For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y).For projectiles with a maximum active period, a value may be listed in, but this number is not factored into the move's total frame count. How many frames a move remains active (can hurt opponents) for. Will be thrown if Pink throw hitbox touches Blue throw hurtbox.If a move's hitbox and hurtbox overlap, the colors blend to appear orange.□ (Green): Vulnerable hurtbox that can be hit by strikes/projectiles These are the same attacks as EX Special Moves in past games. Press two of the same button type instead of one when performing a special move to turn it into an Overdrive Art. The Drive System is a meter in Street Fighter 6 that serves as the gateway to universal movement, offense and defense mechanics. Drive Rush from a parry costs 1 Drive Stock, while Drive Rush from a normal attack costs 3 Drive Stocks. Perform a quick rush forward from a Drive Parry or a cancelable normal attack. The damage is low but can help you out of tight situations when you’re being pressured. Perform a counterattack while blocking an opponent’s attack. Perform a Perfect Parry by parrying just before an opponent’s attack hits you. See Drive Impact.Īutomatically repel an opponent’s attack and replenish Drive when performed successfully. Perform this on an opponent backed into the corner to induce a wall splat, even if they block the attack. See Burnout.Ī powerful strike that can absorb an opponent’s incoming attack. When the Drive gauge is empty, the fighter will enter Burnout and will not be able to use Drive-related techniques until the gauge is replenished. Many general Fighting Game terms can be found at Infil's Fighting Game Glossary.
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