What Is Frame Data?
45sExplains a fundamental fighting game concept in simple terms, perfect for beginners.
▶ Play ClipThis video explains how to read and use frame data in Street Fighter 6, breaking down key concepts like startup, total frames, and frame advantage. The host emphasizes that understanding these numbers helps players apply pressure, punish opponents, and improve both offense and defense.
A frame is the smallest unit of time in the game, with one frame being 1/60th of a second. The frame meter shows how long actions take, with each notch representing one frame.
Startup is the time between the start of a move and when it can connect. Jabs are the fastest options, typically 4-6 frames startup.
Total frames is the time from the start of a move to when it ends.
Frame advantage is the difference in time between when you and your opponent can act after landing or blocking a move. Positive means you can act before your opponent, allowing pressure.
If a move is +2 on block, your next option comes out 2 frames faster. If the opponent presses a button, you land a counter hit.
Jabs are typically -1 on block, but in Street Fighter 6, jabs chain together. Standing light does not chain into crouching light, so attempting that is a false frame trap.
Standing jab is 4 frames startup and -1. Crouching light is 5 frames. Ryu has advantage, so attempting a chain will get counter hit.
Drive Rush adds +4 to a move's frame advantage. A standard jab (-1) becomes +3, enabling frame traps.
At +3, a 7-frame startup move (like standing medium) will trade with a 4-frame jab, leaving you +10. Then you can combo into a 10-frame move.
Using a 6-frame button after +3 jab beats the opponent's 4-frame jab cleanly, leaving you +1.
Understanding frame data on defense allows you to punish unsafe moves. For example, a -8 move can be punished with an 8-frame startup move.
If an opponent does a random sweep, knowing frame data helps you choose the right punish button.
Strength donkey kick is -8, so it can be punished with a crouching medium punch (8-frame startup).
Moves -3, -2, -1 are safe. Moves -4 or worse can be punished. Moves -5, -6, -12 are heavily punishable.
Some normals are special cancellable, allowing you to push the opponent back and avoid punishment even if the move is -5 or -6.
Frame data is essential for serious players. Focus on startup, total frames, and frame advantage to understand what's safe, punishable, and how to apply pressure effectively.
"Title accurately promises a guide on reading and using frame data, and the video delivers exactly that."
What is a frame in fighting games?
A frame is the smallest unit of time, 1/60th of a second.
00:39
What does startup mean in frame data?
Startup is the time between the start of a move and when it can connect.
00:54
What does total frames mean?
Total frames is the time from the start of a move to when it ends.
01:43
What does frame advantage on block indicate?
It shows the difference in time between when you and your opponent can act after blocking. Positive means you act first.
01:51
What is the typical startup for jabs in Street Fighter 6?
Jabs are typically 4-6 frames startup.
01:26
How does Drive Rush affect frame advantage?
Drive Rush adds +4 to a move's frame advantage on block.
05:42
If a move is -1 on block and you use Drive Rush, what is the new advantage?
It becomes +3.
05:49
What frame advantage is needed to beat a 4-frame jab cleanly with a 6-frame move?
+3 advantage allows a 6-frame move to beat a 4-frame jab cleanly.
08:00
What is the rule of thumb for safe vs punishable moves on block?
Moves -3, -2, -1 are safe. Moves -4 or worse can be punished.
12:15
How can a move that is -5 or -6 on block be made safe?
If the move is special cancellable, you can cancel into a special to push the opponent back and avoid punishment.
12:57
Frame definition
Establishes the fundamental unit of time in fighting games.
00:39Frame advantage importance
Central concept for applying pressure and understanding turn-taking.
01:51Drive Rush frame boost
Key mechanic that transforms safe moves into frame traps.
05:42Safe vs punishable rule
Practical guideline for knowing when to attack after blocking.
