---
title: 'Street Fighter 6 Frame Data Explained! Easy To Follow Guide'
source: 'https://youtube.com/watch?v=qd4Z139DNkU'
video_id: 'qd4Z139DNkU'
date: 2026-06-15
duration_sec: 2039
---

# Street Fighter 6 Frame Data Explained! Easy To Follow Guide

> Source: [Street Fighter 6 Frame Data Explained! Easy To Follow Guide](https://youtube.com/watch?v=qd4Z139DNkU)

## Summary

This video explains frame data in Street Fighter 6, breaking down concepts like startup, active frames, recovery, and frame advantage. It covers how to read frame data charts and apply this knowledge to improve combos, punishes, and overall gameplay.

### Key Points

- **What is a frame?** [0:49] — A frame is a single image rendered by the game. Street Fighter 6 runs at 60 frames per second, so one frame equals 1/60th of a second. Frame data uses frames as a unit of time to measure move properties.
- **Consistency of actions** [2:32] — Every action in Street Fighter 6 is consistent; pressing the same button always takes the same number of frames. The frame meter in training mode displays total frames for each move.
- **Three parts of an attack** [4:03] — Attacks are divided into startup (green), active (red), and recovery (blue). Startup is the time before the attack can hit, active frames are when it can hit, and recovery is the period after where no actions can be performed.
- **Frame advantage** [10:36] — Frame advantage indicates who can act first after a move hits or is blocked. Positive (blue) means the attacker acts first; negative (red) means the defender acts first. This determines turns and combo opportunities.
- **Punishes and safe moves** [14:11] — If a move is highly negative on block (e.g., -12), the opponent can punish with a guaranteed hit. Moves that are -4 or less are generally safe because the fastest attacks are 4 frames.
- **Dynamic frame advantage changes** [18:42] — Counter hits add +2 frames, punish counters add +4 frames, and Drive Rush adds +4 frames to frame advantage. Burnout also adds +4 frames to block advantage, making normally unsafe moves safer.
- **Reading frame data charts** [22:45] — Official Street Fighter 6 website and resources like fullmeter.com list startup, active, recovery, and frame advantage. Note that active frames may overlap with startup in some charts.
- **Practical example: frame traps** [26:05] — A frame trap uses a move that is plus on block, then delays the next attack to catch the opponent mashing. The attacker's faster recovery ensures they hit first, scoring a counter hit.

### Conclusion

Understanding frame data helps you know when it's your turn, optimize combos, and punish unsafe moves effectively. Focus on startup and frame advantage first to improve your gameplay.

## Transcript

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