---
title: 'How To Read and Use Frame Data In Street Fighter 6'
source: 'https://youtube.com/watch?v=8pF9d_gvWsk'
video_id: '8pF9d_gvWsk'
date: 2026-06-15
duration_sec: 0
---

# How To Read and Use Frame Data In Street Fighter 6

> Source: [How To Read and Use Frame Data In Street Fighter 6](https://youtube.com/watch?v=8pF9d_gvWsk)

## Summary

This video explains how to read and use frame data in Street Fighter 6, breaking down key concepts like startup, total frames, and frame advantage. The host emphasizes that understanding these numbers helps players apply pressure, punish opponents, and improve both offense and defense.

### Key Points

- **What is a frame?** [00:39] — A frame is the smallest unit of time in the game, with one frame being 1/60th of a second. The frame meter shows how long actions take, with each notch representing one frame.
- **Startup frames** [00:54] — Startup is the time between the start of a move and when it can connect. Jabs are the fastest options, typically 4-6 frames startup.
- **Total frames** [01:43] — Total frames is the time from the start of a move to when it ends.
- **Frame advantage on block** [01:51] — Frame advantage is the difference in time between when you and your opponent can act after landing or blocking a move. Positive means you can act before your opponent, allowing pressure.
- **Example of plus frames** [02:22] — If a move is +2 on block, your next option comes out 2 frames faster. If the opponent presses a button, you land a counter hit.
- **Jab frame data** [03:26] — Jabs are typically -1 on block, but in Street Fighter 6, jabs chain together. Standing light does not chain into crouching light, so attempting that is a false frame trap.
- **Frame trap example** [04:00] — Standing jab is 4 frames startup and -1. Crouching light is 5 frames. Ryu has advantage, so attempting a chain will get counter hit.
- **Drive Rush amplifies frames** [05:42] — Drive Rush adds +4 to a move's frame advantage. A standard jab (-1) becomes +3, enabling frame traps.
- **Frame trap with +3** [06:01] — At +3, a 7-frame startup move (like standing medium) will trade with a 4-frame jab, leaving you +10. Then you can combo into a 10-frame move.
- **Beating a 4-frame jab cleanly** [08:00] — Using a 6-frame button after +3 jab beats the opponent's 4-frame jab cleanly, leaving you +1.
- **Defensive frame data** [09:04] — Understanding frame data on defense allows you to punish unsafe moves. For example, a -8 move can be punished with an 8-frame startup move.
- **Punishing sweeps** [10:52] — If an opponent does a random sweep, knowing frame data helps you choose the right punish button.
- **Donkey kick punish** [11:21] — Strength donkey kick is -8, so it can be punished with a crouching medium punch (8-frame startup).
- **Safe vs punishable moves** [12:15] — Moves -3, -2, -1 are safe. Moves -4 or worse can be punished. Moves -5, -6, -12 are heavily punishable.
- **Special cancel safety** [12:57] — Some normals are special cancellable, allowing you to push the opponent back and avoid punishment even if the move is -5 or -6.

### Conclusion

Frame data is essential for serious players. Focus on startup, total frames, and frame advantage to understand what's safe, punishable, and how to apply pressure effectively.

