[0:00] hey what's up everyone it's Mir and [0:03] finally in today's video we're going to [0:05] approach the dreaded Frame data I know [0:08] that this is a topic that a lot of [0:09] people find really difficult to [0:11] understand especially because they see a [0:13] lot of numbers that they don't [0:14] necessarily know what it means but I [0:17] will try to break it down in the [0:18] simplest possible terms I'll start from [0:21] something very basic and then later on [0:22] in the video I'm going to look at the [0:24] topic more in depth and at the end we [0:26] can even read some Frame data charts let [0:29] me explain how they work for you if [0:31] there's anything that I want you to [0:32] remember from this video before you shut [0:34] it off is that Frame data and frames are [0:38] a measurement of time and the properties [0:41] of moves and thanks to these [0:43] measurements we can understand how they [0:45] behave in game and how we can best use [0:48] them to our advantage [0:49] so first things first let's understand [0:52] what a frame means in the context of our [0:56] video game so computer and consoles [0:58] Hardware render images on screen so that [1:00] we can play our video game and every [1:02] individual image is called a frame which [1:06] are currently actively displayed a [1:07] certain frequency which is the frame [1:10] rate so right now for example Street [1:12] Fighter 6 runs at a constant frame rate [1:15] of 60 frames per second so 60 images per [1:19] second and you can see for example if I [1:21] slow the game down to 50 which is a [1:24] feature that we have available in [1:26] training mode you'll see that it's a [1:28] little bit choppier and this is because [1:29] the game is now running basically at 30 [1:32] frames per second which is half the [1:35] speed [1:36] so again what this means is that one [1:38] frame is 1 60th of a second and this is [1:42] the basic unit of measurement on which [1:44] the game logic runs on you might wonder [1:48] why we're not talking about fractions of [1:49] a second like milliseconds and this is [1:52] because one frame is the equivalent of [1:55] 16.6666 milliseconds and you know it's a [1:58] little bit unwieldy so we just use the [1:59] frames instead now that we know that the [2:02] game always runs at a fixed frame rate [2:03] of 60 frames per second we can use this [2:06] Frame as a measurement of time and if [2:09] you look at anything in the game it [2:11] could be an attack like a jab a medium [2:13] punch heavy punch whatever a jump back [2:16] dash all of this can be measured in [2:18] frames we can break it down uh to its [2:22] basic you know you know the measurement [2:23] and see how many frames does it take for [2:25] this move to complete like how many [2:27] friends does it take for my draft to [2:29] complete from a heavy punch to complete [2:30] from a jump to complete and so on [2:32] in the terms of 346 and almost every [2:36] fighting game every action is consistent [2:38] so every time I press my lug punch it [2:40] will always take the same amount of [2:42] frames now one way to count frames would [2:44] be to you know have a recording and then [2:46] slow it down and count each frame [2:48] individually but luckily enough we don't [2:49] have to do that because in training mode [2:51] if you open your menu and you go to [2:54] screen display settings here we will [2:57] have this option frame meter which we [2:59] can turn on and it gives this bar at the [3:02] bottom of the screen which is a very [3:03] useful tool to help and count frames as [3:07] you can see whenever I press a button it [3:08] will be displayed at the bottom how many [3:10] frames it takes in this case it's a [3:13] total of 13 frames for my standing light [3:16] punch and as you see every time I press [3:18] it it says 13 frames every time if I [3:21] change the attack you'll see it's a [3:22] different amount of total frames and [3:25] again it's consistent it's always the [3:27] same of course knowing the total amount [3:30] of frames of a move is only scratching [3:32] the surface it can only tell us so much [3:34] it is mostly useful for movement like a [3:37] jump or a back dash a forward Dash which [3:40] don't have any special properties [3:42] because they're not attacks so the total [3:44] duration is really the only thing that [3:46] we care about but it doesn't tell us [3:48] very much about for example normal moves [3:51] or special moves again if you look at [3:54] the frame tool you can see how every [3:56] move is divided into three color-coded [3:59] sections and this is where Frame data [4:01] starts getting really interesting [4:03] any attack can be divided into three [4:06] different parts there's the startup [4:07] which you see in green the active frames [4:10] which are in red and then the recovery [4:12] in blue the startup is the amount of [4:15] time it takes for the attack to be able [4:17] to hit the opponent so it's all the [4:20] frames before the attack is actually an [4:22] attack so as the name implies the [4:25] startup of the move usually light [4:27] attacks a very fast startup a medium [4:29] attacks are a little bit slower and [4:31] Heavies are slower still this is not [4:33] necessarily the case there's plenty of [4:35] attacks that have maybe a total duration [4:37] that is very long like for example uh [4:39] Jamie's VP as you can see the tall [4:42] duration is a 66 frames which is quite a [4:45] lot but the startup is comparatively [4:47] quite fast another example would be uh [4:50] is any heavy punch here which again [4:52] quite long total duration but actually [4:55] relatively fast startup some attacks are [4:58] slow enough that you can actually react [4:59] and block them in time and this is most [5:01] common with certain over heads for [5:04] example a Jamie silver head here is slow [5:08] enough that it should be reactable if [5:09] you're looking out for it the second [5:11] part of the attack in red is the active [5:14] window for active frames this is the [5:16] amount of time the attack stays out and [5:19] is able to hit the opponent so usually [5:22] attacks are active just for a couple of [5:25] frames like for example the standing [5:27] light punch here and we can see standing [5:29] medium punches active for a total of [5:31] four frames standing heavy kick is [5:33] active for three some attacks are active [5:35] for longer usually special moves for [5:37] example this DP is seven frames active [5:40] and this determines again the amount of [5:42] time the move stays out there so that it [5:45] can hit the opponent so for example good [5:48] and tiers tend to be active for a very [5:50] long time which means that you don't [5:52] have to be as precise for the timing [5:55] when you're trying to hit an opponent [5:56] that is jumping in on you for example [5:58] however some attacks are active for an [6:01] unusual amount of time very long in fact [6:03] then this is most common in projectiles [6:06] as the projectile is basically active [6:08] all the way to the other side of the [6:09] screen depending on the move of course [6:11] another good example would be uh Chang [6:14] Lee's level one as long as the [6:16] projectile stays on screen that is all [6:18] active frames and you can hit the [6:19] opponent during those active frames [6:22] foreign [6:26] as you see I walked in there really [6:28] really late and I still got hit after [6:31] the active frames are over we have the [6:33] recovery frames so for example in the [6:35] case of Jimmy's steny heavy kick here we [6:37] have 21 frames indicated in blue that's [6:39] the recovery and what that means is that [6:41] during recovery I'm unable to perform [6:43] any actions usually this includes [6:46] blocking attacking throws using movement [6:49] using other moves and stuff like that so [6:51] when I press sending heavy kick even if [6:53] I hold up I have to wait until the move [6:55] is done if I want to jump as I can [6:58] demonstrate right here this is true for [7:00] anything like a four dash or a back Dash [7:03] as you see nothing came out because I [7:05] did it before the move was over even [7:07] pressing other buttons I couldn't press [7:09] anything there I have to wait until the [7:11] move is over for it to come out [7:13] there are some exceptions uh like for [7:15] example you can block out of the [7:17] recovery of Perry but for the most part [7:19] 99 of the cases during recovery you [7:21] cannot perform any action at all One [7:24] Last Thing Worth explaining that I kind [7:25] of glossed over intentionally is that [7:27] you can see that the frames in green [7:30] that tell us about the startup at the [7:32] bottom are different than what the game [7:34] calls a startup as you see there's only [7:37] five green frames and then the startup [7:39] is listed as six that is because [7:41] traditionally uh the startup includes [7:44] the first active frames so in this case [7:47] it means that there's five frames where [7:49] nothing happens when I press a standing [7:51] medium punch on Ryu and then on the [7:53] sixth frame I'm actually able to hit the [7:56] opponent so effectively the startup is [7:59] uh five frames plus the first active [8:02] frame which gives a six and this is what [8:04] the game is trying to convey [8:06] all of this combined gives us a lot of [8:08] information on how moves behave some [8:10] attacks that might have a very long [8:12] duration like I sure you can which is in [8:15] this case 65 frames for the heavy [8:16] version even the light version is 47 [8:19] frames might have very fast startup [8:21] another great example would be a reuse [8:24] level 3 super even though it takes a [8:26] long time to whiff this a total of 87 [8:28] frames