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The Most Important Aspect Of Frame Data In Street Fighter 6

Transcribed Jun 16, 2026 Watch on YouTube ↗
Intermediate 5 min read For: Fighting game players, specifically Street Fighter 6 players at an intermediate level or above who want to understand and apply frame data to improve their gameplay.
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AI Summary

This video explains the most critical aspects of frame data in Street Fighter 6, focusing on how to use it effectively in matches. The creator emphasizes understanding move speed (startup frames), advantage/disadvantage on block, and how to punish opponents optimally. The goal is to help intermediate players improve by leveraging frame data to make better decisions in neutral, block strings, and punishes.

[0:00]
Importance of Frame Data for Improvement

Frame data is crucial for intermediate and advanced players; understanding it helps in matchups and decision-making.

[0:51]
Checking Move Startup Frames

Go into practice mode to check the startup frames of each normal (e.g., light punch is 4 frames, heavy punch is 10 frames). Knowing your fastest buttons (4 frames) helps in interrupting opponents.

[2:41]
Advantage on Block: The Second Most Important Thing

Check if a move is plus or minus on block using the dummy set to block. Minus on block generally means it's not your turn, but exceptions exist (e.g., moves that create a block string without gaps).

[3:29]
Understanding Block Stun and Gaps

The block stun bar (yellow) shows how many frames the opponent must block. Gaps in block strings can be interrupted if the gap is at least 4 frames (the fastest button startup).

[5:43]
Testing Opponent's Block Strings

Replicate opponents' block strings in training mode to check for gaps. If a gap exists, you can interrupt; if not, you must wait.

[6:20]
Two-Frame Gap: Interrupt with Super or EX

A two-frame gap can be interrupted with a super or EX move (frame 1 startup), but not with a light punch (4 frames).

[8:49]
Punishing Based on Minus Frames

If a move is -10 on block, you can punish with a button that has 10 frames or less startup. Optimize punishes by using the heaviest button that still connects (e.g., -12 punish with a 12-frame move for max damage).

[10:17]
Punish Counter Extends Combos

Punish counter gives access to extended combos not normally possible. Maximize damage by using punish counter combos.

[10:55]
Punish Counter Combo Example

After a punish counter, you can link moves that otherwise wouldn't combo. Practice these to maximize damage in matches.

[13:43]
Maximizing Punish Damage

Memorize disadvantage numbers to always punish with the highest damaging move possible. Small damage misses can lead to comebacks.

[15:01]
Extra +4 Frames from Drive Rush

Canceling any move into Drive Rush gives +4 advantage on block (turn -1 into +3, 0 into +4). This makes block strings tighter.

[16:26]
Burnout Gives Extra +4 Frames

When the opponent is in burnout, all your moves gain +4 advantage on block. This stacks with Drive Rush to give +8 total.

[17:57]
When to Block vs Press After Block

If a move is plus on block, you should block afterward. Plus frames mean your opponent's fastest button becomes slower; you can win trades or counter-hit them.

[18:37]
Plus on Block: How to Pressure

If you are +2 on block, add that to the opponent's fastest button startup (4 + 2 = 6). Your 4-frame button will beat their 6-frame button. Choose your follow-up based on the advantage.

[22:20]
Summing Up the Most Important Aspect

Understanding advantage/disadvantage on block solves matchup problems and helps you know when to press, when to block, and how to initiate pressure. This is the key to climbing from intermediate to high levels.

The most important aspect of frame data is understanding how plus or minus a move is on block. This knowledge enables you to punish effectively, create safe pressure, and interrupt opponents, ultimately improving your match performance and climbing rankings.

