Street Fighter™ 6

Street Fighter™ 6

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Biggs May 27, 2024 @ 5:50am
Use cases for different DP versions?
Learning akuma, mainly asking about DP in the context of anti-airs. Like I know his heavy DP is for combos. When should I anti-air with light DP vs medium DP?

For reference I've played juri until now, her medium DP handles jump ins while her heavy DP covers neutral jumps. I haven't played a traditional shoto before, so I'm not seeing any obvious difference between the light and medium versions.
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David Hashougeki May 27, 2024 @ 7:06am 
Usually you want to go for light DP.
-goes straight up, so you are less likely to miss when they jump in close to you.
-5f start-up vs the medium with 6f.
-light DPs usually have more Anti-Air invulnerability (1-14f compared to the mediums with 1-9f).
Last edited by David Hashougeki; May 27, 2024 @ 7:07am
Gleap May 27, 2024 @ 7:24am 
Light DP does all of its damage on the first hit so while its counter intuitive in most combo routes light DP is better than medium or heavy damage wise.

Heavy DP is for looking dope, OD dp is for being the coolest animation out there.

Medium
KillScreen May 27, 2024 @ 4:13pm 
In old street fighter games it would be, lp as anti-air as it had the most iframes. mp for a "get out of me" mid attack, HP for combo finishers. Any version would work as reversal.

in this version of the game: lp for anti air, forget mp (lol), hp for combos that require it. OD as reversal.
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Date Posted: May 27, 2024 @ 5:50am
Posts: 3