## Transcript

how to read and understand Frame data so
at first you see a bunch of numbers
floating around everywhere and it could
be very misleading and confusing let's
go ahead and talk about it to help you
understand it in a pretty simple way you
already know what time it is hey
yo let's get it they actually put the
information in Street Fighter 6 for you
it wasn't in Street Fighter 5 we had to
get it out the mud but mother lovers in
Street 56 got a little bit easier but I
want to help you out some so when you
look at this box you see a nice little
bar going across the screen at the
bottom right you see all these different
colors and at first it could be pretty
confusing on what it is right so let's
go and talk about it all right so a
frame f is the smallest unit of time
used by the game with a single frame
being 160th of a second the frame meter
shows how much time character actions
take to perform with each notch on the
meter represent a single frame one F the
startup which is the first color it it's
it's like a it look like it's maybe like
a teil green know like a light bluish or
you get the point right it's the mother
lover color that's right underneath
where it say startup the definition of
startup is the time between the start of
a move and when it can connect so pretty
much as we all know the Jabs are the
fastest options in the game being the
quickest and most likely not the
farthest reaching but some characters
have better Jabs than others so normally
you
dig as a that 35 six fastest frame full
frames everybody can't have no one frame
jab like me you know what I'm saying de
that's that one frame jab right there Bo
that's that
unseeable I messed that up just now but
whatever bloopers we a roll with it next
is the total sounds exactly what it is
right the time between the start of a
move and when it ends the advantage so
this is where it gets very important
this is like the main thing that you
need to know when it comes down to
understanding Frame data the difference
in time between when when you and your
opponent can act after landing or
mooving if this number is positive it
means you can act before your opponent
can so this will determine how you can
apply pressure so for those who don't
know not all characters in Street
Fighter 6 have a normal that's actually
Plus on block some do DJ jury and a few
more I think Luke also right so if you
press standing medium first and it's
like plus two your next option will come
out two frames faster before your
opponent so if they decide to press a
button you would actually land the
counter it while it's not necessary to
memorize any of these values to enjoy
the game knowing which moves have
fastest start up or allow you to act
before your opponent after they block
will undoubtedly prove advantous
adventurous
adventur I hate that word in
combat so with what we read is like the
key components to understand the frame C
so these other colors this is like for
those who get very deep into it pause
the counter State the punish counter
State the non- counteraction recovery
hitbox appearance period like this is
for the mother lovers that love framed
out and want to break it down to
science projectile like all that not no
all right no negative I'mma keep it
basic with you so let let go ahead and
dive in understanding frames and what it
is right so normally in this game Jabs
are negative one on block so in reality
if I do a jab by itself the opponent has
a right to jab back which is true but in
the course of Street Fighter 6 Jabs in
this game actually chain together
meaning I could put three and if they
decide to press they will actually get
hit so if I do something like boom into
that if I do standing light into
crouching light R would actually
interrupt me because standing light does
not chain into crouching light that is
actually me attempting to do a frame
trap that is not true uh my standing jab
a full frame start up and with it being
Nega -1 my crouching light is five
frames meaning it's coming out one Fram
slower Ryu in this situation has the
advantage so anytime I go to do this I
will get counter hit cuz it's not true
if I decide to chain all three of my
Jabs together Ryu would actually get
counter hit because he's interrupting
something that he cannot do even though
it's negative one so back to what I was
saying on normals for a certain certain
characters being plus most characters
don't have that benefit Ed in this case
his standing medium is-1 crouching
medium punch is -6 standing medium kick
is5 crouching medium kick is ne1 so in
reality if the opponent decides to poke
with these options with no special
Council follow-ups you have the right to
attack this is where spacing comes into
play taking notes away your opponent
because sometimes even though this Bud
may be safe on block and in terms of
frames this is your chance to attack
back if I'm hitting it from Max space
range pause again if your opponent
decides to press a button because they
know it's safe you can actually set them
up for a space
trap right a space trap so in reality
you're not wrong want to press right
here because you have the right to do so
but this is also a mind game because of
where I'm at so up close if I decide to
press it your button will come out
before I even do a jab because it's ne5
on block even if you decide to
do your jab you're going to catch a
clean punish counter this is actual
punish let's go and talk about how drve
Rush actually amplifies these buttons in
order to apply more pressure so normally
standard jab is negative one on block if
you go to dry rush it adds plus4 so it
becomes + three so in this situation
this is where understanding Frame data a
little bit more helps you put together
frame trap so my standard jab is now
plus three the fastest option in this
game is a four frame so your question
right now is what option can I hit after
jab in order to cleanly counter hit my
opponent if they try and hit their
fastest jab this is where understanding
your character comes into to play
at if I'm plus three which option can I
hit in order to contest that four frame
standing medium for example it's a seven
