50% damage off a light kick?
60sShows a massive punish combo from a simple light kick, demonstrating the power of punish counters in an exciting and educational way.
▶ Play ClipThe 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.
The creator introduces the Street Fighter 6 closed beta test and demonstrates the Frame Data in training mode.
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.
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.
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.
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 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).
Modifiers can stack. For example, a punish counter (+4) combined with Drive Rush (+4) gives a total of +8 frames of advantage.
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.
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.
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.
"The title is accurate; the video reveals actual Frame Data mechanics and secrets from the Street Fighter 6 beta, though it is a straightforward tutorial, not a 'secret' exploit."
What does the Frame Data meter's first set of bars represent?
The startup frames of a move.
0:57
How many extra frames does a counter hit add?
+2 frames of advantage.
3:11
What is the frame advantage on a punish counter?
+4 frames of advantage.
4:26
Which two actions give a +4 frame advantage?
Punish counter and Drive Rush.
8:56
What happens when modifiers stack? Give an example.
They add together. Example: punish counter (+4) + Drive Rush (+4) = +8 total frames of advantage.
9:09
What is the frame advantage on block when the opponent is in burnout?
+4 frames of advantage on block.
9:58
What is the startup time of Chun-Li's standing light punch?
4 frames.
0:49
Which two pokes have the same startup but different recovery? Which is safer?
Forward medium punch and down medium kick both start up in 7 frames. Forward medium punch has 15 recovery frames, making it safer.
1:34
What is the startup of Chun-Li's Palm move?
8 frames.
10:39
Can chip damage kill in Street Fighter 6?
Yes, chip damage can kill, especially when the opponent is in burnout.
11:03
Frame Data Meter Explained
Provides a core foundation for understanding move properties visually, which is essential for players.
0:49Poke Comparison
Shows that equal startup does not mean equal safety, a key principle for neutral game.
1:32Counter Hit Modifier
Introduces the first modifier that changes combo routes, a fundamental competitive concept.
3:07Punish Counter Modifier
Highlights a new system in Street Fighter 6 that significantly increases reward for punishing whiffs.
3:59Modifier Stacking
Explains that modifiers can stack, a crucial strategic element for maximum damage.
9:09Burnout State Frame Advantage
Details a major disadvantage of burnout: every block is dangerous, increasing pressure.
9:35[00:01] hello and welcome this is Ru longer my
[00:05] friends the street fighter 6 closed baa
[00:08] test is now live and I'd figure well
[00:11] let's showcase off the game Let's
[00:12] showcase something actually very
[00:14] important that we didn't know the full
[00:16] details of and that is The Frame data so
[00:19] let's get into it so here we are in the
[00:22] Beautiful World here of Street Fighter 6
[00:25] and we're going to plop ourselves down
[00:26] an arcade machine and go into training
[00:29] mode
[00:30] so here we are in training mode and if
[00:33] You' seen previous videos on the channel
[00:35] you might have seen the little Frame
[00:36] data meter here and it's very very good
[00:39] because it teaches you a lot more than
[00:42] just hey here's the frames like which is
[00:44] important don't get me wrong that's
[00:45] absolutely important but just something
[00:47] like this here chle sandlite punch okay
[00:49] so four frame startup 12 total frames
[00:54] good to know and you might see there's a
[00:55] little bit of a color grading here so
[00:57] the first three bars are the initial
[00:59] startup the fourth bar is where it's
[01:02] active where it can actually like hit
[01:03] the enemy you can see here too that's
[01:05] when the enemy starts being in yellow on
[01:07] a bar here so there's three pinky ready
[01:11] I don't know my my sight's not so good
[01:12] but three extra bars there those are
[01:14] your active frames and the blue bars
[01:17] here at the end those are your recovery
[01:19] frames where you're just simply reaching
[01:21] your hand back right so you get to see a
[01:24] lot of how just things work and it gets
[01:27] so much more in depth as we'll go into a
[01:30] lot of factors like just something else
[01:32] basic pokes chenle forward medium punch
[01:34] is a poke down medium kick is a poke
[01:38] they both start up in seven frames so
[01:39] you think well they have to be equal
[01:41] right well no because you might notice
