Street Fighter 6/JP/Data: Difference between revisions

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== Character Vitals ==
== Character Vitals ==
{{CharacterData-SF6
{{CharacterData-SF6
| chara = JP
| chara         = JP
| name          = JP
| name          = JP
| portrait      = SF6 JP Portrait.png
| portrait      = SF6 JP Portrait.png
Line 69: Line 69:
===== 5LP =====
===== 5LP =====
{{FrameData-SF6 | chara = JP | moveId = jp_5lp | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_5lp | moveType = ground_normal
| input = 5LP
| input         = 5LP
| name = Standing Light Punch
| name         = Standing Light Punch
| images = SF6_JP_5lp.png
| images       = SF6_JP_5lp.png
| hitboxes = SF6_JP_5lp_hitbox.png
| hitboxes     = SF6_JP_5lp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 104: Line 104:
===== 5MP =====
===== 5MP =====
{{FrameData-SF6 | chara = JP | moveId = jp_5mp | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_5mp | moveType = ground_normal
| input = 5MP
| input         = 5MP
| name = Standing Medium Punch
| name         = Standing Medium Punch
| images = SF6_JP_5mp.png
| images       = SF6_JP_5mp.png
| hitboxes = SF6_JP_5mp_hitbox.png
| hitboxes     = SF6_JP_5mp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 139: Line 139:
===== 5HP =====
===== 5HP =====
{{FrameData-SF6 | chara = JP | moveId = jp_5hp | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_5hp | moveType = ground_normal
| input = 5HP
| input         = 5HP
| name = Standing Heavy Punch
| name         = Standing Heavy Punch
| images = SF6_JP_5hp.png
| images       = SF6_JP_5hp.png
| hitboxes = SF6_JP_5hp_hitbox.png
| hitboxes     = SF6_JP_5hp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 174: Line 174:
===== 5LK =====
===== 5LK =====
{{FrameData-SF6 | chara = JP | moveId = jp_5lk | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_5lk | moveType = ground_normal
| input = 5LK
| input         = 5LK
| name = Standing Light Kick
| name         = Standing Light Kick
| images = SF6_JP_5lk.png
| images       = SF6_JP_5lk.png
| hitboxes = SF6_JP_5lk_hitbox.png
| hitboxes     = SF6_JP_5lk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 209: Line 209:
===== 5MK =====
===== 5MK =====
{{FrameData-SF6 | chara = JP | moveId = jp_5mk | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_5mk | moveType = ground_normal
| input = 5MK
| input         = 5MK
| name = Standing Medium Kick
| name         = Standing Medium Kick
| images = SF6_JP_5mk.png
| images       = SF6_JP_5mk.png
| hitboxes = SF6_JP_5mk_hitbox.png
| hitboxes     = SF6_JP_5mk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 244: Line 244:
===== 5HK =====
===== 5HK =====
{{FrameData-SF6 | chara = JP | moveId = jp_5hk | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_5hk | moveType = ground_normal
| input = 5HK
| input         = 5HK
| name = Standing Heavy Kick
| name         = Standing Heavy Kick
| images = SF6_JP_5hk.png
| images       = SF6_JP_5hk.png
| hitboxes = SF6_JP_5hk_hitbox.png
| hitboxes     = SF6_JP_5hk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 281: Line 281:
===== 2LP =====
===== 2LP =====
{{FrameData-SF6 | chara = JP | moveId = jp_2lp | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_2lp | moveType = ground_normal
| input = 2LP
| input         = 2LP
| name = Crouching Light Punch
| name         = Crouching Light Punch
| images = SF6_JP_2lp.png
| images       = SF6_JP_2lp.png
| hitboxes = SF6_JP_2lp_hitbox.png
| hitboxes     = SF6_JP_2lp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 316: Line 316:
===== 2MP =====
===== 2MP =====
{{FrameData-SF6 | chara = JP | moveId = jp_2mp | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_2mp | moveType = ground_normal
| input = 2MP
| input         = 2MP
| name = Crouching Medium Punch
| name         = Crouching Medium Punch
| images = SF6_JP_2mp.png
| images       = SF6_JP_2mp.png
| hitboxes = SF6_JP_2mp_hitbox.png
| hitboxes     = SF6_JP_2mp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 351: Line 351:
===== 2HP =====
===== 2HP =====
{{FrameData-SF6 | chara = JP | moveId = jp_2hp | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_2hp | moveType = ground_normal
