Movement
General movement
Street Fighter has traditionally restrictive movement. Short Hops, Super Jumps, and Running are often outliers: Reserved as special abilities for some characters.
To move onscreen, use the D-Pad or Analog Stick. Note not all walk speeds are created equal. Some characters can close the distance better than others, but a slower walk speed isn't necessarily a sign of a weaker character.
Forward Dash
To close the distance faster than your character's walk, tap twice towards the opponent (66) to dash. Dashes trade speed for recovery: You're faster, but vulnerable to attacks for a few frames.
Backdash
Twice away from your opponent is a backdash (44). Backdashes aren't just forward dashes in reverse: Street Fighter often gives them special properties. In Street Fighter 6, backdashes are Throw Invincible from frames 1-15.
As of the beta (10/2022) backdashes do not have an airborne or Counter-Hit state.
Jumping
Landing Recovery
- There are three frames of landing recovery if you attack in the air. These frames count as a Punish Counter if hit.
- There is no landing recovery if you do not attack while in the air.