[0:01] hello and welcome this is Ru longer my [0:05] friends the street fighter 6 closed baa [0:08] test is now live and I'd figure well [0:11] let's showcase off the game Let's [0:12] showcase something actually very [0:14] important that we didn't know the full [0:16] details of and that is The Frame data so [0:19] let's get into it so here we are in the [0:22] Beautiful World here of Street Fighter 6 [0:25] and we're going to plop ourselves down [0:26] an arcade machine and go into training [0:29] mode [0:30] so here we are in training mode and if [0:33] You' seen previous videos on the channel [0:35] you might have seen the little Frame [0:36] data meter here and it's very very good [0:39] because it teaches you a lot more than [0:42] just hey here's the frames like which is [0:44] important don't get me wrong that's [0:45] absolutely important but just something [0:47] like this here chle sandlite punch okay [0:49] so four frame startup 12 total frames [0:54] good to know and you might see there's a [0:55] little bit of a color grading here so [0:57] the first three bars are the initial [0:59] startup the fourth bar is where it's [1:02] active where it can actually like hit [1:03] the enemy you can see here too that's [1:05] when the enemy starts being in yellow on [1:07] a bar here so there's three pinky ready [1:11] I don't know my my sight's not so good [1:12] but three extra bars there those are [1:14] your active frames and the blue bars [1:17] here at the end those are your recovery [1:19] frames where you're just simply reaching [1:21] your hand back right so you get to see a [1:24] lot of how just things work and it gets [1:27] so much more in depth as we'll go into a [1:30] lot of factors like just something else [1:32] basic pokes chenle forward medium punch [1:34] is a poke down medium kick is a poke [1:38] they both start up in seven frames so [1:39] you think well they have to be equal [1:41] right well no because you might notice [1:44] here even though they start in the same [1:46] time the four medium punch poke only has [1:49] 15 frames of recovery down medium kick [1:52] has 19 frames of recovery and it shows [1:54] you this right both in the numbers and [1:56] you just tell by the bars as well so if [1:59] you were to say to whiff punish which is [2:00] a much bigger deal in this game it is [2:03] much easier to whiff punish this than it [2:05] is to whiff punish this cuz you have [2:06] four more frames to do so so if you're [2:09] scared the enemy's fishing to try to [2:11] whiff punish this has now taught you [2:13] okay one move is better than the other [2:15] for purposes of being safe from whff [2:18] punishes so that's kind of the basic [2:20] stuff though I want to get into the [2:21] modifiers cuz there's a lot and you [2:24] absolutely will have to know them to [2:26] succeed in Street Fighter 6 I know even [2:30] just the concept of Frame data can be [2:32] overwhelming in and of itself it's not [2:34] easy right like unless you've been here [2:36] doing this thing for quite a while it [2:38] can be hard it can be tricky but [2:39] thankfully thanks to the great visual [2:41] indicators it should be easier than ever [2:43] but the thing is well there's just a lot [2:45] of modifiers here so say I want to go [2:49] trly stand heavy punch which is a good [2:51] button in this game by the way lot of [2:53] range and I want to go from that into [2:56] her stance cancel and then I want to do [2:58] stance cancel and and light kick low [3:02] poke like it it just doesn't combo but [3:04] this is where modifiers come into play [3:07] so counter hits hitting the enemy while [3:09] they're trying to hit you it changes [3:12] Frame data as it has in other previous [3:13] Street Fighter games and in this [3:15] scenario if the enemy is counter hit we [3:17] have two more frames of Advantage here [3:20] as you can see here our handy laar say [3:21] plus four if the counter was not on you [3:25] only have two frames of Advantage but [3:26] thanks to counter hit we have four and [3:28] and now all of a sudden [3:31] that is an actal combo you can see here [3:34] two hits and since it is an actual combo [3:37] we can well combo out from [3:41] it and when you know it obviously a lot [3:44] bigger than just single hits right we [3:46] get full combos thanks to it being a [3:48] counter hit but there's more modifiers [3:51] yet now this is new to Street Fighter so [3:53] we have