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Monday, August 12, 2024

SF6, frametraps to watchout for

Some via: https://wiki.supercombo.gg/w/Street_Fighter_6/Game_Data#Range_Comparisons

 Juri's -- 5MP,5MP frame trap ((it's -2 on block, 6 frame startup))

Jamie's  -- e.g. blocked palm + frame trap into 6P follow-up (((self note, perfect distance can be -6 to +1 for lp, -3 to +4 for HP, -1 to +6 for OD (EX), otherwise can be negative, and MP version is always Negative at -1 to -3)))

Marisa -- 5LP~LP has a 3f gap on block, allowing the 2nd hit to frame trap and begin a combo

Ryu's fake fireball Hashogeki thing (very similar to evil ryu's foot stomp crap): HP version is slow and +2. MP -6 not safe at all, LP is -3

Jaime's JackiChanStyle HP is 5 frame startup (I knew it was fast) and is -3 on block. So only a 7 frame or quicker will interrupt between. Meaning Bison's jabs are good... or really cr.MP 6frame so really jam it. (Cr.MK is 8 frame, don't do it Bison!!!)

BTW, Jaime's animation is the best in the game... looks incredible. Just look at his st.HP (like the Jackie Chan movie) towards+HK (like a soccer kick).  https://ultimateframedata.com/sf6/jamie

BTW, they explain the weird frame overlap thing very well with this graphic: https://wiki.supercombo.gg/w/Street_Fighter_6/Game_Data




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