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Sf6战斗系统 / Combat

战斗系统 / Combat System

《街霸6》的战斗系统建立在Drive System之上,结合了系列经典的帧数数据、立回策略和确认技巧。理解这些概念是提升实力的关键。

SF6’s combat system is built on the Drive System, layered with classic frame data concepts, neutral game strategies and hit confirm techniques. Mastering these fundamentals is key to improving.

Drive系统深度解析 / Drive System Deep Dive

Drive System的核心是六格驱动槽(Drive Gauge)。所有驱动技能共享这一资源,因此资源管理是战斗中的重要环节。

The core of the Drive System is the six-stock Drive Gauge. All drive skills share this resource, making gauge management a critical aspect of combat.

Burnout(驱动枯竭)状态

当驱动槽完全耗尽时,角色会进入Burnout状态。在此状态下:

When the Drive Gauge is fully depleted, the character enters Burnout state:

效果 / Effect说明 / Description
无法使用驱动技能 Cannot use drive skills所有DI、DR、格挡、反击均不可用 All DI, DR, parry, reversal disabled
受到额外伤害 +50% damage taken被击中时承受1.5倍伤害 Take 1.5x damage on hit
恢复时间 Recovery timeBurnout持续约7秒,完全恢复后重新获得6格槽 Burnout lasts ~7 seconds, full 6 stocks on recovery
退避壁弹 Scrap Wall bounce被DI攻击命中时触发退避壁弹,无法反击 Triggers Scrap Wall bounce on DI hit, no punish possible

Burnout是游戏中最大的劣势状态,应尽量避免不必要地消耗全部驱动槽。

Burnout is the most disadvantaged state in the game. Avoid unnecessary full depletion of the Drive Gauge.

Drive Impact(驱动冲击)对策

应对DI的方法:

Methods to counter DI:

对策 / Counter输入 / Input时机 / Timing
反击DI / Counter DI重拳+重脚 HP+HK看到对手DI后立刻反应 React as soon as opponent DI is visible
格挡 / Block后拉方向 Hold backDI命中前防御 Block before DI connects
完美格挡 / Perfect Parry前方向 ForwardDI攻击前2帧内 Within 2 frames before DI attack
超必杀 / Super Art超必杀指令 SA input用超必杀无敌帧回避 Use invincibility frames of SA
跳避 / Jump上方向 Up跳过DI攻击 Jump over DI attack
后撤步 / Backdash后后 Back x2利用无敌帧回避 Use backdash invincibility

Drive Rush(驱动突进)连段应用

DR在连段中的主要用途:

DR’s primary applications in combos:

用途 / Usage消耗 / Cost说明 / Description
普通技取消 Cancel from normal3格 3 stocks用特定普通技取消出DR,后续连段 Cancel a normal into DR for follow-up
地面突进 Raw approach1格 1 stock从站立状态直接发动DR接近 Raw DR from neutral to approach
版边连段 Corner carry3格 3 stocksDR搬运对手到版边 Use DR to carry opponent to corner
正逆择 Side switch3格 3 stocksDR通过对手切换左右 Use DR to cross under for side switch

Perfect Parry(完美格挡)

在攻击命中前2帧内进行格挡会触发完美格档。完美格档后角色可以发动强制反击(Guaranteed Punish),即使原本处于不利帧数也能反击。完美格档是高风险高回报的技术,需要精确的阅读和反应。

Performing a parry within 2 frames before an attack hits triggers a Perfect Parry. The character can then execute a guaranteed punish even from disadvantage. Perfect Parry is a high-risk, high-reward technique requiring precise reads and reactions.

帧数数据基础 / Frame Data Basics

理解帧数数据是进阶的第一步。所有格斗游戏的动作都以帧(1/60秒)为单位衡量。

Understanding frame data is the first step to advanced play. All fighting game actions are measured in frames (1/60 second).

