12/28/2023 0 Comments Street fighter 6 wikiaA character's Relative Throw Range is the difference between their throw range and the width of their throw hurtbox. Most throws have identical range, but a few characters can throw from farther away.Ī wider throw hurtbox makes a character more susceptible to throw loops, sometimes even against characters who normally do not normally have one. Note: it is possible to combo into a throw during a Drive Impact crumple state, after a Stun, or after some specific wall splats like Zangief Punish Counter 3HK or Jamie Punish Counter 214PP. If a throw and a strike connect on the same frame, the strike will take priority (unlike in previous Street Fighter titles). You cannot throw an opponent if they are in hitstun, blockstun, or knocked down. Opponents are also throw invincible during backdashes for the first 15 frames, and some specific attacks can have their own throw invincibility. Regular throws only work on the ground, and will not connect against opponents that are jumping (including pre-jump frames) or using a move with airborne frames. This is particularly notable against Drive Parry, which are in a Punish Counter state when thrown. When used as a Punish Counter, throws gain 70% extra damage, become a Hard Knockdown preventing Back Rise, and drain 1 bar of Drive Gauge from the opponent. This is generally impossible midscreen if the opponent Back Rises, but Drive Rush allows many characters to force a strike/throw mixup even midscreen at the cost of Drive meter. Some characters also have an Air Throw that makes for an effective air-to-air, and a few characters have unique directional throws, like Dhalsim's crouching throw.Įach throw is different in terms of knockdown frame advantage and separation distance many forward throws allow for "Throw Loops" in the corner where the character lands a throw, then walks or dashes up to the opponent with frame advantage, creating another throw mixup. Throws are universally 5f startup and 3f active, with a total whiff animation of 30f. You can throw the opponent by pressing LP+LK at close range, or 4+LP+LK to throw them backwards for a side switch. Overdrive moves have improved properties, such as invincibility, multiple hits, better juggle potential, or simply more damage. By inputting the move with 2 buttons, special moves can be powered up into Overdrive (OD) moves at the cost of 2 stocks of Drive gauge. Most special moves have different properties depending on which button strength is used, such as Ryu's Hadoken traveling faster or slower, but some moves do not vary between strengths. Inputting a specific directional command before pressing an attack button results in a special move. An opponent mashing their own fast light normal will beat most blockstrings other than chained light normals. Light normals can still frame trap the opponent by chaining them together, but they will no longer create true blockstrings, so opponents can counter with invincible reversals or parry. There are very few normal attacks with frame advantage in SF6. This means that a defensive 4f normal is a strong option against tick throws from +1 advantage or worse. Unlike in previous entries, strikes beat throws when they connect on the same frame. This can create trade combos if a high-hitstun move trades with a low-hitstun move. Any two attacks that collide on the same frame will both count as a counterhit. There is no "priority system" for normal attacks like the one found in SF5 or SF3. Street Fighter 6 uses the standard 6-button layout the series is known for: Light/Medium/Heavy for attack strength and Punch/Kick for attack type.
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