shortllka.blogg.se

Street fighter 6 frame data
Street fighter 6 frame data













street fighter 6 frame data

Now trying to spam away with Medium normals in the new game will generally put you at a heavy disadvantage, where in Street Fighter 5, it was one of the preferred spots to be in, as you could confirm into a combo, frame trap or mix up someone with a throw due to the heavy advantage a number of blocked normals offered. If Ryu tries to do a Standing Medium Punch into Crouching Medium Punch in Street Fighter 6, he can easily be interrupted and counter-hit by a light attack. As such, it's far more difficult in this game to string together a series of attacks and give your opponent little to no room to launch a counter. In Street Fighter 6, it no longer works this way, because of the change to these normal's frame data. Ryu's Standing Medium Punch for example was +2 on block in Street Fighter 5, and that meant if someone tried to interrupt him with a normal if he did another Standing Medium Punch after the first was blocked, they'd be counter hit and their life drained a good bit for their trouble. About half of the characters in the closed beta can still do this in Street Fighter 6 as well, but the main difference comes in when factoring in these moves on block. This is a major change Capcom has made fairly heavily across the board.Ī common tactic in Street Fighter 5 was to hit the opponent with a medium attack, go into another medium attack and cancel into another move to form a core bread and butter combo. The main thing that should jump out to most people is that Street Fighter 6's normals are consistently less advantaged on block.

street fighter 6 frame data street fighter 6 frame data

Note that the image below only shows frame data for a normal attack's advantage or disadvantage on block.















Street fighter 6 frame data