

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.


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