jamie 4.80 3.50
JP ? ?
Juri 4.70 3.20
Ken 4.70 3.20
Kimberly 5.05 3.30
Kimberly (Lv.3) 5.61 3.66
Lily ? ?
Luke 4.70 3.20
Manon ? ?
Marisa ? ?
Ryu 4.70 3.20
Zangief ? ?


Forward/Back Dashing

Tap twice in either direction (66 or 44) to perform a Dash. Compared to walking, a Dash covers ground more quickly in exchange for higher commitment; you are vulnerable throughout the entire animation and cannot cancel it to block or tech a throw. Backdashes are also Throw Invincible from frames 1-15, making them useful for escaping pressure. Unlike some previous Street Fighter titles, there are no Airborne frames during a backdash, and being hit during the animation does not result in a Counterhit.

When inputting a Dash, the initial forward/back input must be held for no longer than 8 frames, and the neutral time between inputs also has a maximum of 8 frames. This means that the fastest possible forward dash input is 6~5~6 (3f total) and the slowest is 6(8f)~5(8f)~6 (17f total). When attempting to dash on wakeup or after hitstun/blockstun, there is a 4f window to input it with reversal timing.

Dash Comparison
Character Forward Dash Back Dash
Speed (f) Distance Speed (f) Distance
Blanka ? ? ? ?
Cammy ? ? ? ?
Chun-Li 19 150.777 25 121.107
Dee Jay ? ? ? ?
Dhalsim ? ? ? ?
E. Honda ? ? ? ?
Guile 21 156.700 23 74.013
Jamie 19 150.000 23 85.000
JP ? ? ? ?
Juri 22 190.298 23 111.418
Ken 19 132.231 23 92.300
Kimberly 18 140.882 23 89.286
Lily ? ? ? ?
Luke 19 146.747 23 75.051
Manon ? ? ? ?
Marisa ? ? ? ?
Ryu 19 125.208 23 92.300
Zangief ? ? ? ?


Jumping

Jumps are risky in Street Fighter 6. Most characters have restricted options in the air, and there's no air-blocking. Neutral jumps are useful for avoiding projectiles or baiting an opponent's throw whiff. Back jumps can help gain distance similar to a backdash. Forward jumps are a common method of approaching, but are the easiest for the opponent to predict and anti-air. Mixing up between walking, dashing, and jumping can overload the opponent's reactions, making it possible to get close to the opponent even while using "reactable" movement options.

Prejump Frames

Jumps begin with 4 prejump frames (though future characters may be different; grapplers traditionally have extra prejump frames in Street Fighter titles).

  • Prejump frames are unthrowable, but considered grounded if hit by a strike.
  • Can be cancelled into special moves (easier to perform special inputs with an accidental "up" input, like 2369+P for Hadoken).
    • This does not apply to Drive techniques like Impact or Parry
  • Possible to use this technique strategically to become briefly throw invincible before performing a special move.

Landing Recovery

There are 3 landing recovery frames at the end of a jump.

  • If no air normal was used (Empty Jump), you can block and tech throws during Landing Recovery.
  • Using an air normal prevents you from blocking or teching throws during Landing Recovery, and is also in a Punish Counter state.
  • Some air specials and command normals may have additional landing recovery.
  • Landing will cut short any remaining Active Frames of an air normal.


SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry