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

0h 03m video Transcribed Jun 15, 2026 P PsyNito
Beginner 2 min read For: New players of Street Fighter 6 or fighting games in general who want to understand frame data basics.
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AI 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.

[0:00]
Startup Frames

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.

[0:26]
Advantage on Block

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.

[1:20]
Advantage on Hit

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.

[2:07]
Drive Rush Bonus

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.

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.

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Tutorial Checklist

1 0:00 Understand startup frames: lower number means faster move.
2 0:26 Check advantage on block: negative frames mean you can be punished if opponent has a faster move.
3 1:20 Check advantage on hit: positive frames allow linking to moves with startup equal to or less than that number.
4 2:07 Use Drive Rush to add +4 to all moves on block, making them safer and enabling more combos.
5 2:49 Practice in training mode: test moves to see if they are safe on block and what combos work on hit.

Study Flashcards (8)

What are startup frames in fighting games?

easy Click to reveal answer

Startup frames measure how long a move takes to connect. Lower startup means faster move.

What is the startup of light punch in Street Fighter 6?

easy Click to reveal answer

4 frames.

0:10

What is the startup of heavy punch?

easy Click to reveal answer

10 frames.

0:14

What does negative on block mean?

medium Click to reveal answer

It means the opponent can punish you if they have a move with startup frames lower than your negative number.

0:26

Why is light punch safe on block?

medium Click to reveal answer

It is -1 on block, and the fastest move in the game is 4 frames, so no move can punish it.

0:30

What is the advantage on hit of standing light punch?

medium Click to reveal answer

+4 on hit.

1:24

How does Drive Rush affect frame data?

hard Click to reveal answer

All moves become +4 on block when used after Drive Rush.

2:15

If a move is -5 on block, can it be punished?

medium Click to reveal answer

Yes, if the opponent has a move with startup of 5 frames or less.

0:43

πŸ’‘ Key Takeaways

βš–οΈ

Startup Frames Explained

Core concept: lower startup = faster move, fundamental for understanding frame data.

πŸ“Š

Safety on Block

Light punch is -1, making it safe; standing medium kick is -5, punishable if not spaced.

0:26
πŸ”§

Linking Combos on Hit

Advantage on hit determines which moves can link into combos.

1:20
πŸ”§

Drive Rush Frame Bonus

Drive Rush adds +4 to all moves on block, enabling new combo opportunities.

2:07

βœ‚οΈ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

What is Frame Data?

45s

Explains the core concept of startup frames and why light punches are faster than heavy punches, essential for beginners.

β–Ά Play Clip

Don't Get Punished!

60s

Shows how negative frames on block determine if a move can be punished, with a practical example using light punch vs medium kick.

β–Ά Play Clip

How to Build Combos

60s

Demonstrates linking moves based on hit advantage and startup frames, a key technique for creating combos.

β–Ά Play Clip

Drive Rush Makes You Plus

60s

Reveals the powerful frame advantage from Drive Rush, turning normally safe moves into plus on block for pressure.

β–Ά Play Clip

[00:00] one very important tool you need to know

[00:02] about that is Frame data the startup

[00:05] frame is how basically how long it takes

[00:08] that move to connect all right Kim's

[00:10] standing light punch is it takes four

[00:13] frames for that move to connect heavy

[00:14] punch it takes 10 frames for that mode

[00:16] to connect I.E the light punch is going

[00:18] to connect faster because it is a lower

[00:20] number now that's really what you need

[00:22] to know about startup frames this is

[00:23] going to be important when we start

[00:24] talking about how to build combos you

[00:26] need to know about what your moves are

[00:27] on block all right when you throw out

[00:30] the light punch you are negative one on

[00:33] block there is not a move in this game

[00:34] that is faster than four so no matter

[00:36] what he does he cannot punish that

[00:40] light kick cannot be punished standing

[00:43] medium kick however is negative five if

[00:45] I don't space this out enough I can be

[00:48] punished so let me give you an example

[00:49] of what that looks like standing light

[00:52] punch as we saw before was negative one

[00:54] on block his fastest frame which is four

[00:57] frames cannot punish that the standing

[01:00] medium kick is negative five on block so

[01:03] where you can punish that you need to be

[01:06] careful about what buttons you're

[01:07] throwing out in the neutral and if you

[01:10] really want to find out if you don't

[01:12] want to study numbers just do that what

[01:15] buttons If I space this he can't punish

[01:17] you you see that it has to be space the

[01:20] next thing to think about is how many

[01:21] frames do you get on hit

[01:24] let's see the standing light punch is

[01:26] four on hit which means I can use any

[01:29] move that has a startup of four or

[01:32] faster which there's not in this game in

[01:34] order to make that combo now the

[01:36] crouching light punch has an advantage

[01:39] of five frames light kick which is also

[01:42] five frames so if I take this button I

[01:44] link that two hits on the side that's a

[01:47] combo

[01:49] and then now you're getting something

[01:51] like that so it's very important right

[01:54] here this heavy punch is only three I

[01:56] don't have anything faster than four

[01:57] frames but I could take that into a

[02:01] special cancel that right there

[02:03] special cancel that into something else

[02:07] another thing to remember when you're

[02:10] looking at Frame data I talk about this

[02:13] all the time when you start with the

[02:15] drive Rush all your moves are plus four

[02:17] so originally medium punch is four on

[02:20] block you come in you hit this button

[02:22] now you're eight which means you can

[02:24] press any button that is eight frames or

[02:28] faster

[02:29] as you can see just a simple combo does

[02:32] not optimize the standing medium kick is

[02:35] eight frames so if I come in and start

[02:38] with this button I can do the standing

[02:41] medium kick Target combo delts is eight

[02:43] frames Crouch heavy punch so I can come

[02:45] in here cancel that go into a combo so

[02:49] just remember that frames they really

[02:52] are all about numbers but if you're

[02:54] struggling with a character and you're

[02:56] trying to figure out how do I build

[02:57] these combos you just need to see

[02:59] whether it's my advantage on hit and you

[03:02] link that to the startup frames if you

[03:05] don't want to get punished you're going

[03:07] to see what is

[03:09] my advantage on block

[03:12] and literally you can just make him do

[03:13] this and you're gonna see if I have a

[03:16] move that is negative three frames or

[03:19] lower that is absolutely safe on block

[03:20] if it's not you just have to space it

[03:23] out like against medium kick here

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