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What is Frame Data? Street Fighter 6 Frame Meter Guide

Transcribed Jun 15, 2026 Watch on YouTube ↗
Intermediate 6 min read For: Fighting game players, especially those new to frame data concepts.
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AI Summary

This video explains frame data in Street Fighter 6, covering the frame meter, startup, active, and recovery phases, and how to use advantage to create combos, frame traps, and better strategies.

[00:00]
What is Frame Data?

Frame data is the logic behind fighting games, measuring moves in frames (60 frames per second).

[00:50]
Three Stages of a Move

Every move has startup, active, and recovery frames. Active frames (purple) are when the move can hit.

[01:48]
Hit Stun and Advantage

Hitting an opponent causes hit stun (yellow bar). Advantage is the difference between recovery and hit stun frames.

[02:32]
Links and Combos

A link occurs when a move's recovery ends before the opponent's hit stun, allowing a follow-up move.

[03:33]
Block Stun and Frame Advantage

On block, advantage is different. Example: standing medium punch is +2 on block.

[04:39]
Frame Traps

A frame trap is a sequence with a small gap where the opponent's move cannot become active before yours.

[06:36]
Chains vs Links

Chains skip startup on the second move, going from recovery to active. Links require full recovery.

[08:38]
Drive Rush and Frame Advantage

Drive Rush adds +4 frames of advantage on hit or block, enabling new combos.

[11:51]
Projectile Frame Data

Projectiles have a projectile phase (orange) combining active and recovery. Distance affects advantage.

Understanding frame data helps you make better decisions, create combos, and set up frame traps to win more games.

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Mentioned in this Video

Tutorial Checklist

1 00:14 Turn on the frame meter: go to Screen Display Settings and enable the frame meter.
2 00:50 Understand the three stages: startup, active (purple), and recovery (blue).
3 01:48 Identify hit stun (yellow bar) and calculate advantage: recovery vs hit stun frames.
4 02:32 Perform a link: use a move with advantage, then a move with startup ≤ advantage frames.
5 03:33 Check block advantage: set dummy to block all and note the advantage on block.
6 04:39 Create a frame trap: use a move with advantage on block, then a move that becomes active before opponent's startup.
7 08:38 Use Drive Rush: hold Parry and dash, then attack for +4 extra frames on hit/block.
8 11:51 Manipulate projectile advantage: let the fireball travel to increase frame advantage.

Study Flashcards (8)

What are the three stages of a move in frame data?

easy Click to reveal answer

Startup, active, and recovery.

00:50

What does the purple bar on the frame meter represent?

easy Click to reveal answer

The active frames of a move.

01:07

How is frame advantage calculated on hit?

medium Click to reveal answer

Advantage = opponent's hit stun frames minus your recovery frames.

02:01

What is a link in fighting games?

medium Click to reveal answer

A link is when a move recovers before the opponent's hit stun ends, allowing a follow-up move to combo.

02:32

What is a frame trap?

medium Click to reveal answer

A sequence of moves with a small gap where the opponent's move cannot become active before yours, punishing their attempt to attack.

05:07

How does Drive Rush affect frame advantage?

hard Click to reveal answer

Drive Rush adds +4 frames of advantage on hit or block.

08:38

What is the difference between a chain and a link?

hard Click to reveal answer

A chain skips startup on the second move (goes from recovery to active), while a link requires full recovery before the next move.

06:36

How can projectile distance affect frame advantage?

hard Click to reveal answer

Letting a fireball travel longer increases your frame advantage because the opponent's hit stun starts later relative to your recovery.

12:45

💡 Key Takeaways

⚖️

Three Stages of a Move

Fundamental concept for understanding frame data.

00:50
🔧

Links Explained

Key to executing combos.

02:32
🔧

Frame Traps

Essential offensive strategy to punish opponent's buttons.

05:07
💡

Drive Rush Advantage

Shows how a mechanic can augment frame data for new combos.

08:38
🔧

Projectile Frame Data Manipulation

Advanced technique to gain advantage by spacing.

11:51

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

What is Frame Data?

45s

Beginners are confused by frame data, and this clear explanation hooks them instantly.

▶ Play Clip

Startup, Active, Recovery Explained

60s

The three stages of a move are fundamental, and the visual frame meter makes it easy to understand.

▶ Play Clip

Plus Frames = Advantage

60s

Understanding plus frames is key to winning, and the example with Juri vs Ryu is concrete and memorable.

▶ Play Clip

Frame Traps Explained

60s

Frame traps are a core offensive technique, and the counter-hit setup is exciting to learn.