it only has a 5 frame start which [8:32] is not necessarily obvious looking at it [8:34] another one would be attacks with a very [8:36] long active window again in the case of [8:38] a DP you can see how many active frames [8:40] there are which makes them great and [8:43] tiers for example as opposed to [8:44] something like a jab which has barely [8:47] any active frames there's attacks that [8:50] have fast recovery like I said light [8:52] attacks are great examples that don't [8:54] have much recovery at all which you can [8:56] use to for example hit an opponent [8:58] safely while they're using an armor move [9:01] and so on [9:03] an example of a situation that is very [9:05] common in Street Fighter 6 where [9:06] recovery matters is dealing with Drive [9:09] Impact as moves that have a long [9:11] recovery period are much more unsafe to [9:14] use against it as I won't be able to [9:15] block in time so for example if I do [9:18] standing heavy punch here even though [9:20] I'm trying to block I'm unable to but if [9:22] I were to do something like a light [9:24] attack which has much faster recovery [9:25] you can see how I can block in time [9:27] which means I can do my own Drive Impact [9:29] pack another example of what recovery [9:32] matters is when you're playing a neutral [9:34] and your Woofy moves maybe you're doing [9:36] a buffer or whatever and moves that have [9:38] long recovery [9:39] are much easier to with punish for your [9:42] opponent so sometimes using moves that [9:44] have less recovery might be beneficial [9:46] because it will makes you less [9:48] vulnerable to with punishment now that [9:51] we know startup and Recovery another [9:54] extra tidbit of information is that in [9:56] Street Fighter 6 if you're hit during [9:58] the startup or the active range of a [10:00] move you're going to suffer a counter [10:02] hit well if you get hit during the [10:04] recovery of a movie you're going to [10:06] suffer a punish counter and these [10:08] properties have extra effects that I'm [10:10] going to discuss later but I'm going to [10:12] show you how they look right now so that [10:14] you may familiarize yourself with them [10:17] but zengi fear to do a jump heavy kick [10:19] which is quite a slow move and you'll [10:21] see that if I hit him before the move [10:23] starts up I will score a counter hit [10:26] but if I hit the recovery of the move [10:29] instead I will get a punish counter [10:33] the last piece of information that ties [10:36] everything together is what is commonly [10:38] referred to as frame Advantage this is [10:41] also listed in the frame tool so for [10:43] example if I hit jury with Galaxy [10:45] standing medium punch you can see that [10:47] it says Advantage 6 frames in blue at [10:50] the top of the frame tool this describes [10:52] in the case of whether a move hits or is [10:54] blocked which of the two characters can [10:57] act first and by how many frames so the [11:01] frame Advantage is positive so it's in [11:03] blue like in this case it means that the [11:06] character that did the move gets to act [11:08] first so in this case gal gets to act [11:11] six frames before jury if I do a [11:13] standing light punch for example it's [11:15] only four frames if I do a standing [11:17] heavy punch I actually have a red frame [11:21] Advantage also known as frame [11:22] disadvantage which means the jury gets [11:25] to act first in this case by one frame [11:28] you can think of this as turns if it's [11:31] blue it means it's my turn if it's red [11:33] instead it's the opponent's turn if the [11:36] frame Advantage is high enough namely it [11:39] is higher than the startup of another [11:40] move that you have we can use that move [11:42] in a sequence that your opponent cannot [11:44] interrupt and what do I mean by this so [11:46] using the example of Gauss standing [11:49] medium punch again which is uh six [11:51] frames of Advantage I can use a move [11:54] that is 6 frames or faster to create an [11:57] in interruptible sequence so something [11:59] like a crunchy medium punch which is six [12:01] frames or cartoon light punch which is [12:03] four frames and this is what we know as [12:05] a combo or more specifically a link [12:07] combo so I can do sending medium punch [12:09] Factory medium punch and you see the [12:11] game says it's a two hit combo and the [12:13] opponent cannot do anything about this [12:15] you can do sending medium cartoon light [12:17] punch that's the same thing if I were to [12:19] use a move that is a little bit too slow [12:21] like say standing heavy punch this is 7 [12:23] frames so uh it's not faster than the [12:26] six frame advantage that we have here [12:28] you'll see that we'll never be able to [12:30] combo them together and this is how you [12:33] figure out using frame Advantage which [12:36] moves combo into each other