DICTIONARY
Neutral & Defense
- Neutral
- The phase where neither player is locked into pressure and both compete for space.
- Footsies
- Grounded movement and attacks used to control space and provoke a whiff.
- Poke
- A relatively safe button used to control a specific range.
- Whiff punish
- Hitting the recovery of an attack that missed.
- Anti-air
- An attack used to stop an opponent approaching from the air.
- Cross-up
- A jumping attack that lands on the opposite side and changes the required block direction.
- Overhead
- An attack that must be blocked standing.
- Reversal
- An action performed on the first available frame after knockdown, blockstun, or hitstun.
DICTIONARY
Frames & Hits
- Frame
- The basic unit of time in a fighting game; SF6 runs at 60 frames per second.
- Startup
- Frames before an attack becomes active.
- Active
- Frames during which an attack can hit.
- Recovery
- Frames after the active period before the character can act again.
- Frame advantage
- The difference in how soon each character can act after a hit or block.
- Counter Hit (CH)
- A hit that interrupts the startup or active frames of an opponent’s action.
- Punish Counter (PC)
- A hit that catches the punishable recovery of an opponent’s action.
- True blockstring
- A sequence with no gap in which the defender remains in blockstun.
DICTIONARY
Drive System
- Drive Gauge
- The shared resource used for Drive system actions and OD special moves.
- Drive Impact (DI)
- An armored strike that can cause a wall splat near the corner.
- Drive Parry
- A defensive stance that parries incoming attacks while held.
- Perfect Parry
- A precisely timed Drive Parry that creates a punish opportunity with damage scaling.
- Drive Rush (DR)
- A fast green dash from parry or from a cancellable normal.
- Cancel Drive Rush (CDR)
- A Drive Rush cancelled from a cancellable normal attack.
- Drive Reversal
- A defensive Drive action used to push the opponent away.
- Burnout
- The state entered when the Drive Gauge is depleted.
- OD Special Move (OD)
- An enhanced special move that consumes Drive Gauge.
DICTIONARY
Okizeme & Offense
- Okizeme (Oki)
- Offense applied as the opponent gets up from a knockdown.
- Meaty
- An attack timed so its later active frames connect during the opponent’s wake-up.
- Shimmy
- Walking into throw range, then stepping back to punish a throw tech attempt.
- Throw tech
- Escaping a throw by inputting throw during the tech window.
- Throw loop
- A situation where a throw leads back into another close throw/strike mix-up.
- Frame trap
- A sequence with a small gap designed to counter-hit an opponent who presses a button.
- Setplay
- A repeatable offensive sequence built around a specific knockdown and timing.