frame startup
right so if I decide to press this after
jab it's going to come out three frames
faster it's going to meet on the fourth
frame with Reus standard jab meaning
it's going to force a
trade it's going to force a trade in
this situation that actually is still in
your favor you're going to be plus 10
now look at the range that you're at
this is still pretty close so now that
you're plus 10 at this range I can do a
10 frame startup move at best so Ed I
have a 10 frame standing Fierce and I
have a 10 frame standing medium kick
meaning both of these are able to
combo bada bing bada boom I can even
follow up with standing fears right
here pretty simple right understanding
Frame
data it's pretty easy right yeah I I
know you know what I'm saying think
Uncle nightmare go get you right you dig
what I'm saying Uncle nightmare go get
you right in these Street Fighter
streets you D what I'm saying hold
on you dig so that's when you want to
force a trade now if you want to do a
faster normal and just beat the Press
more clean without forcing to counter
hit you can also do that so once again
standing jab is plus me on block in this
situation
I can actually hit a six frame button
which is going to be one frame faster
than standing medium kick and beat it
clean this is beating a four frame clean
because I'm taking that plus three off a
standing jab and I'm doing a six frame
start up it's coming out on the third
frame which is going to beat the fourth
[Music]
frame it leaves you plus one so in this
situation you can't get a clean combo
but you could take advantage of that
plus one and also stop your opponent
from hitting another button if if they
decide to mash in this situation also so
I'm going to go ahead and do reversal
after damage and set standing light
punch
again so after he gets hit he's going to
press jab again now remember I'm plus
one in this situation
so I can hit another jab and beat him
again for thinking that he could press
another button
[Music]
bada bing bada boom so ladies and
gentlemen if you're ever in a situation
where you're playing a match and you
feel like man my opponent is constantly
getting away with buttons why is he
constantly doing this because you're not
putting together a Tex that's you know
taking advantage of the frames that you
have on hit and making him pay for one
the press a button so of course this
takes time it doesn't come overnight you
know cuz this is where understanding
each character comes into play at every
character has different frame no
different numbers on their Frame data so
it's a little bit of homework a little
bit of practice but we're not done
yet so that's just diving into offense a
little bit let's go ahead and talk about
how we could use frames on the defense
so I'm going to do something that's real
basic let's say Ryu decides to have me
in the corner low for a fireball some
something real simple just to get the
point across in in the
video so so in this situation I'm going
to be+ n this situation left me plus n
because he basically did something that
was completely unsafe so now since I
know it's plus N I need to figure out
how can I optimize this punish to get
the most out of my
combo so it looks like Ryu is going to
be able to get punished by is Crouch
kick because it's a n frame start up and
I'm going to get the most out of that
punish
with that
button look at that
3084 because this player decided to do
something that put him in a very
punishable situation so understanding
frame that on the defense will allow you
to get the most out of any situation
that your opponent do and making them
pay for it so if they do like a random
sweep let's just say they do uh uh uh
into that right in the back of your mind
you saying dang when am I going to be
able to attack in this situation you may
actually attack with the wrong button
because in your mind you're just trying
to get your pressure started you're
trying to get your back off the wall and
you trying to push the favor back in
your ties but understanding Frame data
is going to allow you to turn the ties
easier than you think so let's go and
take a look at this strength donkey kick
is -8 in this situation so once again
the player decided to do something that
was very
disrespectful well I I wouldn't say dis
disrespectful but pretty punishable
right so since it's negative
8 I see that it has a eight Fram start
up on his crouching medium
punch so because I'm playing so patient
and playing defensive I waited for my
turn attack on uh uh uh you about to
catch these hands you
dig smile for the cam while up there
play boy so ladies and gentlemen
hopefully this this video was found
helpful on how to understand Frame data
at the simplest way of explaining it
right because of course going into the
the latest stuff like punish counter all
that's not needed the main thing is
startup total and the advantage or
disadvantage of what it is on block so
if it's if you have a dual option and it
shows you that it's blue you have the
right to press a button in this
situation if it shows that you're red
okay so if it shows anything that's
above four you are able to be punished
if it's -3 -2 And1 you're safe nothing
can punish that you can do that at Free
Will so standing medium is is negative
one cannot be punished standing Furious
you can't punish that if I go to
do
-5
-6 or -12 you're are you are able to get
punish big time and of course some
normals are special cable so even if
it's 56
if your character has that button that's
like that and they're able to special
cancel it you can actually end it in a
special push them further back a little
bit more which will actually increase
your chance of not being punished so
spacing well understanding Frame data
allows you to understand what's safe
what's punishable what's special canable
and where you could generally Place
yourself at in order to keep yourself
safe at all times this is why Frame data
is strongly strongly strongly
recommended for any player that's trying
to take it serious so hopefully once
again the video was found helpful leave
a like subscribe to the channel and we
will catch you guys in the next one
