---
title: 'STOP getting punished!! Beginners Guide to Frame Data | Street Fighter 6'
source: 'https://youtube.com/watch?v=yOrwAcYEYyw'
video_id: 'yOrwAcYEYyw'
date: 2026-06-15
duration_sec: 212
---

# STOP getting punished!! Beginners Guide to Frame Data | Street Fighter 6

> Source: [STOP getting punished!! Beginners Guide to Frame Data | Street Fighter 6](https://youtube.com/watch?v=yOrwAcYEYyw)

## Summary

Frame data is a crucial tool in fighting games like Street Fighter 6. It measures the startup frames of moves (how long they take to connect), advantage on block (whether you can be punished), and advantage on hit (what combos are possible). Understanding these numbers helps you build combos and avoid being punished.

### Key Points

- **Startup Frames** [0:00] — Startup frames measure how long a move takes to connect. Light punch has 4 startup frames, heavy punch has 10. Lower startup means faster moves.
- **Advantage on Block** [0:26] — Light punch is -1 on block, meaning no move can punish it (fastest move is 4 frames). Standing medium kick is -5 on block, so it can be punished if not spaced.
- **Advantage on Hit** [1:20] — Standing light punch is +4 on hit, allowing links to moves with startup of 4 or less. Crouching light punch is +5, linking to light kick (5 frames). Heavy punch is +3, but can be special canceled.
- **Drive Rush Bonus** [2:07] — When using Drive Rush, all moves become +4 on block. For example, medium punch (normally +4) becomes +8, allowing any move with 8 or fewer startup frames.

### Conclusion

Frame data is all about numbers: startup, advantage on hit, and advantage on block. Use these to build combos and avoid punishment. If you don't want to study numbers, test moves in training mode to see if they are safe.

## Transcript

one very important tool you need to know
about that is Frame data the startup
frame is how basically how long it takes
that move to connect all right Kim's
standing light punch is it takes four
frames for that move to connect heavy
punch it takes 10 frames for that mode
to connect I.E the light punch is going
to connect faster because it is a lower
number now that's really what you need
to know about startup frames this is
going to be important when we start
talking about how to build combos you
need to know about what your moves are
on block all right when you throw out
the light punch you are negative one on
block there is not a move in this game
that is faster than four so no matter
what he does he cannot punish that
light kick cannot be punished standing
medium kick however is negative five if
I don't space this out enough I can be
punished so let me give you an example
of what that looks like standing light
punch as we saw before was negative one
on block his fastest frame which is four
frames cannot punish that the standing
medium kick is negative five on block so
where you can punish that you need to be
careful about what buttons you're
throwing out in the neutral and if you
really want to find out if you don't
want to study numbers just do that what
buttons If I space this he can't punish
you you see that it has to be space the
next thing to think about is how many
frames do you get on hit
let's see the standing light punch is
four on hit which means I can use any
move that has a startup of four or
faster which there's not in this game in
order to make that combo now the
crouching light punch has an advantage
of five frames light kick which is also
five frames so if I take this button I
link that two hits on the side that's a
combo
and then now you're getting something
like that so it's very important right
here this heavy punch is only three I
don't have anything faster than four
frames but I could take that into a
special cancel that right there
special cancel that into something else
another thing to remember when you're
looking at Frame data I talk about this
all the time when you start with the
drive Rush all your moves are plus four
so originally medium punch is four on
block you come in you hit this button
now you're eight which means you can
press any button that is eight frames or
faster
as you can see just a simple combo does
not optimize the standing medium kick is
eight frames so if I come in and start
with this button I can do the standing
medium kick Target combo delts is eight
frames Crouch heavy punch so I can come
in here cancel that go into a combo so
just remember that frames they really
are all about numbers but if you're
struggling with a character and you're
trying to figure out how do I build
these combos you just need to see
whether it's my advantage on hit and you
link that to the startup frames if you
don't want to get punished you're going
to see what is
my advantage on block
and literally you can just make him do
this and you're gonna see if I have a
move that is negative three frames or
lower that is absolutely safe on block
if it's not you just have to space it
out like against medium kick here