| input = 2HP
| input         = 2HP
| name = Crouching Heavy Punch
| name         = Crouching Heavy Punch
| images = SF6_JP_2hp.png
| images       = SF6_JP_2hp.png
| hitboxes = SF6_JP_2hp_hitbox.png
| hitboxes     = SF6_JP_2hp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 386: Line 386:
===== 2LK =====
===== 2LK =====
{{FrameData-SF6 | chara = JP | moveId = jp_2lk | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_2lk | moveType = ground_normal
| input = 2LK
| input         = 2LK
| name = Crouching Light Kick
| name         = Crouching Light Kick
| images = SF6_JP_2lk.png
| images       = SF6_JP_2lk.png
| hitboxes = SF6_JP_2lk_hitbox.png
| hitboxes     = SF6_JP_2lk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 421: Line 421:
===== 2MK =====
===== 2MK =====
{{FrameData-SF6 | chara = JP | moveId = jp_2mk | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_2mk | moveType = ground_normal
| input = 2MK
| input         = 2MK
| name = Crouching Medium Kick
| name         = Crouching Medium Kick
| images = SF6_JP_2mk.png
| images       = SF6_JP_2mk.png
| hitboxes = SF6_JP_2mk_hitbox.png
| hitboxes     = SF6_JP_2mk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 456: Line 456:
===== 2HK =====
===== 2HK =====
{{FrameData-SF6 | chara = JP | moveId = jp_2hk | moveType = ground_normal
{{FrameData-SF6 | chara = JP | moveId = jp_2hk | moveType = ground_normal
| input = 2HK
| input         = 2HK
| name = Crouching Heavy Kick
| name         = Crouching Heavy Kick
| images = SF6_JP_2hk.png
| images       = SF6_JP_2hk.png
| hitboxes = SF6_JP_2hk_hitbox.png
| hitboxes     = SF6_JP_2hk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery =  
| recovery     =  
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| guard =  
| guard         =  
| cancel =  
| cancel       =  
| react        =  
| react        =  
| punish        =  
| punish        =  
Line 492: Line 492:
===== j.LP =====
===== j.LP =====
{{FrameData-SF6 | chara = JP | moveId = jp_jlp | moveType = air_normal
{{FrameData-SF6 | chara = JP | moveId = jp_jlp | moveType = air_normal
| input = j.LP
| input         = j.LP
| name = Jumping Light Punch
| name         = Jumping Light Punch
| images = SF6_JP_jlp.png
| images       = SF6_JP_jlp.png
| hitboxes = SF6_JP_jlp_hitbox.png
| hitboxes     = SF6_JP_jlp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery = -
| recovery     = 3 land
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| guard =  
| guard         = H
| cancel =  
| cancel       =  
| hitstun      =  
| hitstun      =  
| blockstun    =  
| blockstun    =  
Line 522: Line 522:
===== j.MP =====
===== j.MP =====
{{FrameData-SF6 | chara = JP | moveId = jp_jmp | moveType = air_normal
{{FrameData-SF6 | chara = JP | moveId = jp_jmp | moveType = air_normal
| input = j.MP
| input         = j.MP
| name = Jumping Medium Punch
| name         = Jumping Medium Punch
| images = SF6_JP_jmp.png
| images       = SF6_JP_jmp.png
| hitboxes = SF6_JP_jmp_hitbox.png
| hitboxes     = SF6_JP_jmp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery = -
| recovery     = 3 land
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| guard =  
| guard         = H
| cancel =  
| cancel       =  
| hitstun      =  
| hitstun      =  
| blockstun    =  
| blockstun    =  
Line 552: Line 552:
===== j.HP =====
===== j.HP =====
{{FrameData-SF6 | chara = JP | moveId = jp_jhp | moveType = air_normal
{{FrameData-SF6 | chara = JP | moveId = jp_jhp | moveType = air_normal
| input = j.HP
| input         = j.HP
| name = Jumping Heavy Punch
| name         = Jumping Heavy Punch
| images = SF6_JP_jhp.png
| images       = SF6_JP_jhp.png
| hitboxes = SF6_JP_jhp_hitbox.png
| hitboxes     = SF6_JP_jhp_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery = -
| recovery     = 3 land
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| guard =  
| guard         = H
| cancel =  
| cancel       =  
| hitstun      =  
| hitstun      =  
| blockstun    =  
| blockstun    =  
Line 582: Line 582:
===== j.LK =====
===== j.LK =====
{{FrameData-SF6 | chara = JP | moveId = jp_jlk | moveType = air_normal
{{FrameData-SF6 | chara = JP | moveId = jp_jlk | moveType = air_normal
| input = j.LK