you can do [12:39] the same thing on block and this creates [12:41] what is known as a true blocks ring in [12:44] Street Fighter 6 it's a little bit [12:45] difficult to find attacks that are very [12:47] positive on block for example gals are [12:50] standing medium punch is zero on block [12:52] is for hey punches plus three on block [12:54] which is just not enough but a jumping [12:57] attack is usually very positive in this [12:59] case is plus nine so I will demonstrate [13:02] now how a true block stream behaves so I [13:05] have a jury set to do a crutching light [13:08] punch after blocking anything and you [13:10] will see that if I do for example a [13:12] standing medium punch into another [13:14] standing medium punch that I will get [13:16] interrupted by jury scratching light [13:18] punch however if I do the same standing [13:22] medium punch after a jump in they have [13:24] so much frame Advantage even on block [13:26] that Drew is not able to press anything [13:29] and nothing will come out [13:31] as you saw the crashing light Bunch only [13:34] came out after the block string was over [13:36] and this is a true block stream another [13:38] thing that's very important to keep in [13:39] mind for link combos is that your [13:41] opponent has to be standing and not [13:43] knocked down so a certain moves like a [13:46] crashing heavy kick almost universally [13:48] knocked down like this and even though [13:51] the advantage listed by the game which [13:53] is 34 frames seems like it would be [13:55] enough for me to uh combo and move [13:58] afterwards because the opponent is [13:59] knocked down no matter how hard I try [14:01] and just unable to connect with anything [14:04] because the opponent is effectively [14:05] invulnerable as they wake up off the [14:08] ground so this is something that you [14:10] should keep in mind [14:11] in a similar manner if the frame [14:13] disadvantage is too high your opponent [14:16] can attack you with their moves without [14:19] you being able to retaliate at all and [14:21] most notably being able to block and [14:24] this is what we call a punish which is a [14:26] guaranteed hit this is most common on [14:28] block and a great example would be if I [14:31] try to sweep my opponent as you can see [14:33] gal sweep is -12 frames of Advantage [14:36] which means that jury in this case has [14:39] 12 frames to do anything she wants to me [14:41] and I won't be able to do anything about [14:43] it including blocking a very common [14:46] response in a situation like this is to [14:48] sweep back as you can see if I go and [14:51] sweep jury or catching heavy kick is [14:54] completely unavoidable even though it's [14:55] holding down back the entire time I [14:58] still got hit and scored a punish Gunner [15:00] again using the Frame data you can [15:02] discover potentially new and more [15:05] damaging punishes for any given [15:07] situation so we're talking about gal [15:10] scratching heavy kick how it is my minus [15:12] 12 on block I have a jury set to do a [15:15] standing heavy punch which is 10 frames [15:18] of startup just like her sweep and if I [15:20] sweep her and she does it's any heavy [15:23] punch you can see how it punishes me in [15:25] this move unlike her sweep is canceled [15:28] so I get to continue a combo here and do [15:30] a lot of damage so this is another tool [15:33] that is very useful for you to find out [15:35] about how you can effectively get damage [15:38] on an opponents using unsafe moves on [15:41] him something very important to keep in [15:42] mind for the concepts of punishing and [15:44] Link combos is that the fastest attack [15:47] in Street Fighter 6 as of now is 4 [15:49] frames of startup so in the case of Ryu [15:51] for example would be a standing light [15:53] Punch or a scratching light punch [15:54] they're both four frames so if I have a [15:58] move that is not advantageous enough [16:00] even though it might be my turn I just [16:03] wouldn't be able to continue the combo [16:06] so for example if I hit Cami with [16:08] stunning heavy punch you see that my [16:10] advantage is three frames which means [16:12] again it's my turn as Ryu however [16:14] because my stain light punches 4 frames [16:17] I won't be able to combo one into the [16:20] other unless I have you know some [16:22] special properties that let me do that [16:24] so this will never be a link combo no [16:27] matter how hard you try and this is true [16:30] for anything that is negative on block [16:32] as well so an example again using Ryu is [16:36] something like standing medium punch as [16:37] you can see the advantage is -1 frames [16:40] so my turn is over however if Cami tries [16:43] to retaliate with her fastest normal [16:45] which as I've established is four frames [16:47] so there's any live punch for example [16:49] she will never be able to punish