[01:44] here even though they start in the same
[01:46] time the four medium punch poke only has
[01:49] 15 frames of recovery down medium kick
[01:52] has 19 frames of recovery and it shows
[01:54] you this right both in the numbers and
[01:56] you just tell by the bars as well so if
[01:59] you were to say to whiff punish which is
[02:00] a much bigger deal in this game it is
[02:03] much easier to whiff punish this than it
[02:05] is to whiff punish this cuz you have
[02:06] four more frames to do so so if you're
[02:09] scared the enemy's fishing to try to
[02:11] whiff punish this has now taught you
[02:13] okay one move is better than the other
[02:15] for purposes of being safe from whff
[02:18] punishes so that's kind of the basic
[02:20] stuff though I want to get into the
[02:21] modifiers cuz there's a lot and you
[02:24] absolutely will have to know them to
[02:26] succeed in Street Fighter 6 I know even
[02:30] just the concept of Frame data can be
[02:32] overwhelming in and of itself it's not
[02:34] easy right like unless you've been here
[02:36] doing this thing for quite a while it
[02:38] can be hard it can be tricky but
[02:39] thankfully thanks to the great visual
[02:41] indicators it should be easier than ever
[02:43] but the thing is well there's just a lot
[02:45] of modifiers here so say I want to go
[02:49] trly stand heavy punch which is a good
[02:51] button in this game by the way lot of
[02:53] range and I want to go from that into
[02:56] her stance cancel and then I want to do
[02:58] stance cancel and and light kick low
[03:02] poke like it it just doesn't combo but
[03:04] this is where modifiers come into play
[03:07] so counter hits hitting the enemy while
[03:09] they're trying to hit you it changes
[03:12] Frame data as it has in other previous
[03:13] Street Fighter games and in this
[03:15] scenario if the enemy is counter hit we
[03:17] have two more frames of Advantage here
[03:20] as you can see here our handy laar say
[03:21] plus four if the counter was not on you
[03:25] only have two frames of Advantage but
[03:26] thanks to counter hit we have four and
[03:28] and now all of a sudden
[03:31] that is an actal combo you can see here
[03:34] two hits and since it is an actual combo
[03:37] we can well combo out from
[03:41] it and when you know it obviously a lot
[03:44] bigger than just single hits right we
[03:46] get full combos thanks to it being a
[03:48] counter hit but there's more modifiers
[03:51] yet now this is new to Street Fighter so
[03:53] we have counter hits once again counter
[03:55] hits is hitting the enemy as they're
[03:57] starting their move but now we have
[03:59] punish counters punish counters are
[04:01] hitting the enemy when the move is done
[04:03] it's in its recovery frames the blue
[04:06] tallies here you see here in the little
[04:07] Frame data chart so when the move is
[04:09] done it tried to hit it didn't hit one
[04:11] way or the other or it was blocked and
[04:13] it just has so much recovery you can
[04:15] punish it that's when punish counters
[04:16] happen now and you see the hits a lot
[04:18] more substantial big shotgun blast
[04:20] effect and now look at that frame
[04:22] recovery here so sand heavy punch is now
[04:26] plus six so once again here normally
[04:30] plus two on counter hit plus four and if
[04:34] it was a punish counter so we punish a
[04:36] move with this it is now plus six so
[04:39] before on a counter hit we could go into
[04:41] the big punch here into stance cancel
[04:43] into the kick and that would be a combo
[04:45] but something a bit more advanced here
[04:47] going to stand cancel medium
[04:49] kick it would connect I guess in a way
[04:52] but it wouldn't combo but with punch
[04:53] counter and we have those two additional
[04:55] frames to work with all of a sudden now
[04:58] that's a natural combo right so now if
[05:01] we know we have the punish counter we
[05:03] can get an even bigger combo yet this is
[05:05] just one chly example there's many
[05:07] examples across the cast right so punish
[05:09] counter is a much more desirable effect
[05:12] to get than a regular counter hit
[05:14] because simply put you get bigger combos
[05:17] you get bigger things things that were
[05:18] not possible before are now possible
[05:22] like say here we talked about pokes
[05:23] earlier so her forward medium punch here
[05:25] or back medium punch it works either way
[05:27] if you go into heavy lightning legs on
[05:30] punish counter that does connect on a
[05:33] regular counter hit or regular hit
[05:34] though that is not a natural combo only
[05:37] on the biggest possible counter the
[05:39] punish counter does this become a
[05:41] natural combo because you need all that
[05:43] extra frame Advantage so that's another
[05:45] good example why punish counter is extra