counter hits once again counter [3:55] hits is hitting the enemy as they're [3:57] starting their move but now we have [3:59] punish counters punish counters are [4:01] hitting the enemy when the move is done [4:03] it's in its recovery frames the blue [4:06] tallies here you see here in the little [4:07] Frame data chart so when the move is [4:09] done it tried to hit it didn't hit one [4:11] way or the other or it was blocked and [4:13] it just has so much recovery you can [4:15] punish it that's when punish counters [4:16] happen now and you see the hits a lot [4:18] more substantial big shotgun blast [4:20] effect and now look at that frame [4:22] recovery here so sand heavy punch is now [4:26] plus six so once again here normally [4:30] plus two on counter hit plus four and if [4:34] it was a punish counter so we punish a [4:36] move with this it is now plus six so [4:39] before on a counter hit we could go into [4:41] the big punch here into stance cancel [4:43] into the kick and that would be a combo [4:45] but something a bit more advanced here [4:47] going to stand cancel medium [4:49] kick it would connect I guess in a way [4:52] but it wouldn't combo but with punch [4:53] counter and we have those two additional [4:55] frames to work with all of a sudden now [4:58] that's a natural combo right so now if [5:01] we know we have the punish counter we [5:03] can get an even bigger combo yet this is [5:05] just one chly example there's many [5:07] examples across the cast right so punish [5:09] counter is a much more desirable effect [5:12] to get than a regular counter hit [5:14] because simply put you get bigger combos [5:17] you get bigger things things that were [5:18] not possible before are now possible [5:22] like say here we talked about pokes [5:23] earlier so her forward medium punch here [5:25] or back medium punch it works either way [5:27] if you go into heavy lightning legs on [5:30] punish counter that does connect on a [5:33] regular counter hit or regular hit [5:34] though that is not a natural combo only [5:37] on the biggest possible counter the [5:39] punish counter does this become a [5:41] natural combo because you need all that [5:43] extra frame Advantage so that's another [5:45] good example why punish counter is extra [5:46] good and again a punish counter is as [5:49] easy as that right there someone tries [5:50] to attack you they miss and then you [5:52] attack them back with something quick so [5:54] for Chun Le once again here this stand [5:56] light kick you can see five total frame [5:58] startup so very fast fast another good [6:00] button is Crouch medium kick but it's a [6:02] little slower so this is faster and then [6:05] oh boom punish counter and then we can [6:07] get bigger hits like say for example [6:11] here we go sand like kick and we use the [6:14] drive Rush factor and we'll talk about [6:15] Drive rush in a little bit here and [6:17] drive Rush well try as me might here [6:20] even Point Blank mashing as hard as we [6:22] can that is just not a combo just [6:24] doesn't work but if we use the extra [6:26] frame Advantage from the punish counter [6:36] now look at this isn't this pretty fancy [6:39] this was all off the back of a simple [6:41] standing light kick and that's almost [6:44] 50% all cuz you dared to do a button and [6:47] whiff and I caught your whiff with [6:49] standing like kick that is the power of [6:52] punish counters and obviously you know [6:54] other gameplay systems like Drive Rush [6:56] as well right so counter hits and punch [6:59] counters they alter your Frame data and [7:01] you really really need to take note of [7:03] them cuz they lead to really big things [7:06] now speaking of important ways to alter [7:08] Frame data let's talk that drive Rush [7:09] again here drive Rush is a great way [7:12] just to move forward if you do it raw [7:14] from Perry it only cost you a bar if you [7:16] do it from a hit it'll cost you three [7:18] bars so that's more expensive right but [7:21] it lets you get you know big fancy [7:23] combos that you otherwise might not get [7:25] right so fair enough fair enough but the [7:28] thing is besides just rushing forward [7:30] and giving you a combo opportunity it [7:32] also Alters The Frame data so let's take [7:35] this stand medium punch here from Chun [7:36] Lee so by itself plus six on hit great [7:40] so it leads to stuff [7:42] like that that's a natural combo you saw [7:45] earlier