Tutorial Checklist

1 0:51 Go to practice mode with your character. Press each normal button and note the startup frames displayed (e.g., light punch 4 frames, medium punch 6 frames). Focus on memorizing your fastest normal (the 4-frame button).
2 2:41 Set the dummy to block all. Press each of your character's normals and note the advantage on block (e.g., if minus 1, minus 2, zero, or plus). Minus generally means it's not your turn.
3 3:29 Watch the block stun bar (yellow) on the opponent's side after they block. If there is a gap between the yellow bars when doing a block string, you can interrupt that gap if it is at least 4 frames.
4 5:43 Record an opponent's block string that is giving you trouble. Play the recording and check for gaps in the block stun bars. If there is a gap of 4 frames or more, you can press your 4-frame button to interrupt.
5 8:49 For a move that is minus on block (e.g., -10), find the heaviest button you have with startup equal to or less than that minus number. Use that button to punish for maximum damage. Practice punish counter combos.
6 15:01 Test Drive Rush cancels. Cancel a normal into Drive Rush and check your advantage on block – it becomes +4. Use this to turn minus moves into plus moves and extend pressure.
7 16:26 When your opponent is in burnout, all your moves gain +4 on block. Combine with Drive Rush to get +8. Adjust your pressure accordingly.
8 17:57 If a move is plus on block (e.g., +2), add that number to the opponent's fastest button (4 frames). The result (6) is the effective startup of their fastest button. You can then press a button with startup less than that (e.g., 4 frames) and you will win.

Study Flashcards (10)

What is the fastest button startup in Street Fighter 6?

easy Click to reveal answer

4 frames.

1:54

If a move is -6 on block, what does that mean for your turn?

medium Click to reveal answer

Generally, it is not your turn. The opponent can press a button before you.

3:06

What does the yellow bar in training mode represent after a block?

medium Click to reveal answer

The block stun frames – how many frames the opponent must block.

3:49

What is the minimum gap required to interrupt a block string with a light punch?

medium Click to reveal answer

4 frames (the startup of the fastest button).

6:05

If a move is -12 on block, what is the maximum startup of a button that can punish it?

hard Click to reveal answer

12 frames or less.

9:17

What is the advantage gained by canceling any normal into Drive Rush on block?

hard Click to reveal answer

+4 additional frames of advantage.

15:01

How much extra advantage do you get when your opponent is in burnout?

hard Click to reveal answer

+4 frames on every move on block (stacks with Drive Rush to +8).

16:26

If you are +2 on block, what is the effective startup of the opponent's 4-frame button?

hard Click to reveal answer

6 frames (4 + 2 = 6). Your 4-frame button will beat it.

18:37

What is a punish counter and what does it allow?

medium Click to reveal answer

A punish counter occurs when you hit the opponent during their recovery frames. It allows extended combos not normally possible.

10:17

Why should you maximize punish damage instead of using a light button?

medium Click to reveal answer

Missing damage can allow the opponent to make a comeback with a level 3 super or comeback mechanics. Maximizing damage secures the win.

13:43

💡 Key Takeaways

💡

Frame Data is the Key to Improving

The creator states that understanding frame data is the most important factor for intermediate players to advance.

⚖️

Advantage on Block is Core

Knowing whether a move is plus or minus on block determines your next action (block or press).

2:41
🔧

Test Opponent's Block Strings

Replicating troubling block strings in training mode reveals gaps that you can exploit.

5:43
💡

Maximize Punish Damage to Prevent Comebacks

Leaving damage on the table gives the opponent a chance to turn the match around with a super.

13:43
📊

Drive Rush Adds +4 to All Blockstrings

A concrete numerical rule that changes the frame advantage of any move, creating safer or more advantageous pressure.

15:01

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

The 4-Frame Rule: Know Your Fastest Button

51s

Reveals the fundamental speed benchmark (4 frames) that every player must know to interrupt and punish effectively.

▶ Play Clip

Stop Letting Opponents Fake Pressure – Find the Gap!

52s

Shows how to identify gaps in block strings and interrupt false pressure, a game-changer for intermediate players.