术语 / Term说明 / Description
发生帧 / Startup出招到判定出现所需的帧数 Frames from input to active hitbox
持续帧 / Active攻击判定持续存在的帧数 Frames the hitbox remains active
收招帧 / Recovery判定结束后到角色可行动的帧数 Frames from active end to actionable state
有利帧 / Frame Advantage攻击后比对手先行动的正帧数 Positive frames where you act before opponent
不利帧 / Frame Disadvantage攻击后比对手后行动的负帧数 Negative frames where opponent acts first
确反 / Punish防御对手招式后利用不利帧反击 Counterattack after blocking a negative move
目押 / Link前一招收招结束到下一招发生之间的精确连接 Precise timing between recovery of one move and startup of another

帧数表阅读 / Reading Frame Data

示例:Ryu的重升龙拳(HP Shoryuken)

Example: Ryu’s HP Shoryuken

属性 / Property数值 / Value
发生 / Startup3帧 3 frames
持续 / Active8帧 8 frames
收招 / Recovery23帧 23 frames
防御后不利 / Block Advantage-22帧(确反) -22 frames (punishable)

不利帧分级 / Disadvantage Tiers

不利帧 / Disadvantage后果 / Consequence
-1到-3帧 / -1 to -3微不利,对方不能稳定确反 Slight disadvantage, no guaranteed punish
-4到-6帧 / -4 to -6中不利,可能被轻攻击确反 Moderate, may be punished by light attacks
-7到-10帧 / -7 to -10明显不利,被中攻击确反 Clearly negative, punished by medium attacks
-11帧以上 / -11+严重不利,被重攻击或必杀技确反 Severe, punished by heavy attacks or specials

立回 / Neutral Game

立回是对局中双方在不直接接触时进行的牵制和移动博弈。目标是创造自己的进攻机会,同时阻止对手做同样的事情。

Neutral game is the positioning and poking battle when both players are not directly engaging. The goal is to create your own offense opportunities while denying the opponent’s.

要素 / Element说明 / Description
牵制技 / Poking用长距离普通技试探对手反应,命中后可取消连段 Use long-range normals to probe, cancel into combo on hit
差合 / Whiff Punish引诱对手出招落空后进行反击 Lure opponent into whiffing then punish
地面压制 / Footsies控制地面空间,在对手攻击范围边缘作战 Control ground space, fight at edge of opponent’s range
跳跃攻击 / Jump-in用跳跃接近并压制对手 Approach with jump attack to apply aerial pressure
后退牵制 / Backwalk Poke后退中出招,利用攻击判定阻止对手追击 Poke while backwalking to intercept opponent pursuit

起攻 / Okizeme (Oki)

击倒对手后进行的压制叫做起攻。良好的起攻可以迫使对手在起身时进行防守猜拳。

Pressure applied after knocking down the opponent is called okizeme. Good oki forces the opponent into a defensive mixup on wake-up.

起攻选项 / Oki Option说明 / Description
安全压 / Safe Jump精确时机的跳跃攻击,即使被防也无确反风险 Timed jump attack that is safe on block
投压制 / Throw Pressure在对手起身时进行投技,逼迫对手拆投 Throw on opponent wake-up, forcing tech reaction
打击/投择 / Strike/Throw Mix同时威胁打击和投的起攻选择 Oki that threatens both strike and throw
打背 / Cross-up跳过对手头顶造成逆向攻击 Jump over opponent for cross-up attack
延迟进攻 / Delay Pressure延迟出招打乱对手起身时机判断 Delay attack timing to disrupt opponent wake-up

确反 / Punishing

确反是格斗游戏最基础也是最重要的技术。防御对手的破绽招式后进行反击。了解每个角色的安全技和破绽技是对局准备的一部分。

Punishing is the most fundamental and important technique in fighting games. Counterattack after blocking an opponent’s unsafe move. Knowing each character’s safe and unsafe moves is part of matchup preparation.

确反示例 / Punish Examples

情况 / Situation确反方式 / Punish Method
-2到-3帧 2-3 frame disadvantage轻攻击确认 Light attack confirm
-4到-6帧 4-6 frame disadvantage中攻击开始连段 Medium attack starter combo
-7到-10帧 7-10 frame disadvantage重攻击开始连段 Heavy attack starter combo
-11到-15帧 11-15 frame disadvantage重攻击+必杀技 Heavy into special cancel
-16帧以上 16+ disadvantage超必杀确反 Super Art punish

掌握这些基础战斗概念后,进入训练模式进行针对性练习可以事半功倍。

Mastering these fundamental combat concepts and practicing them in Training Mode will accelerate your improvement significantly.


Tags: combat, 战斗, Drive System, frame data, neutral, 立回, oki, 起攻, punish, 确反

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