we did the medium into the Palm [7:48] now the Palm is eight frame startup as [7:50] you can see here so that's not a natural [7:52] combo you needed the punish counter or [7:55] well the drive rush to change it because [7:59] Drive rush now you can see here what [8:01] does that say plus 10 once again here [8:03] plus 10 normally it's six so the drive [8:07] Rush gives you the same amount of frame [8:09] advantage on your first hit and your [8:11] first hit only that a punish counter the [8:13] big like fancy counter does so punish [8:16] counter and drive Rush both take [8:19] whatever move you have whatever the [8:21] Frame data would be on hit or on [8:23] block as you see here the move is plus [8:27] one on block right now it's plus five on [8:30] block so whatever the move you're doing [8:32] is it adds an additional four frames [8:34] bonus for the attacker doing whatever [8:37] they're doing so this opens up new combo [8:39] routes the example earlier you saw with [8:41] the whiff punish that combo was possible [8:44] thanks to the dyve rush giving the stand [8:46] medium extra frame Advantage so we can [8:48] combo into the palm and then going from [8:51] there so now hopefully you're following [8:53] along with me so let's look at this so [8:55] we have our base moves plus six we have [8:57] modifier number one counter hits that [8:59] gives you plus two extra frames modifier [9:02] number two is punish counter gives you [9:03] plus four extra frames and drive Rush [9:06] also gives you plus4 extra frames and [9:08] you might notice there the number is way [9:09] bigger this time right cuz they do stack [9:12] so if the enemy is in a punish counter [9:14] okay State and for whatever reason you [9:17] hit them with a drive Rush then that is [9:19] a total of plus eight in any situation [9:22] where it's applicable for bonuses to [9:23] stack they will so it's kind of a big [9:26] deal now there's another modified yet [9:30] that gives that big old plus4 bonus and [9:32] it's not on hit it's actually in the [9:35] burnout state so the burnout state is [9:37] when you run out completely of your [9:39] drive gauge and then well stuff just [9:42] sucks like you look all crappy and gray [9:44] like luk sweat in here uh you have no [9:47] ability to use meter at all in any way [9:49] shape or form that's not good cuz well [9:52] meter's your life in this game and now [9:54] all of a [9:55] sudden you get big time frame Advantage [9:58] here so says here that was plus five on [10:01] block normally that's plus one on block [10:04] so if you're in the burnout [10:06] State any move you do that is blocked [10:09] regardless of what it is how fast or how [10:10] slow it is is now an additional plus [10:13] four on block this makes unsafe moves [10:17] safe you can go for moves you're [10:19] normally not allowed to go for and not [10:20] be punished for them uh this makes moves [10:24] that are just kind of eh you know plus [10:26] one that's nice nothing to write home [10:28] about but now [10:29] this is plus five when they're in [10:31] Burnout which means well jeez Louise [10:35] everything you can think of is a frame [10:36] trap like even slow moves like Palm [10:39] Palm's eight frame [10:40] startup that's a three frame Gap so all [10:43] of a sudden uh someone like luk I think [10:45] as fast as move as four frames that [10:47] means he can't hit any button in this [10:49] situation he can easily jab [10:51] out but when burnout no longer he's [10:55] stuck when you're in Burnout basically [10:57] you have to block a lot more than you [10:59] currently do and keep in mind too when [11:01] you're in Burnout this is when chip [11:03] damage starts happening and Chip kills [11:06] in this game [11:09] so if you're stuck [11:11] blocking you are in some bad trouble and [11:15] plus you [11:16] know uh Drive Impact against the wall [11:18] turns into a dizzy that gives you a full [11:21] combo like stuff just really really [11:23] really sucks is what I'm trying to say [11:25] and it sucks all the more because now [11:27] you're not allowed to challenge as much [11:29] as you used to uh things that you would [11:31] normally go for after like say a block [11:33] string maybe you can't do it anymore cuz [11:35] every single move that you block is [11:37] ridiculously more advantaged than it [11:39] would be in your normal state so [11:41] basically for a myriad of reasons do not [11:44] go into