Seeing a lot of confusion around frame 2 proximity guard, with many unaware that almost all characters have something similar but didn't get the Ryu fhp (6hp) / Manon sthk (5hk) treatment. I hope this short video can help clear things up.
#スト6#SF6
Another move that had their frame 2 proximity block adjusted is Manon's sthk.
A little confused on why Capcom adjusted some but allowed others to remain, like Alex's sthp and sthks.
Full animations on sf6frames.com#スト6#SF6#StreetFighter6#SF6_Manon
Full animation at sf6frames.com/ryu_uniques.
Please note that the proximity guard box is lighter in the original animations. I darkened the box for the comparison gif in my original post.
@stan_stan_ec They are different boxes. Here is both of them present at a later frame (20). The proximity guard box is a much lighter grey in my original animations - I darkened it for the gif comparing the two versions in my original post
Full animation at sf6frames.com/ryu_uniques
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If a hitbox is flagged can't hit backwards, then it cannot hit backwards. The game determines in-front and behind with a numerical position, not by "it LOOKS like she's in-front / behind".
I dislike it as well, but this is the game we play, and this is the game's rules.
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Since I posted that tweet, there's been a lot of people confused by how Cross-ups and Anti-Airs actually work in SF6. I think the confusion is partially due to all the rules and restrictions Capcom has added in SF6.
Here's a preview. Full video version posted below this.
Waiting for the day that Street Fighter players realize that every single anti-air special moves you forward during start-up, and thus will never work if they're directly above, about to pass over you. And none of them can hit cross-up (behind the character).
Cross-cut or die.
@grocktopus It looks like the change was made on the June 2025 patch. I know some of my site animations say "Aug2024" but that's a VERY unfortunate typo - site was created July 2025, one month after the change. The oldest image i have is from July 2025, sorry.
@THTB614 The idea was to show that even though it LOOKS to us like Juri was already behind, she is very possibly still considered infront as far as the game is concerned. If given replay ID Hatson would be able to show the exact numbers in game, like this: x.com/Athenyanya/sta…
Turns out this happens because Rashid isn't actually fully corner during the wall-cling (Look at the Position X value) and all DPs are coded to not be able to hit the opponent if they are behind you.
@THTB614 The freeze frame is approximate frame before the character got hit by the dp. If i use the actual hit frame i cannot match the animation with clips in game.
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