| input         = j.LK
| name = Jumping Light Kick
| name         = Jumping Light Kick
| images = SF6_JP_jlk.png
| images       = SF6_JP_jlk.png
| hitboxes = SF6_JP_jlk_hitbox.png
| hitboxes     = SF6_JP_jlk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery = -
| recovery     = 3 land
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| guard =  
| guard         = H
| cancel =  
| cancel       =  
| hitstun      =  
| hitstun      =  
| blockstun    =  
| blockstun    =  
Line 612: Line 612:
===== j.MK =====
===== j.MK =====
{{FrameData-SF6 | chara = JP | moveId = jp_jmk | moveType = air_normal
{{FrameData-SF6 | chara = JP | moveId = jp_jmk | moveType = air_normal
| input = j.MK
| input         = j.MK
| name = Jumping Medium Kick
| name         = Jumping Medium Kick
| images = SF6_JP_jmk.png
| images       = SF6_JP_jmk.png
| hitboxes = SF6_JP_jmk_hitbox.png
| hitboxes     = SF6_JP_jmk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery = -
| recovery     = 3 land
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| guard =  
| guard         = H
| cancel =  
| cancel       =  
| hitstun      =  
| hitstun      =  
| blockstun    =  
| blockstun    =  
Line 642: Line 642:
===== j.HK =====
===== j.HK =====
{{FrameData-SF6 | chara = JP | moveId = jp_jhk | moveType = air_normal
{{FrameData-SF6 | chara = JP | moveId = jp_jhk | moveType = air_normal
| input = j.HK
| input         = j.HK
| name = Jumping Heavy Kick
| name         = Jumping Heavy Kick
| images = SF6_JP_jhk.png
| images       = SF6_JP_jhk.png
| hitboxes = SF6_JP_jhk_hitbox.png
| hitboxes     = SF6_JP_jhk_hitbox.png
| damage =  
| damage       =  
| startup =  
| startup       =  
| active =  
| active       =  
| recovery = -
| recovery     = 3 land
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| guard =  
| guard         = H
| cancel =  
| cancel       =  
| hitstun      =  
| hitstun      =  
| blockstun    =  
| blockstun    =  
Line 684: Line 684:
{{FrameData-SF6 | chara = JP | moveId = jp_lplk | moveType = throw
{{FrameData-SF6 | chara = JP | moveId = jp_lplk | moveType = throw
| input        = LPLK
| input        = LPLK
| name          =  
| name          = Ravina
| images        = SF6_JP_lplk.png
| images        = SF6_JP_lplk.png
| hitboxes      = SF6_JP_lplk_hitbox.png
| hitboxes      = SF6_JP_lplk_hitbox.png
Line 706: Line 706:
{{FrameData-SF6 | chara = JP | moveId = jp_4lplk | moveType = throw
{{FrameData-SF6 | chara = JP | moveId = jp_4lplk | moveType = throw
| input        = 4LPLK
| input        = 4LPLK
| name          =  
| name          = Uragan
| images        = SF6_JP_4lplk.png
| images        = SF6_JP_4lplk.png
| hitboxes      = SF6_JP_4lplk_hitbox.png
| hitboxes      = SF6_JP_4lplk_hitbox.png
Line 713: Line 713:
| active        = 3
| active        = 3
| recovery      = 23
| recovery      = 23
| hitAdv        =
| blockAdv      = -
| guard        = T
| cancel        = -
| punish        =
| driveDamage  =
| selfDriveOH  =
| selfSuperOH  =
| oppSuperOH    =
| notes        =
}}
===== j.LPLK =====
{{FrameData-SF6 | chara = JP | moveId = jp_jlplk | moveType = throw
| input        = j.LPLK
| name          = Tornado
| images        = SF6_JP_jlplk.png
| hitboxes      = SF6_JP_jlplk_hitbox.png
| damage        =  ()
| startup      = 5
| active        = 3
| recovery      =
| hitAdv        =  
| hitAdv        =  
| blockAdv      = -
| blockAdv      = -
Line 730: Line 752:
{{FrameData-SF6 | chara = JP | moveId = jp_hphk | moveType = drive
{{FrameData-SF6 | chara = JP | moveId = jp_hphk | moveType = drive
| input        = HPHK
| input        = HPHK
| name          = Drive Impact
| name          = Espada
| images        = SF6_JP_hphk.png
| images        = SF6_JP_hphk.png
| hitboxes      = SF6_JP_hphk_hitbox.png
| hitboxes      = SF6_JP_hphk_hitbox.png
Line 758: Line 780:
{{FrameData-SF6 | chara = JP | moveId = jp_6hphk | moveType = drive
{{FrameData-SF6 | chara = JP | moveId = jp_6hphk | moveType = drive
| input        = 6HPHK
| input        = 6HPHK
| name          = Drive Reversal
| name          = Exilio
| images        = SF6_JP_6hphk.png
| images        = SF6_JP_6hphk.png
| hitboxes      = SF6_JP_6hphk_hitbox.png
| hitboxes      = SF6_JP_6hphk_hitbox.png

