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Street fighter 6 dan
Street fighter 6 dan













street fighter 6 dan

it resembles Guy’s s.HK, but it sucks even more S.LK close, c.LP/MP/LK/MK -> they all combo into Gadoukenĭon’t use s.HK ever! if you find any use for it… let me know.

street fighter 6 dan

He has shotoesque normals, so pokes should be familiar: Three decent normals, decent CC damage, and an okayish KAC. For the sake of not having redundancy, minus the mirror match, all of his matchups are 3-7 at best, 1-9 at worst. Light Blue: Projectile Hurtbox - hittable area of a projectile.ĭamage, stun, framedata, meter, and updated hitboxes collected by Veri7as, March 2022Ĭonsidering Dan's status as a joke character, he basically loses to everyone in the game except himself.Pink: Projectile Hitbox - attacking area of a projectile.White: Axis - core of a character from which all other boxes reference.Green: Pushbox - collidable area of a character.Yellow: Throwbox - throwing area of an action.Red: Hitbox - attacking area of an action.Blue: Hurtbox - hittable area of a character.Upper: Has frames that are invincible to mid/higher attacks (aka low profile).Īll framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).Īll framedata collected with the game speed set to normal.Īll hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared. Lower: Has frames that are invincible to lower attacks. Startup: Has frames at the start that are completely invincible. Absorb: Will absorb an opponent's projectile. Reflect: Will reflect an opponent's projectile back at them. Projectile: Produces a projectile (i.g.Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.

street fighter 6 dan

  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Throw/Air-Throw: A normal throw or command grab.
  • Super Cancel: Can be canceled into a super attack.
  • Special Cancel: Can be canceled into a special attack.
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively) The units of meter gained on whiff/block/hit. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value Ex: +2oB/+3oH, -4oB/-3oH) The frame advantage values when the attack is blocked. ()=Inactive frames in-between active frames. How many frames a move remains active for. The frame the move hits on (1st active frame). Most moves have a damage range the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so. Units of base damage inflicted by the move (100% life bar = 144 units of health). Move List Normal Moves SFA2 Framedata Glossary















    Street fighter 6 dan