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 Joystick. Note 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.
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
Jumps are risky in Street Fighter 6. Most characters have restricted options in the air, and there's no air-blocking.
Landing Recovery
- There are 3 frames of Landing Recovery after attacking with an air normal.
- Some air specials and command normals may have additional landing recovery.
- Landing Recovery frames are in a Punish Counter state
- There is no landing recovery if you do not attack while in the air (Empty Jump).