Normal moves have little control over when the final title lands on your opponent.
Street Fighter 5 has become infamous in the fighting game community for its extreme fluctuations in speed, and one aspect that has made this consistently possible is the changes in Street Fighter 6’s interception feature specifically for general character attacks.
Below you’ll find a photo table of all the 8 playable characters’ standard normal attacks and their advantages or disadvantages in blocks. In the cases of Guile, Ryu, Ken, Chun-Li, Luke, and Juri, Street Fighter 5 includes frame data as well as differences between games. Jamie and Kimberly have no prior frame data for comparison.
Note that the image below only shows frame data for the gain or loss of a normal block attack.
Click on images for larger versions
The main thing most people jump on is that Street Fighter 6’s benchmarks are always the less fortunate on the block. It’s a big change that Capcom has made quite dramatically across the board.
A common strategy in Street Fighter 5 was to hit the opponent with a medium attack, go for a more medium attack, and cancel the second move to create a basic combination of bread and butter. About half of the characters in the closed beta can still do the same in Street Fighter 6, but the main difference comes when you take these moves into account.
For example, Ryu’s Medium Standing Punch on a block in Street Fighter 5 was +2, meaning that if someone tries to interrupt him in the normal way, if they block the first one after the second Medium Standing Punch. If they do, they will get hit and they will lose their lives. A little out of their trouble.
Due to changes to the normal frame data in Street Fighter 6 it no longer works this way. As such, it is very difficult in the game to group together a series of attacks and give your opponent little or no room at all to launch a counter.
If Ryu tries to hit a standing medium on crouching medium punch in Street Fighter 6, he can be easily intercepted and counter-hit with a light attack. Normally trying to get rid of spam by normal standards in new games will now put you at a disadvantage, as Street Fighter 5 was one of my favorite places and you can confirm in groups, frame traps, or a combination. , Lifting someone with a throw is due to the enormous advantage offered by the many prohibited uses.
The average standard for standing up and crouching for a character is about -4 per character block in Street Fighter 6, while the same standards in Street Fighter 5 were about -2 per character – which is less than the damage dealt to the first natural dead. is almost double. End.
How this manifests when actually playing the game is “turns” where one player is in tighter control and the match ends much faster than in Street Fighter 5. It is much easier to make your own attack when you are on the defensive, that you block a normal file. This results in attitudes, characters, and spam-elimination strategies being much less effective than before, and neutrality in gameplay being more important – until now.
It’s still too early and we don’t know what major tactics will appear in the meta as Street Fighter 6 progresses. However, we do know that this very popular and powerful tactic, practiced throughout the life of Street Fighter 5, has been severely undermined in the new title currently in use.