---
title: 'Street Fighter 6 Frame Data Secrets & Info!'
source: 'https://youtube.com/watch?v=1u2zlZNr2no'
video_id: '1u2zlZNr2no'
date: 2026-06-16
duration_sec: 0
---

# Street Fighter 6 Frame Data Secrets & Info!

> Source: [Street Fighter 6 Frame Data Secrets & Info!](https://youtube.com/watch?v=1u2zlZNr2no)

## Summary

The video is a detailed guide to the Frame Data system in Street Fighter 6, demonstrated through the training mode. The creator explains how to read the frame meter and highlights the importance of various modifiers like counter hits, punish counters, Drive Rush, and the burnout state. The core message is that understanding these frame advantages is critical for building effective combos and winning matches.

### Key Points

- **Video Introduction & Setup** [0:01] — The creator introduces the Street Fighter 6 closed beta test and demonstrates the Frame Data in training mode.
- **Reading the Frame Data Meter** [0:49] — The meter shows startup (colored bars), active frames (yellow bars on enemy), and recovery (blue bars). For example, a standing light punch has 4 startup frames and 12 total frames.
- **Comparing Pokes with Frame Data** [1:32] — A forward medium punch and down medium kick both have 7 startup frames, but the forward medium punch has only 15 recovery frames vs 19 for the down medium kick, making it safer from whiff punishes.
- **Counter Hit Modifier** [3:07] — A counter hit adds +2 frames of advantage. For example, a standing heavy punch normally is +2 on hit, but becomes +4 on counter hit, enabling new combos.
- **Punish Counter Modifier** [3:59] — A punish counter (hitting during the recovery frames) adds +4 frames of advantage. This allows even bigger combos than a regular counter hit.
- **Drive Rush Modifier** [7:06] — Drive Rush also adds +4 frames of advantage on the first hit, similar to a punish counter. It can be used raw (1 bar) or from a hit (3 bars).
- **Modifier Stacking** [9:09] — Modifiers can stack. For example, a punish counter (+4) combined with Drive Rush (+4) gives a total of +8 frames of advantage.
- **Burnout State Modifier** [9:35] — When an opponent is in burnout (no Drive gauge), every move gains +4 frames of advantage on block. This makes unsafe moves safe and creates frame traps. Chip damage can kill in this state.
- **Strategic Implications of Frame Data** [12:03] — Knowing when you will get a counter hit or punish counter changes your combo routes and damage output. Example: a routine string can become a high-damage combo by using the frame advantage from a counter hit or Drive Rush.

### Conclusion

Mastering Frame Data modifiers is essential for high-level play in Street Fighter 6. The training mode provides excellent tools to learn and practice these mechanics, which allow players to create more damaging combos and control the pace of the match.

## Transcript

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