▶ Play Clip

Maximize Damage with Punish Counters – Frame Data Guide

53s

Demonstrates how knowing frame disadvantage (e.g., -12) allows optimal punishes that can turn a match around.

▶ Play Clip

Plus Frames: How to Win Every Button Trade

55s

Breaks down how plus frames work in simple math (add advantage to opponent's startup), making pressure easy to understand.

▶ Play Clip

[00:00] what's up everybody it's your boy mature

[00:02] TV today I've got a very important video

[00:04] for anybody who is at an intermediate

[00:07] level and trying to get to that advanced

[00:10] level or you are an advanced level maybe

[00:12] you don't know about this so uh today

[00:14] I'm gonna talk about Frame data Frame

[00:16] data is such a crucial part of this game

[00:19] and any fighting game for a fact and we

[00:22] are I'm just gonna show you the most

[00:24] important stuff the most important

[00:27] aspect of Frame data every time I search

[00:30] about this topic every time a video pops

[00:32] up about this topic it is always very

[00:34] confusing and there are so many details

[00:37] that are you know being discussed but

[00:39] today I'm just going to discuss the most

[00:41] important stuff that you need to keep a

[00:43] lookout and it's going to be as simple

[00:45] as possible that is the goal of this

[00:47] video alright so without further Ado

[00:49] let's go to the practice mode so when

[00:51] Street Fighter 6 was released the first

[00:52] thing that I did was I went to I went

[00:55] and picked Ryu and I came here and I

[00:58] started pressing random buttons I

[01:00] started pressing square and it showed me

[01:03] that you know it is four frames and I

[01:06] started pressing a medium punch it

[01:08] showed me you know six frames all right

[01:11] Circle nine frames this one is five

[01:15] frames this one is 12 this one is 10 and

[01:18] so on okay so I went through literally

[01:20] every single move that he has uh

[01:24] particularly the the buttons the normals

[01:26] okay these are normals okay these are

[01:30] special moves all right so I went

[01:31] through each one of them and to

[01:33] understand because you know I want to

[01:35] ideally know the the speed of each one

[01:38] of those normals because that's what I'm

[01:40] going to be pressing in in in you know

[01:42] in neutral or in front of the opponent

[01:45] I'm not going to be doing that soon like

[01:46] this like raw in front of the opponent

[01:48] right so what I'm going to be doing is

[01:50] pressing all of this so I need to

[01:52] understand the speed of it okay so this

[01:54] one takes four four frames the fastest

[01:57] button in the game is four frames okay

[01:59] so this one is a this one is a four

[02:01] framer this one is a four framer so you

[02:03] need to understand what are your fastest

[02:04] buttons so if for example I'm trying to

[02:07] interrupt someone who is attacking me I

[02:10] can do this because it's much much

[02:12] better than you know trying to to enter

[02:14] somewhere with this for example because

[02:15] this is 10 frames this is a heavy punch

[02:17] okay it's 10 frames so it's slower okay

[02:19] so if I try to draw someone with this

[02:21] I'll probably get counter hit it okay

[02:24] I'll probably get you know hit while the

[02:27] animation of this one is coming out all

[02:30] right this is what a counter hit means

[02:33] um so I need to understand like the

[02:35] speed of my moves I need to understand

[02:37] this the advantage of my moves on block

[02:41] this is the second most important thing

[02:43] that you need to do you can you can set

[02:45] the the dummy to block everything and

[02:48] then you have to press this one and see

[02:49] this minus one because this one see

[02:51] there's minus one between this one and

[02:53] this minus C and it's just zero press

[02:56] this one see that's minus two you know

[02:58] and so on each one of them I would go

[03:00] through each one of them and understand

[03:03] you know what is my advantage okay if

[03:06] this Advantage is minus is it plus okay

[03:10] if it is minus you know generally

[03:12] speaking it is not your turn generally

[03:15] speaking it's not always like that

[03:16] generally speaking is not your turn okay