12:15[00:00] how to read and understand Frame data so
[00:02] at first you see a bunch of numbers
[00:04] floating around everywhere and it could
[00:05] be very misleading and confusing let's
[00:08] go ahead and talk about it to help you
[00:09] understand it in a pretty simple way you
[00:11] already know what time it is hey
[00:15] yo let's get it they actually put the
[00:18] information in Street Fighter 6 for you
[00:19] it wasn't in Street Fighter 5 we had to
[00:22] get it out the mud but mother lovers in
[00:23] Street 56 got a little bit easier but I
[00:26] want to help you out some so when you
[00:28] look at this box you see a nice little
[00:31] bar going across the screen at the
[00:32] bottom right you see all these different
[00:34] colors and at first it could be pretty
[00:36] confusing on what it is right so let's
[00:37] go and talk about it all right so a
[00:39] frame f is the smallest unit of time
[00:42] used by the game with a single frame
[00:44] being 160th of a second the frame meter
[00:46] shows how much time character actions
[00:49] take to perform with each notch on the
[00:51] meter represent a single frame one F the
[00:54] startup which is the first color it it's
[00:56] it's like a it look like it's maybe like
[00:58] a teil green know like a light bluish or
[01:02] you get the point right it's the mother
[01:03] lover color that's right underneath
[01:05] where it say startup the definition of
[01:07] startup is the time between the start of
[01:09] a move and when it can connect so pretty
[01:12] much as we all know the Jabs are the
[01:15] fastest options in the game being the
[01:17] quickest and most likely not the
[01:20] farthest reaching but some characters
[01:22] have better Jabs than others so normally
[01:25] you
[01:26] dig as a that 35 six fastest frame full
[01:30] frames everybody can't have no one frame
[01:32] jab like me you know what I'm saying de
[01:35] that's that one frame jab right there Bo
[01:36] that's that
[01:38] unseeable I messed that up just now but
[01:40] whatever bloopers we a roll with it next
[01:43] is the total sounds exactly what it is
[01:46] right the time between the start of a
[01:48] move and when it ends the advantage so
[01:51] this is where it gets very important
[01:54] this is like the main thing that you
[01:55] need to know when it comes down to
[01:57] understanding Frame data the difference
[01:58] in time between when when you and your
[02:00] opponent can act after landing or
[02:02] mooving if this number is positive it
[02:04] means you can act before your opponent
[02:06] can so this will determine how you can
[02:09] apply pressure so for those who don't
[02:11] know not all characters in Street
[02:13] Fighter 6 have a normal that's actually
[02:16] Plus on block some do DJ jury and a few
[02:20] more I think Luke also right so if you
[02:22] press standing medium first and it's
[02:24] like plus two your next option will come
[02:26] out two frames faster before your
[02:29] opponent so if they decide to press a
[02:31] button you would actually land the
[02:32] counter it while it's not necessary to
[02:34] memorize any of these values to enjoy
[02:35] the game knowing which moves have
[02:37] fastest start up or allow you to act
[02:38] before your opponent after they block
[02:40] will undoubtedly prove advantous
[02:44] adventurous
[02:46] adventur I hate that word in
[02:50] combat so with what we read is like the
[02:54] key components to understand the frame C
[02:56] so these other colors this is like for
[02:58] those who get very deep into it pause
[03:02] the counter State the punish counter
[03:04] State the non- counteraction recovery
[03:05] hitbox appearance period like this is
[03:08] for the mother lovers that love framed
[03:10] out and want to break it down to
[03:14] science projectile like all that not no
[03:17] all right no negative I'mma keep it
[03:19] basic with you so let let go ahead and
[03:20] dive in understanding frames and what it
[03:22] is right so normally in this game Jabs
[03:26] are negative one on block so in reality
[03:30] if I do a jab by itself the opponent has
[03:32] a right to jab back which is true but in
[03:36] the course of Street Fighter 6 Jabs in
[03:38] this game actually chain together
[03:40] meaning I could put three and if they
[03:42] decide to press they will actually get
[03:45] hit so if I do something like boom into
[03:49] that if I do standing light into
[03:51] crouching light R would actually
[03:53] interrupt me because standing light does
[03:55] not chain into crouching light that is
[03:56] actually me attempting to do a frame
[03:58] trap that is not true uh my standing jab
[04:00] a full frame start up and with it being
[04:02] Nega -1 my crouching light is five
[04:05] frames meaning it's coming out one Fram
[04:07] slower Ryu in this situation has the
[04:11] advantage so anytime I go to do this I
[04:14] will get counter hit cuz it's not true
