Street Fighter 6 provides two control types: the traditional “Classic” control type and the simplified “Modern” control type. This guide primarily uses notation intended for the Classic type, as the Modern type simplifies controls by reducing the available commands for the player.
Controls Guide for Street Fighter 6
Classic Controls
Regardless of the control type:
- Movement can be performed in eight directions using the D-pad or joystick, including cardinal (up, down, left, right) and diagonal directions.
- Holding back blocks Overhead and Mid attacks, while holding down and back blocks Mid and Low attacks.
- Punches are categorized as Light Punch (LP), Medium Punch (MP), and Heavy Punch (HP).
- Kicks are categorized as Light Kick (LK), Medium Kick (MK), and Heavy Kick (HK).
- Performing LP+LK executes a throw, and holding back during the throw throws the opponent backward upon connecting.
- Inputting a throw simultaneously as the opponent allows for a throw break, also known as a throw tech.
- MP+MK triggers a Drive Parry, which can be held.
- HP+HK triggers a Drive Impact.
- LP+MP+HK+LK+MK+HK performs a Taunt, which can be modified by holding a direction.
Modern Controls
The default scheme for the Modern control type on an Xbox controller is as follows:
- Attack strengths are categorized as Light, Medium, and Heavy, without distinguishing between punches and kicks.
- A dedicated Special Move button is combined with neutral, forward, down, or back inputs and the Special button to execute various moves.
- Super Arts are performed by adding a Heavy attack input, for example, Forward + Special + Heavy.
- Drive Parry, Drive Impact, and Throw have their dedicated buttons.
- Holding the Assist button and tapping Light, Medium, or Heavy attack enables easy execution of predetermined combos.
Numpad Notation:
- In Fighting Games, the standard method for expressing inputs in the text is called “Numpad notation.” It involves mapping input directions to numbers.
- Street Fighter’s attack buttons are LP, MP, HP for Punches, and LK, MK, and HK for Kicks.
- Digital directional inputs in Street Fighter are represented, and their corresponding layout on a number pad is provided.
⬁ | ⇧ | ⬀ |
⇦ | n | ⇨ |
⬃ | ⇩ | ⬂ |
- Lever directions are represented by numerals, allowing combinations of button letters and numbers to represent lever and button inputs.
7 | 8 | 9 |
4 | 5 | 6 |
1 | 2 | 3 |
- For example, a crouching Light Kick is expressed as “2LK,” and a Quarter Circle Forward and Heavy Punch is expressed as “236HP.”
- Specific move properties are indicated by prefixes, such as “j.” for moves performed in midair.
Classic Notation:
- The older standard for expressing inputs in Street Fighter uses English language abbreviations.
- Commands are assumed to be performed while facing right.
- Examples include “cr.” for crouching moves (e.g., “cr.MK”) and “st.” for standing moves (e.g., “st.HP”).
- Other abbreviations include “QCF” for Quarter Circle Forward (236 in Numpad), “QCB” for Quarter Circle Backward (214 in Numpad), “DP” or “SRK” for Dragon Punch motion (Forward, Down, Down-Forward – 623 in Numpad), and more.
- Nicknames for buttons are commonly used, such as “Jab” for Light Punch (LP) and “Strong” for Medium Punch (MP).
Name | Nickname | Notation |
---|---|---|
Light Punch | Jab | LP |
Medium Punch | Strong | MP |
Heavy Punch | Fierce | HP |
Light Kick | Short | LK |
Medium Kick | Forward | MK |
Heavy Kick | Roundhouse | HK |
Please note that Medium Kick used to be referred to as “Forward,” confusing with the directional input on the controller. To avoid this confusion, many people now refer to the character-facing direction as “Towards” instead of “Forward.”
Last Updated on June 12, 2023
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