[03:19] unless for example you can you can link

[03:21] it like this okay let me turn off this

[03:24] uh

[03:25] uh wake up reversal or even this block

[03:27] reversal

[03:29] all right so if I do this okay it is

[03:34] minus one still you see that so it's

[03:36] it's uh it is still safe I can link all

[03:39] of these and still be safe you cannot

[03:41] interrupt this no matter what okay and

[03:44] how do I know this I know this from the

[03:46] second graph the graph that shows player

[03:49] number two you see those those yellow

[03:51] bars they are representative

[03:53] representation of the block stun when we

[03:56] say block stun is how many frames does

[04:00] the opponent have to block okay and when

[04:03] can they stop blocking all right so if

[04:06] this if if these so each one of them you

[04:09] know it shows how many frames is that

[04:10] you can even count them you can count

[04:12] three here uh three here eight so he has

[04:16] like eight or nine frames of of

[04:17] blockstone so if I do two of them there

[04:20] is no Gap in between so he has to block

[04:22] for 18 frames of total all right however

[04:26] if I do this you can see that there is a

[04:29] gap in between all right there is about

[04:31] a six frame Gap in between so this is

[04:33] not a block so if somebody always does

[04:36] this to you in a game and you're just

[04:39] there blocking it is actually not their

[04:41] turn it is not real you can actually

[04:43] like interrupt this with anything like

[04:45] four five six frames because there is a

[04:48] six frame gun so for example if I set

[04:50] the block reversal here okay to be a um

[04:55] a light but let's make it a full frame

[04:56] or just for the uh Simplicity of

[04:59] understanding all right so if I do this

[05:01] he'll get counter here because he's

[05:03] smashing he's smashing like punch

[05:06] all right so he got really into that

[05:08] movie but if I do this

[05:10] he can't interrupt me look at me I'm

[05:12] mashing medium punch he can interrupt me

[05:14] all right so this is an important part

[05:16] to know uh where your opponent is

[05:19] pressing a lot of like doing a lot of

[05:21] block screens you know and you're

[05:22] blogging everything and you think that

[05:24] oh I don't have a turn he's he's always

[05:26] pressing buttons I don't have a turn I'm

[05:29] waiting for him to have to stop pressing

[05:31] buttons so then I can I can press mine

[05:34] right so a lot of the times it's

[05:36] actually not not the turn and you're

[05:39] just there blocking something that is

[05:41] not real so that is something important

[05:43] so you know it is so you need to note

[05:45] the blog series that your opponents are

[05:47] doing there are annoying you that are

[05:49] bothering you or you feel like they're

[05:51] Troublesome take them to the training

[05:53] and do the exact same block strings and

[05:56] see if there is a gap in between or not

[06:00] so there is like you know a one frame

[06:03] Gap or a two frame Gap okay we already

[06:05] established that the fastest button in

[06:07] the game is four frames okay so if you

[06:09] want to interrupt someone there has to

[06:11] be a four frame Gap all right other than

[06:14] that if there is no there is no four

[06:17] Freight gas but there is like a one

[06:19] frame Gap or a two frame gap for example

[06:20] if I do study media punch into medium

[06:23] hadouken okay

[06:27] okay it's going to be uh there's going

[06:29] to be a two-frame cap over here so what

[06:32] me what that what this means is that I

[06:34] can input a sure you can an extp or a

[06:39] super

[06:40] in those two frames okay to interrupt

[06:42] him to interrupt this block stream all

[06:45] right but if he presses a light punch it

[06:47] is not going to work it is actually

[06:49] going to come and hit them so this is

[06:50] going to be like a a frame trap

[06:55] see that it's actually going to be a

[06:57] counter hit for me if I time it

[06:58] correctly all right but let's say that

[07:01] we put the block reversal as a special

[07:04] move which is a short UK and let's make

[07:06] it OD all right let's turn this on and

[07:09] then you do this you see that it

