Walk


 * Walk.gifThis article is about the act is walking in relation to SF games, for the speed of walking see Walk Speed.

Walking is the most basic movement option in Street Fighter games, although noticably debuting in the second game rather than the first.

Description
In the original game, Ken and his P1 pallete swap only moved by hopping. These hopping movements occured when the player pushed forward or back, however this movement style actually worked more like Dashes, a mechanic that didn't debut in main games until ''Street Fighter III. ''Players couldn't control the actions of their character mid hop and had to wait for the hop to be over

From World Warrior onwards, walking has been the basic movement option of all the cast. Unlike Jump's, Dashes, or Command Dashes for characters that have them like Ibuki with Kasumi Gake the player retains full control of the actions and movement of their chosen character. Unlike dashes where the character travels a fixed distance without being able to block and jumps where the character has to commit heavily unless they can change an arc and can be Anti Aired by attacks such as Agemen. Noticably characters can have asthetics in their walk that fit their character, such as Ibuki walking tactifully backwards and forwards keeping in line with her occupation, Abigail literally shaking the screen when he takes a step, or Juri swaying her hips and looking seductive while moving.

Tactics
It is recommended for players to familiarize themselves with the movement speed and options available for their characters for success. Every character is assigned a different walk speed so while every character has the same options available while walking (such as suddenly blocking if they see a startup of an attack, or jumping in reaction to a projectile) their movement while performing the action can vary from a small speedster character like Ibuki to a slow character like Zangief.

Street Fighter was created with a specific control scheme in mind that uses 8 directional Inputs. Within this scheme something that the developers did not program for was pressure sensitive analog sticks, functionally this means that the feature of detecting how far the sticks are being rotated in modern controllers that come with consoles are not a factor and each character will move at their pre-set values at all time regardless of pressure. This can make Street Fighter easy to play with some controllers and hard for others.