[04:16] if I decide to chain all three of my
[04:18] Jabs together Ryu would actually get
[04:20] counter hit because he's interrupting
[04:22] something that he cannot do even though
[04:25] it's negative one so back to what I was
[04:27] saying on normals for a certain certain
[04:29] characters being plus most characters
[04:31] don't have that benefit Ed in this case
[04:34] his standing medium is-1 crouching
[04:36] medium punch is -6 standing medium kick
[04:39] is5 crouching medium kick is ne1 so in
[04:43] reality if the opponent decides to poke
[04:46] with these options with no special
[04:48] Council follow-ups you have the right to
[04:51] attack this is where spacing comes into
[04:53] play taking notes away your opponent
[04:55] because sometimes even though this Bud
[04:57] may be safe on block and in terms of
[05:00] frames this is your chance to attack
[05:02] back if I'm hitting it from Max space
[05:04] range pause again if your opponent
[05:07] decides to press a button because they
[05:09] know it's safe you can actually set them
[05:13] up for a space
[05:14] trap right a space trap so in reality
[05:18] you're not wrong want to press right
[05:20] here because you have the right to do so
[05:23] but this is also a mind game because of
[05:24] where I'm at so up close if I decide to
[05:26] press it your button will come out
[05:29] before I even do a jab because it's ne5
[05:31] on block even if you decide to
[05:34] do your jab you're going to catch a
[05:36] clean punish counter this is actual
[05:39] punish let's go and talk about how drve
[05:42] Rush actually amplifies these buttons in
[05:44] order to apply more pressure so normally
[05:46] standard jab is negative one on block if
[05:49] you go to dry rush it adds plus4 so it
[05:51] becomes + three so in this situation
[05:55] this is where understanding Frame data a
[05:56] little bit more helps you put together
[05:58] frame trap so my standard jab is now
[06:01] plus three the fastest option in this
[06:04] game is a four frame so your question
[06:07] right now is what option can I hit after
[06:10] jab in order to cleanly counter hit my
[06:13] opponent if they try and hit their
[06:15] fastest jab this is where understanding
[06:17] your character comes into to play
[06:20] at if I'm plus three which option can I
[06:24] hit in order to contest that four frame
[06:26] standing medium for example it's a seven
[06:28] frame startup
[06:30] right so if I decide to press this after
[06:32] jab it's going to come out three frames
[06:35] faster it's going to meet on the fourth
[06:38] frame with Reus standard jab meaning
[06:41] it's going to force a
[06:44] trade it's going to force a trade in
[06:46] this situation that actually is still in
[06:49] your favor you're going to be plus 10
[06:52] now look at the range that you're at
[06:55] this is still pretty close so now that
[06:57] you're plus 10 at this range I can do a
[07:01] 10 frame startup move at best so Ed I
[07:05] have a 10 frame standing Fierce and I
[07:08] have a 10 frame standing medium kick
[07:10] meaning both of these are able to
[07:14] combo bada bing bada boom I can even
[07:18] follow up with standing fears right
[07:20] here pretty simple right understanding
[07:23] Frame
[07:24] data it's pretty easy right yeah I I
[07:28] know you know what I'm saying think
[07:30] Uncle nightmare go get you right you dig
[07:32] what I'm saying Uncle nightmare go get
[07:35] you right in these Street Fighter
[07:36] streets you D what I'm saying hold
[07:39] on you dig so that's when you want to
[07:42] force a trade now if you want to do a
[07:45] faster normal and just beat the Press
[07:49] more clean without forcing to counter
[07:51] hit you can also do that so once again
[07:53] standing jab is plus me on block in this
[07:56] situation
[08:00] I can actually hit a six frame button
[08:02] which is going to be one frame faster
[08:03] than standing medium kick and beat it
[08:08] clean this is beating a four frame clean
[08:11] because I'm taking that plus three off a
[08:14] standing jab and I'm doing a six frame
[08:16] start up it's coming out on the third
[08:18] frame which is going to beat the fourth
[08:21] [Music]
[08:22] frame it leaves you plus one so in this
[08:26] situation you can't get a clean combo
[08:29] but you could take advantage of that
[08:30] plus one and also stop your opponent
[08:33] from hitting another button if if they
[08:36] decide to mash in this situation also so
[08:38] I'm going to go ahead and do reversal
[08:39] after damage and set standing light
[08:42] punch
[08:45] again so after he gets hit he's going to
[08:47] press jab again now remember I'm plus
[08:50] one in this situation
[08:52] so I can hit another jab and beat him
[08:55] again for thinking that he could press
[08:56] another button
[08:59] [Music]
[09:04] bada bing bada boom so ladies and
[09:06] gentlemen if you're ever in a situation
[09:08] where you're playing a match and you