[07:11] actually hits me because

[07:13] it will it will come out from frame one

[07:16] all right and it will be able to punish

[07:18] me within that uh frame within that Gap

[07:23] those two frames of gap between my my uh

[07:26] my block string or the blockstone it

[07:29] will come out and it will hit me same

[07:32] thing with super depending on the super

[07:34] of course uh it will work however if you

[07:37] just want a blockchain where you know

[07:39] they cannot mesh in between you have to

[07:42] do something that has you know no gap

[07:45] between the yellow bars the number one

[07:47] important thing to know about Frame data

[07:51] is how something is minus and how

[07:54] positive it is how plus it is on block

[07:57] for me I feel like this is the main the

[08:01] main advantage of Frame data the main

[08:04] use of Franklin is actually going to

[08:06] like take you uh from one level to the

[08:10] next okay that is actually going to

[08:12] solve uh match-up problems for you so

[08:16] what does it actually mean to be

[08:19] -10 or to be uh minus Z or to be you

[08:23] know minus one or to be minus 20 or

[08:26] anything if I do this and if it's locked

[08:28] it's minus 40 okay so it means that you

[08:32] can you can utilize a move that has a

[08:36] startup

[08:36] you know as fast as much as the

[08:40] advantage or the disadvantage okay or

[08:43] lesser so for example if I use a move

[08:45] that is it for example this one it's -30

[08:49] that means that they can punish me with

[08:51] any button or any move that is 13 frames

[08:56] it has a startup of 13 frames or less

[08:59] like 10 frames 8 frames 9 frames so if

[09:03] somebody does this to you so let's let's

[09:06] have Ken do a a tattoo

[09:10] okay that is minus 12 right

[09:17] if I purchase this move this way then

[09:18] I'm spending three bars okay and I'm

[09:22] getting only

[09:23] 2489 however I can do this

[09:30] okay this is 300 3678 much more than the

[09:33] previous combo just because I know that

[09:36] it's actually -12 and this is 12 frames

[09:39] so I immediately punished him with the

[09:41] right counter and I got the maximum

[09:43] damage that I can get if somebody is

[09:45] always doing a move that you don't know

[09:47] how to punish for example uh you know a

[09:51] a you know a blocked Hadoop like this

[09:53] okay you know this this is minus this is

[09:55] -9 but a lot of people they don't punch

[09:58] it like from here they don't punish it

[09:59] these things like oh it's it's look at

[10:01] the pushback it's fine but they can

[10:03] actually punish you so for example if I

[10:05] said Can to do this

[10:09] can to do this

[10:12] look at this

[10:15] this is a punish counter anything that

[10:16] you actually manage to punish it will

[10:18] show you as a punish counter and then

[10:20] that will give you ability to continue

[10:23] your combo in ways that were not

[10:26] possible before for example okay for

[10:29] example if I want to do this

[10:32] this is not a combo okay you can see

[10:35] that there's no there's no combo count

[10:37] and the

[10:40] um so if I set the opponent to block

[10:41] after the first hit

[10:43] okay he can block this is not a combo

[10:46] however however if I let him block after

[10:49] the first hit also I and I activate the

[10:52] recording

[10:55] this is a combo number all right so it

[10:58] allows you to finish counter uh allows

[11:00] you to complete your combos with stuff

[11:03] that were not you know possible before I

[11:06] highly suggested that you know just not

[11:07] for real any other character just go and

[11:10] check what are the possibilities for you

[11:13] to continue your combo after a punish

[11:16] count so for example if Ken instead of

[11:18] doing the hadouken he just ends his

[11:20] block string uh he just he just does a

[11:23] crouching minion kick okay like that

[11:26] so if we have to do this

[11:28] you can see that it's actually minus six

[11:31] all right so

[11:33] I can just do this

[11:36] it will be a punished cargo so if you

[11:38] see somebody who's actually like doing

[11:39] this a lot in neutral and you don't know

[11:43] you know it's a punish now you know that

[11:45] it's a Polish just because you have uh

