Street Fighter 6/Ed/Introduction: Difference between revisions

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* Harassing opponents with incredible long ranged pokes, many of them being special cancelable.
* Harassing opponents with incredible long ranged pokes, many of them being special cancelable.
* Shutting down incoming fireballs and launching one back immediately after.
* Shutting down incoming fireballs and launching one back immediately after.
* Forcing frame advantage from afar with Psycho Flicker and a Psycho Cannon.
* Forcing frame advantage from afar with Psycho Flicker and Psycho Cannon.
* Good damage and even better okizeme.
* Good damage and even better okizeme.
| avoid=
| avoid=

Revision as of 17:36, 8 March 2024

Introduction

A Psycho Power-wielding youth aged up rapidly by Shadaloo's experimentation, on a journey and a mission to free other subjects. He gets his short temper and foul mouth from Balrog, his former mentor.



Pick if you like: Avoid if you dislike:
  • Harassing opponents with incredible long ranged pokes, many of them being special cancelable.
  • Shutting down incoming fireballs and launching one back immediately after.
  • Forcing frame advantage from afar with Psycho Flicker and Psycho Cannon.
  • Good damage and even better okizeme.
  • No grounded overheads or command grabs, reliant on strike/throw/shimmy to open up defensive opponents.
  • Poor jabs and lacking fast plus frame options.
  • Slow reversals that are highly vulnerable to safejab setups.


Classic & Modern Versions Comparison

List of differences with Modern Ed
Missing Normals
  • Crouching Light Kick (2LK)
  • Crouching Medium Kick (2MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • None
Shortcut-Only Specials
  • Psycho Spark (5S)
Miscellaneous Changes
  • 5L is 5LK but switches to 5LP if chained into
  • Body Blow Combination (5MP~HP) is now the starter for M Auto Combo
  • Speed of Psycho Cannon (Lvl 2 SA) is determined by direction held during activation.

SF6 Navigation

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