[05:46] good and again a punish counter is as
[05:49] easy as that right there someone tries
[05:50] to attack you they miss and then you
[05:52] attack them back with something quick so
[05:54] for Chun Le once again here this stand
[05:56] light kick you can see five total frame
[05:58] startup so very fast fast another good
[06:00] button is Crouch medium kick but it's a
[06:02] little slower so this is faster and then
[06:05] oh boom punish counter and then we can
[06:07] get bigger hits like say for example
[06:11] here we go sand like kick and we use the
[06:14] drive Rush factor and we'll talk about
[06:15] Drive rush in a little bit here and
[06:17] drive Rush well try as me might here
[06:20] even Point Blank mashing as hard as we
[06:22] can that is just not a combo just
[06:24] doesn't work but if we use the extra
[06:26] frame Advantage from the punish counter
[06:36] now look at this isn't this pretty fancy
[06:39] this was all off the back of a simple
[06:41] standing light kick and that's almost
[06:44] 50% all cuz you dared to do a button and
[06:47] whiff and I caught your whiff with
[06:49] standing like kick that is the power of
[06:52] punish counters and obviously you know
[06:54] other gameplay systems like Drive Rush
[06:56] as well right so counter hits and punch
[06:59] counters they alter your Frame data and
[07:01] you really really need to take note of
[07:03] them cuz they lead to really big things
[07:06] now speaking of important ways to alter
[07:08] Frame data let's talk that drive Rush
[07:09] again here drive Rush is a great way
[07:12] just to move forward if you do it raw
[07:14] from Perry it only cost you a bar if you
[07:16] do it from a hit it'll cost you three
[07:18] bars so that's more expensive right but
[07:21] it lets you get you know big fancy
[07:23] combos that you otherwise might not get
[07:25] right so fair enough fair enough but the
[07:28] thing is besides just rushing forward
[07:30] and giving you a combo opportunity it
[07:32] also Alters The Frame data so let's take
[07:35] this stand medium punch here from Chun
[07:36] Lee so by itself plus six on hit great
[07:40] so it leads to stuff
[07:42] like that that's a natural combo you saw
[07:45] earlier we did the medium into the Palm
[07:48] now the Palm is eight frame startup as
[07:50] you can see here so that's not a natural
[07:52] combo you needed the punish counter or
[07:55] well the drive rush to change it because
[07:59] Drive rush now you can see here what
[08:01] does that say plus 10 once again here
[08:03] plus 10 normally it's six so the drive
[08:07] Rush gives you the same amount of frame
[08:09] advantage on your first hit and your
[08:11] first hit only that a punish counter the
[08:13] big like fancy counter does so punish
[08:16] counter and drive Rush both take
[08:19] whatever move you have whatever the
[08:21] Frame data would be on hit or on
[08:23] block as you see here the move is plus
[08:27] one on block right now it's plus five on
[08:30] block so whatever the move you're doing
[08:32] is it adds an additional four frames
[08:34] bonus for the attacker doing whatever
[08:37] they're doing so this opens up new combo
[08:39] routes the example earlier you saw with
[08:41] the whiff punish that combo was possible
[08:44] thanks to the dyve rush giving the stand
[08:46] medium extra frame Advantage so we can
[08:48] combo into the palm and then going from
[08:51] there so now hopefully you're following
[08:53] along with me so let's look at this so
[08:55] we have our base moves plus six we have
[08:57] modifier number one counter hits that
[08:59] gives you plus two extra frames modifier
[09:02] number two is punish counter gives you
[09:03] plus four extra frames and drive Rush
[09:06] also gives you plus4 extra frames and
[09:08] you might notice there the number is way
[09:09] bigger this time right cuz they do stack
[09:12] so if the enemy is in a punish counter
[09:14] okay State and for whatever reason you
[09:17] hit them with a drive Rush then that is
[09:19] a total of plus eight in any situation
[09:22] where it's applicable for bonuses to
[09:23] stack they will so it's kind of a big
[09:26] deal now there's another modified yet
[09:30] that gives that big old plus4 bonus and
[09:32] it's not on hit it's actually in the
[09:35] burnout state so the burnout state is
[09:37] when you run out completely of your
[09:39] drive gauge and then well stuff just
[09:42] sucks like you look all crappy and gray
[09:44] like luk sweat in here uh you have no
[09:47] ability to use meter at all in any way
[09:49] shape or form that's not good cuz well
[09:52] meter's your life in this game and now
[09:54] all of a
[09:55] sudden you get big time frame Advantage
[09:58] 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
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