[11:48] open The Frame data and you've tried you

[11:50] know the move and you blocked it and now

[11:52] you see that it's actually minus six so

[11:54] if you did not if you did not do this

[11:56] before you would not know that it's

[11:58] actually punishable you would just let

[11:59] him go away get away with it you know he

[12:01] can just you know press country beating

[12:04] kick all the time and you block it you

[12:05] don't know that you know it's not a

[12:07] block stream if or it's not punishable

[12:09] so if he does this yeah it's not gonna

[12:12] be punishable if it is from max range

[12:14] however if it is close range it can be

[12:16] punishable like for example if you block

[12:17] it from here

[12:19] it is not going to be punishable however

[12:21] if it is very close to you it is going

[12:24] to be punishable so it's very important

[12:25] to see like what are the moves that are

[12:27] punishable and what are the moves are

[12:30] not punishable so then you can maximize

[12:31] the punish if something is minus nine

[12:35] for example you don't want to punish it

[12:36] with a light punch all right don't want

[12:38] to punch into the light punch because

[12:39] the damage that comes afterwards is not

[12:42] going to be big but if it is like for

[12:44] example -10 you want to be doing this

[12:47] you want to be punishing them with this

[12:49] for example let me show you let's set

[12:51] the uh opponent to do to have counter as

[12:54] all the Spanish count okay instead of us

[12:57] having a recording or anything you could

[12:59] just test your punished counter combos

[13:01] from here so if for example if I do this

[13:04] if I if I do this combo

[13:08] you can see that it does

[13:09] 1530 all right but this is a combo that

[13:12] starts with a light punch however if

[13:15] it's something that is -10 you can start

[13:17] with this

[13:18] hold up

[13:21] you can do something like this

[13:24] okay you see that it now it's a 3440

[13:28] 3040 damage points so the point is you

[13:32] need to maximize the push if something

[13:33] is like -10 you should not be punishing

[13:35] with the light Bunch okay because you're

[13:37] you're missing out on the on the damage

[13:39] so understanding and memorizing what are

[13:43] the numbers okay the disadvantage and

[13:46] the advantage numbers of each move will

[13:48] allow you to punish the opponent

[13:50] properly okay will allow you to punish

[13:53] the opponent you know uh you know

[13:56] effectively and you know be give them

[13:59] the maximum damage that they that you

[14:01] can give because in this game okay if I

[14:04] do because in this game if you don't

[14:05] take your chances and maximize them you

[14:09] will be you know giving the opponent a

[14:11] chance to make a comeback I come back in

[14:13] this game is very easy you have three

[14:15] meters of super you have Drive uh meter

[14:18] or you know from from the get-go of the

[14:20] match so make it a comeback is easy

[14:22] especially if if the if you damage them

[14:25] but not be able to kill them then the

[14:27] level 3 now becomes CA so now they can

[14:29] make more damage to you if they hit you

[14:31] okay so imagine if they're about to die

[14:34] and instead of you making an optimal

[14:36] punish okay you make a punish that is

[14:38] not optimal and they don't die from that

[14:41] combo and they end up making a comeback

[14:44] on so this is where this is where it

[14:46] differs you know you maximizing your

[14:48] damage will get you the W will get you

[14:51] the win but if you miss out on the

[14:52] damage it can cause you to lose the

[14:55] attack match or the entire set so that's

[14:58] why this is very important just to give

[14:59] you additional information

[15:01] um anything that is done from a drive

[15:05] Rush Council gives you extra four frames

[15:08] of advantage for example let me just

[15:10] show you right now if you set everything

[15:12] to block

[15:14] okay this one is zero right now right

[15:17] this is zero unblocked media punch is

[15:20] offer you a zero unblock however if I do

[15:22] it with drivers now it's plus four this

[15:25] one is -1 standing media punch is minus

[15:28] one on block but if I do it with this

