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, 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. 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.
Character | Forward Walk | Back Walk |
---|---|---|
Chun-Li | 5.00 | 3.70 |
Guile | 4.30 | 3.20 |
Jamie | 4.80 | 3.50 |
Juri | 4.70 | 3.20 |
Ken | 4.70 | 3.20 |
Kimberly | 5.05 | 3.30 |
Kimberly (Install) | 5.61 | 3.66 |
Luke | 4.70 | 3.20 |
Ryu | 4.70 | 3.20 |
Forward Dash
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
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).
Character | F. Dash Speed | F. Dash Dist | B. Dash Speed | B. Dash Dist |
---|---|---|---|---|
Chun-Li | 19 | 150.777 | 25 | 121.107 |
Guile | 21 | 156.700 | 23 | 74.013 |
Jamie | 19 | 150.000 | 23 | 85.000 |
Juri | 22 | 190.298 | 23 | 111.418 |
Ken | 19 | 132.231 | 23 | 92.300 |
Kimberly | 18 | 140.882 | 23 | 89.286 |
Luke | 19 | 146.747 | 23 | 75.051 |
Ryu | 19 | 125.208 | 23 | 92.300 |
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.