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Street Fighter 6 glossary

The words players use, defined

Street Fighter 6 has its own vocabulary, and most of it is never explained in the game. Here are the terms you will hear in a lobby, read in a patch discussion, or see on a Parry Portal profile, in plain language. Nothing here is frame data: these are the concepts, which stay true across patches.

The Drive system

  • Drive Gauge. The meter every character shares between their defensive and offensive options. Spending it is how you get anything above a plain normal, and it refills on its own when you are not using it.
  • Drive Impact. An armored attack that absorbs an incoming hit and lets you keep going. Landing it near a wall crumples the opponent and hands you a full combo, which is why cornered players get so cautious.
  • Drive Parry. A hold-to-absorb stance that eats attacks and builds gauge back. Time it to the exact moment of the hit and you get a perfect parry, which slows the game for a beat and gives you a punish on something that is otherwise safe.
  • Drive Rush. A forward dash cancelled out of a parry or a cancellable normal. It is the main way space gets closed and the main reason a blocked normal can turn straight into more pressure.
  • Drive Reversal. A gauge-spending push-off from block that buys you room when a turn has gone badly.
  • OD move. The stronger version of a special, paid for out of the Drive Gauge. Often faster, often armored or invincible, always expensive.
  • Burnout. The state you enter when the gauge empties. No Drive options, chip damage on block, and a wall splat waiting if you get pushed into the corner. Getting the other player into Burnout is a win condition on its own.
  • Super Art. The meter-driven supers, numbered one to three. The level three is the big one, and several characters get an upgraded version of it when their health is low.

Ranked vocabulary

  • LP (League Points). The running score that carries a character from Rookie to Master. Explained in full in how LP and MR work.
  • MR (Master Rating). The rating that separates Master players from each other once LP has topped out.
  • Tier and sub-rank. The named bracket (Gold) and the step inside it (Gold 3). Every tier below Master has five. The tiers are listed here.
  • Placement matches. The first ranked matches on a new character, which decide the rank it starts at.
  • Modern and Classic. The two control schemes allowed in ranked, covered in Modern vs Classic controls.

Neutral and pressure

  • Neutral. The part of the round where nobody is committed to anything: both players moving, threatening, waiting for a mistake.
  • Footsies. The mid-range dance of pokes and walking, aimed at getting a hit or a whiff punish without giving one up.
  • Whiff punish. Hitting an attack that missed, during the recovery it cannot cancel out of. The cleanest damage in the game.
  • Anti-air. Any answer to a jump-in that beats it before it lands. A player who never anti-airs teaches the opponent to keep jumping.
  • Okizeme (oki). What you do while the opponent is getting up. Good oki means their wake-up is a guess and yours is not.
  • Meaty. An attack timed so its active frames are already out as the opponent stands up, which makes it safer and gives you more advantage than hitting them cleanly would.
  • Frame trap. A deliberate small gap in a blockstring that beats an opponent who tries to press a button in it.
  • Shimmy. Walking back out of throw range so a throw attempt whiffs, then punishing it. The standard counter to a throw-heavy player.
  • Plus and minus on block. Whether the attacker or the defender gets to act first after a blocked attack. Plus means your turn continues; minus means it is theirs.
  • Punish counter. The bonus state for hitting an opponent during a vulnerable recovery, which opens up combo routes that a normal hit does not allow.
  • Mix-up. Any situation where the defender has to guess between two or more answers that cannot all be covered.
  • Corner carry. How far a combo drags the opponent toward the wall. Damage matters, but position often matters more.

Terms you will see on Parry Portal

  • fighter_id. The name a player picks in game, and the thing you type into our search box to find them.
  • Matchup matrix. A player's win rate against each opponent character, graded so the characters that genuinely trouble them stand apart from the ones they have only played twice.
  • Win-rate band. We draw every win rate as a range rather than a single figure. A thin sample produces a wide band, which is the page telling you not to read much into it yet.
  • Replay log. The ranked match history behind every chart on a profile. It grows as matches are played and is never back-filled, so a profile gets richer the longer it is tracked.

If a term you were looking for is missing, tell us and it can go in. To see the vocabulary applied to real numbers, open the SF6 ranked leaderboard and pick a player.