[15:29] one it's buttons plus three all right it

[15:32] goes for everything all right so if you

[15:34] cancel everything anything from a dry

[15:35] brush it will be plus four unblocked so

[15:38] you need to understand for example you

[15:40] know if you're doing if you're doing

[15:41] this if you're doing this and it's not a

[15:44] block string you can do this and now it

[15:46] is a block string they can't really

[15:49] interrupt

[15:52] there's a one frame Gap

[15:56] okay there's only one print Gap so it's

[15:58] they cannot really like press anything

[16:00] you know uh in between however if I do

[16:03] this

[16:04] okay

[16:05] there is a five frame Gap in between

[16:08] there so they can they can do a live

[16:10] punch they can do a stand light kick or

[16:11] something and interrupt me in between

[16:13] those two punches however if I do with

[16:15] drivers they cannot do that if they

[16:18] press anything they will get hit it will

[16:20] get counter hit for for me yeah let's

[16:22] have the opponent go and burn out let's

[16:24] see right now The Frame data changes

[16:26] also now this is four frames

[16:30] if you do this now it becomes 8 frames

[16:32] in the dry brush it became plus eight on

[16:35] block okay this one becomes four frames

[16:38] so it gives you the exact same plus four

[16:40] uh Advantage as with dry brush but when

[16:44] you are in blocks in in in in Burnout in

[16:47] Burnout state if your opponent is a bird

[16:49] I'll save everything that you do will be

[16:51] plus four uh advantages uh on block so

[16:55] that is something that you need to keep

[16:56] in mind so if there's something that is

[16:58] minus like for example this is -6 right

[17:01] but it will become uh

[17:04] minus two just like this if you if you

[17:07] set this one to uh this one like this

[17:11] hold up

[17:16] okay this will be -2 unblocked so you

[17:19] need to like keep this in mind every

[17:21] time the opponent is in Burnout you have

[17:24] more advantage on your buttons or

[17:26] everything that you do same as doing

[17:29] with dry brush and if you do it with dry

[17:31] brush during burnout you'll be even plus

[17:34] eight you'll be plus four for the

[17:36] burnout and plus four extra for the

[17:38] drivers all right that is something that

[17:40] you need to keep in mind so the whole

[17:42] point of this video is to help you

[17:44] punish the opponent as

[17:47] met as much as possible as much as

[17:50] possible that you can do okay always

[17:52] make your punishes very optimal uh know

[17:57] which moves to punish which moves that

[18:00] you should keep blocking afterwards okay

[18:02] if if a move is plus unblocked you

[18:06] should be moved it should be uh blocking

[18:08] afterwards for example this one

[18:11] hold up let's keep it as normal for

[18:14] example this one this is plus two

[18:16] unblocked so the opponent if he presses

[18:18] anything in between after this it is

[18:21] going to get hit all right so if you put

[18:23] this one as block reversal light punch

[18:27] dominance

[18:33] it will always be a camera all right so

[18:37] um they should if it's if something is

[18:38] Plus on block you should not be pressing

[18:41] a bucket and if it depends on how plus

[18:44] it is so for example if it is plus two

[18:46] on block you need to add

[18:49] the -2 that he has over there as player

[18:53] two you can see the advantage he says -2

[18:55] right so this means that he if he

[18:57] presses his fastest button his fastest

[19:00] button which we already said that it's

[19:01] going to be a couch light Punch or a

[19:03] standing light punch a full frame okay

[19:05] if he does a four framer it is now

[19:07] becoming six frames because you're going

[19:09] to you know uh add those two those minus

[19:13] two uh to it and it will become six

[19:16] frames instead of four frames so that

[19:19] means if I if if I'm plus two on block

[19:21] that means if I press anything after

[19:23] this that is

[19:25] four frames or five frames I am going to

[19:28] win if he presses a four framer which is

[19:31] the fastest option that he has and I

[19:33] press the fastest option that I have

[19:34] which is a four frame I'm going to win