you I'm [16:52] always able to block here just because [16:54] she doesn't have enough frames to use to [16:57] punish me and this move is what is [16:59] considered safe [17:01] of course advantage on hit and block is [17:03] not the entire story a great example [17:06] here is Honda I haven't said to do a [17:09] Sumo headbutt which as we can see is [17:11] minus four frames on Block it's four [17:14] frames of advantage for you so in theory [17:17] I would be able to do my staying live [17:18] punch for my cartoon life punch and it [17:20] would be unable to avoid it but as you [17:22] can see I'm just too far for the normals [17:25] to connect which makes it impossible to [17:28] punish in this way [17:29] this knowledge is very useful both on [17:31] offense and defense as it helps you [17:33] understand whose turn it is and how to [17:35] structure offense and defense yourself [17:36] so in the case of Rasheed for example if [17:39] I do my stunning medium Punch or my [17:42] crushing medium punch you'll see that [17:43] the advantage is one frame of in favor [17:47] of Rasheed so Rasheed gets to act one [17:49] frame faster than the opponent what that [17:52] means is that if the opponent retaliates [17:54] with their fastest normal in this case [17:55] for JP it's is crushing light punch [17:58] which is four frames and I also press my [18:01] fast as normal which again is four [18:03] frames Rashid will come out on top as I [18:05] can demonstrate right here as you see [18:07] I'm kind of hitting JP because I act [18:11] faster and we are doing the same length [18:14] of move and so I come out on top as my [18:18] move will hit the opponent first if [18:20] you're trying to learn the Frame data [18:22] for a character I would highly suggest [18:23] that you make the startup and the frame [18:25] Advantage your number one priority when [18:28] it comes to learning as they're the most [18:29] important stats to determine which moves [18:32] to use based on the situation as we've [18:34] established before for combos for [18:36] punishment pressure and so on [18:39] another thing that is very important to [18:41] know about frame Advantage is that there [18:42] are certain situations and properties [18:45] that dynamically change it during [18:47] gameplay so if I hit JP with cami's [18:51] standing medium punch you can see that [18:52] the advantage is six frames which makes [18:55] this combo impossible has a stunning [18:57] heavy punches eight frames however if I [19:00] score a counter hit which again as we've [19:03] established before happens when I hit [19:05] the startup of an opponent's move then [19:08] you'll see that the frame Advantage all [19:10] of a sudden is 8 frames up from six this [19:13] is because counter hit always adds two [19:16] extra frames to your frame Advantage [19:18] which makes that combo from before [19:19] suddenly possible if you score a hit on [19:23] an opponent's recovery like for example [19:25] in a punished situation or if you with [19:27] punish their attack as they with it in [19:30] neutral you will get a punish counter [19:31] and a punish counter gives you plus four [19:34] extra frames of Advantage so that [19:36] standing medium punch from before is now [19:39] plus 10 on hit and this lets us do [19:42] combos like this which normally wouldn't [19:44] be possible again as you can see the [19:46] crunchy heavy punches 10 frames of [19:48] startup and I'm using the 10 frames of [19:50] advantage to combo them together [19:52] another situation where we get extra [19:55] frames of Advantage is when I use a dry [19:57] brush if you do a normal out of a dry [20:00] brush it will be enhanced and get extra [20:02] frame Advantage so again using the [20:04] example of sending medium punch from [20:06] before which is six frames of Advantage [20:08] if I do it out of a dry brush you will [20:10] see how it is 10 frames of Advantage so [20:12] we get an extra plus 4 frames and this [20:16] property actually Stacks with counter [20:18] hits and punish counters so for example [20:21] if I put punish counter on the move that [20:24] is normally plus six with the punishment [20:26] becomes plus 10 and you will see that if [20:28] I do it out of the drive brush we get [20:30] the extra plus 4 of the drive rush to a [20:33] total of plus 14. so if you know how to [20:37] use these together especially in certain [20:39] punish situations like if an opponent is [20:41] within a move that has long recovery [20:43] like a sure you can for example you can [20:45] get some very damaging combos started [20:48] this way just to make it a little bit [20:50] more confusing another situation where [20:52] Frame data changes is during burnout [20:55] normally a move like a cami is a [20:57] standing heavy punch for example as you [20:59] can see is a minus three frames on block [21:02] that means as the end of my turn