▶ Play Clip

Drive Rush Changes Everything

60s

Drive Rush adds extra advantage, creating new combos and mind games that players love to exploit.

▶ Play Clip

[00:00] what is Frame data and what is the frame

[00:02] meter what are all these colors here

[00:04] what am I supposed to do with all this

[00:05] information well by the end of the video

[00:07] you will have a firm understanding of

[00:09] what Frame data is so that you can make

[00:10] better decisions and win more games

[00:12] first let's turn on the frame meter so

[00:14] hit start and we're going to scroll over

[00:15] to screen display settings and we're

[00:17] going to turn on the frame meter we're

[00:19] gonna see two rows of boxes each of them

[00:21] representing a frame the top row will be

[00:23] ours and the bottom will be our opponent

[00:24] to understand what these funny colors

[00:26] mean we must first understand a few key

[00:28] points so I'm going to play a clip from

[00:30] an unreleased video I did on Frame data

[00:31] I recently made a video about Frame data

[00:34] it is the logic and reason behind

[00:36] everything in fighting games as at the

[00:37] time of this recording modern fighting

[00:39] games run at 60 frames a second frames

[00:41] are the measurement of speed referring

[00:42] to a normal or a command every second

[00:45] that passes 60 frames also pass broken

[00:47] down into three stages startup active

[00:50] and Recovery let's first look at stage

[00:52] two the active face active frames refer

[00:55] to the frames in which your move can hit

[00:57] an opponent we start at step two because

[00:58] when we think about a move we think

[01:00] about hitting the move and the only part

[01:02] of the move that hits the opponent is

[01:03] the active phase and the active phase is

[01:05] represented on the frame meter by the

[01:07] purple bars let's look at go osatsu when

[01:09] I use this move she has to spin around

[01:11] first and then she connects with the

[01:12] opponent during these 17 frames of

[01:14] startup jury cannot attack Ryu it is

[01:17] only after the 17 frames during the

[01:19] purple phase where she can actually

[01:20] connect with Ryu let's now double back

[01:23] and talk about the first stage startup

[01:25] startup refers to the amount of frames

[01:27] that must pass before your move becomes

[01:28] active the recovery phase refers to the

[01:30] amount of frames your move must complete

[01:32] before you are able to act again to put

[01:34] it simply startup refers to the wind-up

[01:36] of the move active refers to hitting the

[01:39] opponent and Recovery refers to her

[01:41] reeling her arm back before she can do

[01:42] her next attack jury cannot act again

[01:44] until she is out of recovery or when

[01:46] those blue bars pass when we collided

[01:48] with Ryu we saw another bar the Bottom

[01:50] bar is reusebar and the yellow bars

[01:52] refer to stunned when we hit Ryu we see

[01:54] startup active and stun starts on the

[01:57] first frame of active Ryu was stunned

[01:59] longer from the hit than jury had to

[02:01] recover the difference between the

[02:03] amount of hits done versus the amount of

[02:04] recovery is called advantage since jury

[02:07] recovers seven frames before Ryu gets

[02:09] out of hit stun jury is plus seven on

[02:11] advantage or you might have heard plus

[02:13] seven on hit since I'm seven frames

[02:15] ahead if I throw out a move after the

[02:17] medium punch that's 5 frames if we look

[02:19] at the fraying meter the first move

[02:21] recovers the next move starts up becomes

[02:24] active and then recovers and if we look

[02:26] at the bottom meter where U was in

[02:28] stunned the whole time he never had a

[02:30] chance to recover this is called a combo

[02:32] more specifically this is called a link

[02:33] a link is when you use a move that

[02:35] leaves you at advantage and your next

[02:36] move starts up so fast your enemy never

[02:39] leaves hits done your first move must

[02:41] completely recover before you use the

[02:43] second move but the key part is the

[02:45] enemy must never leave hits done if our

[02:47] second move becomes active after Ryu has

[02:49] left hits done if we look at the frame

[02:51] meter where you had time to recover and

[02:53] he's able to block this is not a link so

[02:55] how can we tell what links and doesn't

[02:56] link the frame meter will tell us

[02:58] startup frames and it also will tell us

[02:59] Advantage if we we hit for you it tells

[03:01] us stand medium punch starts up in six

[03:03] frames and on hit it leaves us Advantage

[03:05] by 7 frame if we use a move it tells us

[03:07] startup frames or all of her moves even

[03:10] on width since we're advantaged by seven

[03:12] frames any move that starts up in 7

[03:13] frames or quicker will link crashing

[03:15] medium punch is six frame so seven

[03:18] frames Advantage six frame startup that

[03:20] links stand light kick is by frame so

[03:23] seven frames five frames that links