Revision as of 01:47, 4 May 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
- - H -
Startup Active Recovery Hitstun Blockstun Hitstop
3 land
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
- - H -
Startup Active Recovery Hitstun Blockstun Hitstop
3 land
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
- - H -
Startup Active Recovery Hitstun Blockstun Hitstop
3 land
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
- - H -
Startup Active Recovery Hitstun Blockstun Hitstop
3 land
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
- - H -
Startup Active Recovery Hitstun Blockstun Hitstop
3 land
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
- - H -
Startup Active Recovery Hitstun Blockstun Hitstop
3 land
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

Ravina
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

Uragan
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
j.LPLK
JP
jp_jlplk

j.LPLK

Tornado
SF6 JP jlplk.png
SF6 JP jlplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
() - - T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 - - -
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

Espada
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

Exilio
SF6 JP 6hphk.png
SF6 JP 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
recoverable - 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

236236P
JP
jp_236236p

236236P

Chornobog
SF6 JP 236236p.png
File:SF6 JP 236236p 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
214214P
JP
jp_214214p

214214P

Lovushka
SF6 JP 214214p.png
File:SF6 JP 214214p 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
236236K
JP
jp_236236k

236236K

Interdiction
SF6 JP 236236k.png
SF6 JP 236236k 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
236236K(CA)
JP
jp_236236k(ca)

236236K

Interdiction (CA)
SF6 JP 236236k(ca).png
File:SF6 JP 236236k(ca) 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



SF6 Navigation

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