it's [21:04] safe but I don't get to do anything else [21:06] however if the opponent isn't burnout [21:08] you will see how now this move all of a [21:11] sudden is one frame of advantage in [21:14] cami's favor and this is because if an [21:16] opponent blocks a move during burnout 4 [21:19] frames of Advantage are added to the [21:22] block Advantage so from -3 this becomes [21:24] plus one this is part of the reason why [21:26] Bernina is so scary is because moves [21:28] that normally are minus or even unsafe [21:32] become much safer or Plus on block when [21:35] you're in Burnout which means that it's [21:37] so much harder to get your opponent off [21:38] of you especially because he cannot use [21:40] any of your drive mechanics as your [21:43] drive gauge is depleted [21:44] so to recap the situation briefly frame [21:48] Advantage is a measure of who gets to go [21:50] first and by how much time again [21:53] measured in frames because that's a unit [21:55] of measurement so sometimes you might [21:57] have an attack like this one which is [21:59] three frames of advantage that's not [22:01] good enough for me to get a combo or [22:03] anything like that it's just not enough [22:04] Advantage but at least it's my turn [22:06] still so it means that I can press [22:08] buttons after this then you have attacks [22:11] that are very plus something like [22:12] discharged for the heavy kick that's [22:14] plus 10 that means a combo here is [22:16] guaranteed as long as I choose the right [22:19] attacks on block you have the opposite [22:21] situation where you have an attack that [22:23] is safe in this case again minus three [22:25] it means that there's no attack that is [22:27] fast enough to score a guaranteed punish [22:30] on me and then there's other attacks [22:32] that are very unsafe like the sweep [22:34] which is -11 which means that Ryu has 11 [22:37] frames to do whatever he wants to me and [22:39] there are attacks that are fast enough [22:40] that can punish me and score uh [22:43] guaranteed damage now we're going to [22:45] look at some Frame data charts and how [22:48] to read them specifically we will start [22:50] with the official Street Fighter 6 Frame [22:53] data which is now available on the [22:55] street fighter website you can see this [22:57] by going to this 356 website going to [22:59] characters and then you will be able to [23:01] see The Frame data right next to the [23:03] command list at the top of the page so [23:05] as an example let's use Chun Li's [23:08] standing light punch we can see that the [23:10] move name is listed first with the input [23:13] so standing light punch then we have the [23:15] Frame data proper with the startup [23:18] frames the active frames and the [23:19] recovery frames the way the active [23:22] frames are listed in this format is that [23:24] it basically specifies a range so in the [23:27] case of the challenge standing light [23:29] punch we see that the Surplus four [23:30] frames and then the active frame is [23:33] arranged from four to six which means [23:35] it's the fourth the fifth and the sixth [23:39] frame of the attack are the active [23:41] frames which means we have a total of [23:42] three active frames and then we have [23:45] seven frames of recovery then we can see [23:48] the frame Advantage both on hit and [23:50] block in this case plus five frames on [23:53] hit and -3 on block of course there's [23:57] much more information on this page [23:58] including cancels damage combo scaling [24:01] and so on but this is beyond the purpose [24:03] of this video for today another kind of [24:06] chart that you might find is something [24:07] like on fullmeter.com with their frame [24:10] assist online tool they also have an app [24:12] I believe or the super combo Wiki where [24:14] they have the 356 Wiki which is listed [24:16] like this and this is the more [24:17] traditional way of doing a Frame data [24:20] chart [24:21] where you have the move name first and [24:23] then you have startup active and [24:25] Recovery Premium advantage on hit and [24:27] block which is very similar to how we [24:28] have in the original uh Street Fighter [24:31] website however the active frames are [24:33] listed as a number as opposed to a range [24:36] like they are in the street fighter [24:39] website the difference here that it's [24:41] very important to keep in mind is that [24:43] the first active frame overlaps with the [24:47] first startup frame so in the case of [24:50] Chang Lee's steny life punch for example [24:53] we can see that she has four frames of [24:55] startup three frames active seven frames [24:58] of recovery however if we add all of [25:00] these together we get a total of 14 [25:03] which is actually one extra frame [25:05] compared to what it is in game which is [25:08] 13. and like I said that's because the [25:11] first active frame