[19:36] because mine right now my light punch

[19:39] will become four frames and his light

[19:40] punch will become six frames or my light

[19:43] kick will be five frames and his light

[19:45] Bunch will be six frames so edit any of

[19:47] those two options they will win however

[19:49] if I do a stunning media punch which is

[19:52] six frames started and we already

[19:54] established that his his plus is four

[19:57] framer or installing light punch will

[19:59] become six frames that is going to trade

[20:02] so if I do this

[20:06] this will trade so trade all day long

[20:08] you will never win in this case unless

[20:10] he delays his like punch unless he's

[20:12] late with the light Bunch but if both of

[20:14] you time it right I will always be a

[20:16] trade

[20:17] all right so understanding like how

[20:19] close you are gives you the ability to

[20:22] pressure after that after those plus

[20:25] frames after that button that was

[20:26] blocked it will enable you to pressure

[20:28] in other ways at understanding how you

[20:31] can pressure afterwards what button to

[20:34] press after being advantages alright so

[20:37] if you're plus one on block you have to

[20:39] press like punch because if you press

[20:41] five frames and he presses four frames

[20:44] it is going to trade if you press six

[20:46] frames and you press four frames you're

[20:49] going to lose all right so you just have

[20:51] to like you know add the advantage your

[20:55] advantage if it is if it is plus two

[20:57] unblocked okay you have to add that

[21:00] advantage to the startup of his fastest

[21:03] bottle all right and then you would

[21:05] understand like now his button will

[21:07] become six frames instead of four frames

[21:09] that is the simplest way to understand

[21:11] it all right your yours is faster yours

[21:14] is faster than him so yours is going

[21:17] through it that is basically how to

[21:18] understand it you don't have to

[21:19] complicate things and

[21:22] um there are different different ways to

[21:24] understand this there are much more is

[21:27] much more in depth but just to

[21:30] understand this you know how to counter

[21:33] someone's moves how to stop someone from

[21:36] pressuring you this is the right way to

[21:38] do it this is uh the way that will help

[21:41] you in a match understanding how when to

[21:44] press buttons and when to block and when

[21:47] what to press what to press after a

[21:50] blocked uh button or a blocked special

[21:53] move or something all right if you're

[21:56] facing issues with this with a special

[21:58] move that keeps on happening for example

[22:00] uh Blanca's uh ball or like Hondas uh

[22:04] you know a headbutt or something like

[22:06] that you have to understand the frame

[22:08] that is behind that so then you can know

[22:11] if there's a punish if there is if there

[22:13] isn't one like how how mine is it on

[22:15] block how pluses don't block and all of

[22:18] that all right this is the most

[22:20] important aspect of of Frame data it's a

[22:23] vast topic there are so many things to

[22:26] discuss about this but this is in a real

[22:28] match this is what exactly going to help

[22:30] you understand

[22:32] um how to win a match how to punish the

[22:34] opponent when to how to stop them and

[22:36] how to initiate your pressure

[22:38] it helped me a lot this is how I went

[22:41] from Street Fighter 5 I went from a

[22:43] platinum player to Diamond to my master

[22:46] Grand Master and all of that so I'm

[22:48] pretty sure it will help you it is the

[22:51] most important you know advice that I

[22:54] can give for someone who's looking to

[22:55] improve from

[22:58] intermediate level to

[23:01] um advanced level all right so if you

[23:03] guys enjoyed this video please leave a

[23:06] like subscribe and you know comment

[23:08] below Down Below on the video let me

[23:10] know what you guys want to see more from

[23:12] me you want to see you know other types

[23:14] of tips other types of tutorials I'm

[23:17] here for you guys to help you so with

[23:19] that said you know

[23:21] I'll see you guys in the next video take

[23:22] care

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