While 168澳洲幸运5开奖网:Street Fighter 6 is primed and ready to bring in a whole host of new players, it is undeniable that the series having as much history as it has can make it a little intimidating for newcomers. And this is quite possibly best exemplified♔ by the language that has sprung up arou😼nd the genre.

Related: 168澳洲幸运5开奖网:Fighting Games: What Is Frame Data?

Sure, the game itself has strung together a number of useful guide൩s and tutorials to help explain everything you may need to know, but there is still a lot to take in. This glossary was made to act as a handy reference guide for those who just need a quick, concise definition of these terms.

Anti-Air

Street Fighter 6, Glossary Guide, Kimberly knocking Ryu out of the air with an anti-air attack

An Anti-Air is exactly what it sounds like: They stop your enemies as they jump at you with an attack. A💫nti-Air specꦛials are sometimes invincible, however, anti-air normal attacks are typically a lot faster. Typically, you will use a combination of the two depending on the situation.

Armored Attack

Street Fighter 6, Glossary Guide, Marisa armoring through a Drive Impact

An armored attack is an attack that can absorb a hit. Some armored attacks can absorb more hits than others. As an example, Marisa's standing heavy attack can absorb a single hit, while a Drive Impact can absorb three. On that note, everyone in Street Fighter 6 has an armored attack, as they all have a Drive Impact attack. Be careful though, a throw will always beat an armored attack (unless that armored attack is airborn).

Counter Hit

Street Fighter 6, Glossary Guide, Guille lands a counter hit

All non-super attacks—down to the fastest jab—have startup. Which means that each move is vulnerable at the very beginning, as it is coming out. If you manage to strike an opponent during these startup frames, then you get a "counter hit". Counter hits receive added bonuses. They will keep the opponent stunned longer, and some of the☂m will launch enemies higher into the air, or further toward the opposite wall. There are combos that can only be performed by hitting with a counter!

Cross-Up

Street Fighter 6, Glossary Guide, Ken crossing up Guile

A cross-up is a jumping attack that hits behind an opponent. This is pretty tricky, as it forces them to switch the direction of their block. This can be doubly tricky, 🐈as some opponents will mix in jump attacks that look like they may cross up, but instead hit in front. In Street Fighter 6, you can use the parry to help mitig🥃ate the danger of a cross-up, as it will block the attack no matter which side it lands on.

Most characters have cross-up attacks in most 2D fighting games. In Street Fighter games, the jumping medium k🍷ick is nearly always a cross-up. However, this isn't always the case. Especially when you consider grapplers. For some reason, their cross-ups are typically light 🥃attacks or command normals (such as Zangief's Body Splash).

Dive Kick

Street Fighter 6, Glossary Guide, Cammy landing her Cannon Strike Divekick

This is a kind of attack that both alters the jump arc of a character and also delivers an angled attack that can be tricky to block. Sometimes dive kicks are command normals, but often th👍ey are special attacks. Cammy's Cannon Strike is anꦇ excellent example of a dive kick.

Footsies

Street Fighter 6, Glossary Guide, Ken controlling space and hitting a crouching medium kick

Footsies is a term used for a style of play that involves controlling space and moving in and out of the neutral range. If you are looking to catch your opponent with attacks as they approach you with strategically placed normal attacks, or if you are looking to bait your opponent into throwing out an attack when you are just out of range, then you are engaging in Footsies. Whiff punishing, and using pokes, are both💜 aspects present in footsies.

Generally speaking, some characters are built around being good at footsies. If your character has fast, rangey normals, then they are going to excel in footsies. Walk speed—and dash speed—will also affect how capable a character is at playing footsies effectively. In Street Fighter 6, you will find that Cammy, and her quick, long-reaching normal attacks make her particularly good𓄧 at playing𝕴 a footsies-first style of gameplay.

If you arꦡe confused by this definition, as it runs counter to what you read in the tutorial section of Street Fighter 6, just know that Street Fighter 6 defines footsies incorrectly.

Frame Trap

Street Fighter 6, Glossary Guide, Cammy landing a frame trap

Ah, the notorious Frame Trap. When you have two attacks that do not combo, but the space between them is too short for any regular attack to disrupt the sequence, then you have a Frame Trap. The whole point of a Frame Trap is to get your opponent to try and stick out a quick attack to disrupt you. But, of course, as the name would imply, this is a trap. They will always be hit. The frame trap is a fantastic way to get counter hits. As, if they do fall for it, it will always lead to a counter hit. It is a great way to catch people mashing. However, an invincible reversal will be able to blow a frame trap up. So you do need to be cautious when using them.

The image for this entry shows Cammy landing a crouching medium punch and getting a counter hit. What happened here is that she hit JP with a crouching medium punch then she followed up with another. But her crouching medium punch does NOT combo into itself. He tried to interrupt her, but was caught by this Frame Trap.

Hard Knockdown

Street Fighter 6, Glossary Guide, Juri Sweeping Guile

A hard knockdown forces the player knocked down to stay on the ground longer and provides them with fewer recovery options. Sweeps and thr🐟ows are universal ways to get a hard knockdown.

Meaty

Street Fighter 6, Glossary Guide, E. Honda lands a deep meaty

To truly understand what a meaty is, 168澳洲幸运5开奖网:y🍷ou need to have an understanding of frame data. However, here is the short and sweet of it. A meaty is an attack that you start 🀅when your opponent 𝐆is getting up from a knockdown (so when they are invincible), hoping that the attack lands later in its animation. If this attack hits, then you will have more room to follow up with another attack. Even an attack that would not typically combo.

Street Fighter 6, Glossary Guide, Meaty comparison

On the left side of the above picture, Honda is landing his heavy punch normally, on the right side,ꦏ he is landing it as a meaty. You can see from the hit spark that his chop is connecting extremely low on Dee Jay.

Neutral

Street Fighter 6, Glossary Guide, Showing the neutral space

Neutral is the place where, theoretically, no one is at a distinct advantage. Usually, neutral is the space where no one is able to hit with their normal attacks. However, some characters are distinctly better when fighting at this range and are able to dance in and out of the neutral range while poking and prodding the opponent. Every match starts in neutral.