overlaps with the [25:14] last startup frame so that's something [25:16] to keep in mind if you are doing your [25:18] calculations on the Fly you need to [25:20] remember to move this one frame as there [25:24] is some overlap I highly suggest you [25:26] familiarize yourself with these Frame [25:28] data charts as they are something that [25:31] is very useful to consult quickly in [25:33] case you have a question about you know [25:34] whether something is unsafe how unsafe [25:36] it is or the startup of some move that [25:39] you've never seen before and so on [25:41] without having to go to training mode [25:43] and actually test it for yourself so [25:45] this is a very valuable resource that [25:48] like I said you should familiarize [25:50] yourself with as a final section of this [25:53] video we can look at some practical [25:55] examples on how to use Frame data again [25:57] just to drive the point home so that I'm [25:59] absolutely clear this involves some [26:01] basic arithmetic but there's nothing to [26:03] be scared of [26:05] so I've talked before about the concept [26:07] of a true block string which is [26:09] basically a string where your opponent [26:11] is unable to mash in the middle of so I [26:15] have right here Blanca to do a standing [26:16] light kick that's his fastest normal [26:18] attack and if I do a jump in and then [26:21] another attack you can see how I was [26:24] plus enough that Blanca was unable to [26:27] attack in between those two normals that [26:30] I did however this is only useful to a [26:33] certain extent as the opponent is not in [26:35] any risk because they can just press the [26:37] button and nothing will come out as is [26:40] just too tight for anything to come out [26:42] what we want to use is a so-called frame [26:45] trap which is a situation where we use a [26:48] move that is Plus on block like for [26:50] example Ken's heavy Dragon lash kick and [26:53] then we specifically tried to leave a [26:55] gap so that your opponent can press a [26:58] button but because we are at a frame [27:00] Advantage we're going to hit them before [27:02] this button is out and the score a [27:05] counter hit [27:06] so in the situation that we have just [27:08] here I have Blanca to do is light kick [27:10] which is four frames and after my heavy [27:14] Dragon lash kick I'm going to press my [27:15] cartoon life [27:17] as you see they both are moves with four [27:20] frames of startup as you can see at the [27:22] bottom of the screen Blanca is saying [27:24] liking his four frames my cartoon light [27:26] punches four frames so the reason why [27:30] Ken comes out on top and scores a [27:32] counter hit is because the heavy Dragon [27:34] lash kick again is one frame of [27:37] Advantage so Ken gets to act one frame [27:39] earlier and now I created a situation [27:42] where basically [27:45] um regardless of what your opponent does [27:46] as long as there's nothing Invincible I [27:48] get to stuff them and continue my combo [27:52] how's this [27:57] when you are performing a frame trap [28:00] you're most often going to score a [28:01] counter hit which gives you two extra [28:03] frames of advantage that you can use to [28:06] get a better combo and in some [28:07] situations it's particularly useful so [28:10] in the case of Luke is cartoon medium [28:12] punch is plus one on block again it is [28:15] my turn afterwards and I can set up a [28:17] frame trap here so if I have a cami to [28:19] do a reversal light punch my own [28:22] crouching light punch will beat first [28:24] however if I try to do a normal combo at [28:27] this range my second light punch just [28:29] doesn't connect but thanks to the extra [28:32] advantage that we get from that counter [28:34] hit I get to convert from Far Away by [28:38] comboing into my crushing medium punch [28:40] instead which is a counter hit only [28:42] combo [28:48] let's go [28:50] something else that is fairly common in [28:53] Street Fighter 6 and the street fighter [28:54] in general is blocking something that is [28:57] unsafe but not using your best punish [28:59] that you have available and this is [29:01] because you might not know the Frame [29:03] data so a great example here is uh Jerry [29:06] she's doing her light pinwheel which is [29:09] an unsafe move and a lot of people [29:11] either don't know that and fail to [29:13] punish it entirely or do a very simple [29:16] punish like jab jab special something [29:19] like this I'm sure you've seen in plenty [29:21] of times but actually if you look at the [29:23] frame Advantage at the bottom of the [29:24] screen you can see that I that I have [29:27] eight frames to act the move is -8 on [29:29] block so if you want to compare the [29:32] damage of these two punishes just to [29:34] show you the difference you'll be [29:35] surprised by how much it can change if [29:38] you use