burnout state if you can help it [11:46] CU probably is going to lose you to the [11:48] round so hopefully this video helped you [11:50] learn the importance of Frame data in [11:52] the game and what it can unlock for you [11:54] once you know everything that is [11:56] available to you knowing what gives you [11:58] plus two what gives you plus4 or just [12:00] knowing what modifies Frame data to [12:02] begin with on top of knowing Frame data [12:03] itself is going to be extra key in this [12:06] game because there's a lot of additional [12:08] modifiers normally before you only had [12:11] to worry about okay what's my regular [12:13] combo what's my counter head combo like [12:16] Chun Ley once again our example if I [12:18] think I'm going to hit you but I don't [12:19] think it's going to be counter [12:21] hit I can get that right it's all right [12:23] I guess but if I think you're going to [12:25] mash and I think you're going to get a [12:26] counter hit [12:30] I get this combo instead which does [12:32] significantly more damage right because [12:35] the extra plus two frames of Advantage [12:37] from the counter hit means I'm now at [12:39] plus six which means my elbow which is [12:41] five frames will connect a naturally [12:43] combo whereas normally no counter hit [12:46] four frames therefore my uh five framer [12:49] wouldn't connect right just not a [12:51] natural combo so knowing especially [12:53] Street Fighter more than a lot of other [12:54] fighting games knowing when you're going [12:56] to start a just a basic thing and [12:58] knowing if this is going to a block [12:59] string or I think I'm going to catch you [13:01] mashing is very important like one [13:03] example here you've seen this enough [13:05] times now I understand it's a basic trly [13:06] BNB right stand medium five frame [13:10] startup plus one on block Crouch medium [13:12] six frame startup right so the thing is [13:15] and the problem [13:17] is I lose right if they just go for a [13:19] jab right after the [13:20] fact I get beat [13:24] up because Luke's uh CR jab is four [13:27] frames so it's just faster than then my [13:29] next move I'm going for so then I have [13:31] to tailor my combos okay is he going to [13:33] try to jab out and if I know he's going [13:34] to try to jab [13:37] out I go for my own standl punch instead [13:40] which is four frame startup and thanks [13:42] to the plus one means his jab will never [13:44] win and now cuz that jab has two extra [13:48] frames of Advantage seven frames when [13:50] you know [13:51] it that poke is seven frames right so [13:54] now we can use that as a combo [13:59] and there you go right so you always got [14:02] to keep things in mind right frames can [14:05] decide things a lot that Situation's [14:07] great if you know the Frame [14:08] data then you know when to jab out of [14:11] the combo and make the combo not a thing [14:13] and when you know they know that then [14:14] you got to start tailoring around and [14:16] then all of a sudden now I'm going to do [14:17] something faster and I'm making combo [14:19] relying on the fact I know you're going [14:20] to mash and thus get the extra Advantage [14:22] from counter hit and then I get my own [14:23] combo so if you know this stuff you know [14:27] this stuff if you don't I know it sounds [14:28] terrifying [14:29] but this is what street fighter is and [14:31] this is a lot of what fighting games are [14:32] but once again this training mode is [14:35] incredibly robust there everything you [14:39] could ever hope for is pretty much in [14:41] here from the basics to the more [14:44] advanced settings it's really good so my [14:47] friends that's a look at Street Fighter [14:49] 6 specifically Frame data and how uh [14:52] Frame data differences matters a lot how [14:54] extra little bits of Frame data [14:55] Advantage can help you uh unique to the [14:57] street fighter 6 systems and just some [14:59] some general stuff I guess and well I [15:01] guess that's about it so if you uh were [15:03] helped out by this video or you found it [15:04] otherwise interesting spare a like [15:06] that'd be nice be a pal right and [15:08] otherwise we're at the end of the video [15:09] so thank you very much for watching hope [15:11] this video has found you well and go out [15:13] and play some Street [15:27] Fighter yeah [15:30] this is true love we Mak it this is true [15:33] love we Mak it