[09:09] feel like man my opponent is constantly
[09:11] getting away with buttons why is he
[09:13] constantly doing this because you're not
[09:16] putting together a Tex that's you know
[09:19] taking advantage of the frames that you
[09:21] have on hit and making him pay for one
[09:23] the press a button so of course this
[09:25] takes time it doesn't come overnight you
[09:27] know cuz this is where understanding
[09:29] each character comes into play at every
[09:31] character has different frame no
[09:33] different numbers on their Frame data so
[09:36] it's a little bit of homework a little
[09:37] bit of practice but we're not done
[09:40] yet so that's just diving into offense a
[09:43] little bit let's go ahead and talk about
[09:44] how we could use frames on the defense
[09:47] so I'm going to do something that's real
[09:48] basic let's say Ryu decides to have me
[09:51] in the corner low for a fireball some
[09:53] something real simple just to get the
[09:56] point across in in the
[09:58] video so so in this situation I'm going
[10:01] to be+ n this situation left me plus n
[10:04] because he basically did something that
[10:06] was completely unsafe so now since I
[10:09] know it's plus N I need to figure out
[10:12] how can I optimize this punish to get
[10:14] the most out of my
[10:19] combo so it looks like Ryu is going to
[10:22] be able to get punished by is Crouch
[10:24] kick because it's a n frame start up and
[10:26] I'm going to get the most out of that
[10:28] punish
[10:29] with that
[10:35] button look at that
[10:38] 3084 because this player decided to do
[10:41] something that put him in a very
[10:42] punishable situation so understanding
[10:44] frame that on the defense will allow you
[10:46] to get the most out of any situation
[10:48] that your opponent do and making them
[10:50] pay for it so if they do like a random
[10:52] sweep let's just say they do uh uh uh
[10:56] into that right in the back of your mind
[10:58] you saying dang when am I going to be
[11:01] able to attack in this situation you may
[11:03] actually attack with the wrong button
[11:05] because in your mind you're just trying
[11:07] to get your pressure started you're
[11:08] trying to get your back off the wall and
[11:10] you trying to push the favor back in
[11:12] your ties but understanding Frame data
[11:15] is going to allow you to turn the ties
[11:17] easier than you think so let's go and
[11:19] take a look at this strength donkey kick
[11:21] is -8 in this situation so once again
[11:24] the player decided to do something that
[11:25] was very
[11:27] disrespectful well I I wouldn't say dis
[11:29] disrespectful but pretty punishable
[11:31] right so since it's negative
[11:34] 8 I see that it has a eight Fram start
[11:38] up on his crouching medium
[11:40] punch so because I'm playing so patient
[11:43] and playing defensive I waited for my
[11:45] turn attack on uh uh uh you about to
[11:48] catch these hands you
[11:53] dig smile for the cam while up there
[11:56] play boy so ladies and gentlemen
[11:58] hopefully this this video was found
[11:59] helpful on how to understand Frame data
[12:02] at the simplest way of explaining it
[12:04] right because of course going into the
[12:07] the latest stuff like punish counter all
[12:09] that's not needed the main thing is
[12:11] startup total and the advantage or
[12:13] disadvantage of what it is on block so
[12:15] if it's if you have a dual option and it
[12:18] shows you that it's blue you have the
[12:20] right to press a button in this
[12:21] situation if it shows that you're red
[12:25] okay so if it shows anything that's
[12:28] above four you are able to be punished
[12:31] if it's -3 -2 And1 you're safe nothing
[12:35] can punish that you can do that at Free
[12:38] Will so standing medium is is negative
[12:40] one cannot be punished standing Furious
[12:42] you can't punish that if I go to
[12:45] do
[12:46] -5
[12:48] -6 or -12 you're are you are able to get
[12:53] punish big time and of course some
[12:55] normals are special cable so even if
[12:57] it's 56
[12:59] if your character has that button that's
[13:01] like that and they're able to special
[13:02] cancel it you can actually end it in a
[13:05] special push them further back a little
[13:06] bit more which will actually increase
[13:08] your chance of not being punished so
[13:10] spacing well understanding Frame data
[13:13] allows you to understand what's safe
[13:15] what's punishable what's special canable
[13:17] and where you could generally Place
[13:18] yourself at in order to keep yourself
[13:20] safe at all times this is why Frame data
[13:22] is strongly strongly strongly
[13:24] recommended for any player that's trying
[13:25] to take it serious so hopefully once
[13:28] again the video was found helpful leave
[13:29] a like subscribe to the channel and we
[13:31] will catch you guys in the next one
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