your best punish and use the [29:41] frame that at your advantage to discover [29:42] what it is [29:44] so first I'm showing the light light [29:46] planet from before as you can see it [29:49] does little damage if you are a more [29:51] advanced player maybe we might do a [29:53] basic uh punish kind of combo to get [29:55] some extra but if you do an actual [29:58] punish you'll see how much the [29:59] difference really is [30:03] as you can see we've almost doubled our [30:05] damage just by doing the correct combo [30:07] and this is true across the cast there [30:10] are plenty of examples like this so [30:12] knowing Frame data can help you [30:13] understand the situations like these and [30:16] optimize your punishes accordingly [30:18] again to go over the concept of a basic [30:21] combo through linking we have more [30:24] examples here I'm going to do it with [30:27] reuse standing medium punch now are you [30:29] standing medium punch as we can see is [30:31] an advantage of seven frames which means [30:33] that any move that has a startup of 7 [30:35] frames or less should combo as long as [30:38] the range is right so we can see that we [30:40] use all of his lights their five frames [30:43] or faster so they should all work and [30:45] they do because they're all in range as [30:47] I can demonstrate right here of course [30:50] some of them are more desirable than [30:51] others then we can see uh all of his [30:54] mediums his standing medium punch itself [30:56] is six frames of startup so it actually [30:58] combos into itself then we have uh [31:01] Partridge medium punch that's also six [31:03] frames and it combos correctly however [31:06] is median kick is nine frames which is [31:09] too slow and this cartoon media kick is [31:11] also 8 frames which is too slow and as [31:13] you can see I won't be able to combo [31:15] them the game doesn't register this as a [31:17] combo I will need something like a [31:18] counter head or a punish counter for [31:20] this to be effective another thing that [31:22] we can see is that is back heavy punch [31:24] is actually seven frames and if you're [31:26] very close to the opponent that is [31:28] indeed a combo so you can use the [31:31] advantage of every move to figure out uh [31:34] combos in a variety of situations for [31:36] example with the knowledge that we have [31:38] here the standing medium punch is uh [31:41] seven frames of advantage on hit and [31:43] knowing from what we said before that if [31:46] you score a punish counter you get an [31:48] additional four frames of Advantage we [31:51] can determine that it should be 11 [31:53] frames of advantage and as I can [31:56] demonstrate right here it is [31:59] as you can see it's plus 11 a move that [32:02] is 11 frames or less is a stunning heavy [32:04] punch 10 frames and as such this combo [32:07] is now possible [32:09] so these are just a few examples of the [32:11] power of friend data and why it is [32:13] important to learn it so that you may [32:14] use it to your advantage to learn more [32:16] about your characters about your [32:19] opponent's characters and how to make [32:21] the best out of any situation I hope you [32:24] guys enjoyed this video and it was [32:25] useful to you I understand this is a [32:28] more complicated subject and a lot of [32:29] people find it very difficult to [32:31] approach especially because they see a [32:32] lot of numbers and they get scared but [32:35] as long as you break it down in simpler [32:37] Concepts as I try to do in this video I [32:40] think it's much easier to approach and [32:42] hopefully you can see the power of brain [32:44] data and how it can help you improve [32:47] your gameplay in Street Fighter 6. now [32:49] it is not so necessary to know the ins [32:52] and outs of the printed of every single [32:55] character as long as you know when it's [32:57] supposed to be your turn and maybe the [32:59] most notable moves that you can punish [33:01] that your opponent might do on you and [33:04] this should be good enough at least for [33:07] a beginner an intermediate level to [33:09] continue playing the game and learn more [33:11] about it of course I understand this is [33:14] a more complicated topic so if you have [33:16] any questions on the matter please do [33:18] not be afraid to put them in the [33:19] comments below we will try to answer to [33:22] as many as we can and maybe someone else [33:24] in the comments might be able to help [33:25] you as well we have plenty more guides [33:28] like these planned for the future and we [33:30] already have a playlist of guides on the [33:32] channel so if you're interested in other [33:34] things Street Fighter 6 make sure to [33:36] subscribe and there's gonna be more [33:37] videos on the way as I mentioned and I [33:40] hope you enjoyed and I'll see you next [33:42] time bye bye [33:54] thank you