[03:25] startup active recovery startup active

[03:28] recovery and on the bottom we use it hit

[03:31] stun the whole time what if for you is

[03:33] blocking if we hit start go to dummy

[03:35] settings we can turn block all on now

[03:37] when we use that same move we get a

[03:39] different piece of information it says

[03:41] we're advantage to frame rather than

[03:43] being seven that's because the amount of

[03:45] frames you get on block is different

[03:47] from the amount of frames that you get

[03:48] on hit so after I use stay in medium

[03:50] Punch If review blocks I am only ahead

[03:52] of him by two frame what does it mean to

[03:54] be advantage two frames on block it

[03:56] typically is referred to as plus two on

[03:58] block so if you ever hear that that

[04:00] means your two advantage on block plus

[04:02] two I can act two frames before Ryu and

[04:04] if we look at the frame meter we see it

[04:06] here he recovers out of block stun and

[04:08] there's two empty frames and then he

[04:09] enters block stun again well what would

[04:11] happen if were you hit a button we can

[04:13] go into the dummy settings go over to

[04:15] reversal settings and on block reversal

[04:17] we can set it to be crouching light

[04:19] punch we'll turn that on when I hit him

[04:22] he will respond with the crouching light

[04:24] pump the frame meter shows my move

[04:25] startup was active for five frames and

[04:28] recovered for 12 frames meanwhile Ryu

[04:30] was in Block stun for 19 frames and then

[04:33] he was able to start up his move became

[04:35] active and then he recovered let's look

[04:37] at a situation where Jerry would take

[04:39] advantage of her two frame Advantage if

[04:40] we were to hit medium punch and then

[04:42] light kick you see here on the frame

[04:44] meter startup active recovery and her

[04:47] next move startup active and recovery on

[04:50] reusebar he was in Blackstone this whole

[04:52] time tried to start up but then my move

[04:55] became active and then he was stuck in

[04:57] hit stunt the logic is in the frame

[04:59] meter Ryu was stuck in Block stun this

[05:01] whole time tried to hit a button

[05:03] afterwards and then my move became

[05:04] active and stuffed his this results in a

[05:07] counter hit setup or it's commonly

[05:08] called a frame trap a frame trap is a

[05:10] sequence of moves that leaves a small

[05:11] Gap too small for the opponent's move to

[05:14] become active Meanwhile my move can

[05:15] become active before his and I went out

[05:18] did we need to have the frame meter on

[05:19] to find this out no technically we could

[05:21] just press button and see what works but

[05:24] why go through this trouble turn the

[05:25] frame meter on We Can Make a Better plan

[05:27] reuse quickest button is four frames and

[05:29] we can see that on the frame meter on

[05:31] here it says his startup was for frame

[05:32] so if we're plus two on this situation

[05:34] long as my move becomes active here my

[05:37] next move will be out his startup of his

[05:39] next move we can see that in action like

[05:41] this

[05:42] startup active recovery reuse in Block

[05:46] stun my move starts up in one

[05:49] two three four fifth frame becomes

[05:52] active while his move is still trying to

[05:54] start up his move would have become

[05:56] active on this Frame here it didn't have

[05:58] a chance to because my move was already

[06:00] active what happens if two moves become

[06:02] active on the same exact brain well that

[06:04] results in a trade both of our moves

[06:06] enter the active phase and we both got

[06:08] hit at the same time so we both entered

[06:11] stun at the same time why did Ryu

[06:13] recover after I recovered if we both hit

[06:15] each other at the same time Ryu use the

[06:17] light attack I used a medium attack

[06:19] usually mediums give more hits than

[06:21] light attacks this could also lend

[06:23] itself to this interesting situations

[06:24] called trade combos based on what we

[06:27] learned since I recovered before Ryu and

[06:29] I'm Advantage 8 frames any move that is

[06:31] 8 frames or quicker should be able to

[06:33] combo even though we traded let's look

[06:35] at another unique situation by you

[06:37] standing light punch I'm disadvantage to

[06:40] frame so if I hit light punch and then

[06:41] hit light punch again I get beat out

[06:43] because on disadvantage 2 frames and Ryu

[06:45] gets to act first Ryu recovers before I

[06:48] do and he recovers two frames before me

[06:49] his move starts up even before I recover

[06:52] from my first move his light punch

[06:54] becomes active before my light punch

[06:56] becomes active so what happens here

[06:59] wait doesn't that disprove what I just

[07:02] said let's look at these situations side

[07:04] by side the situation on the left shows

[07:06] startup active recovery startup and then

[07:09] I got beat trying to become active the

[07:12] situation on the left shows something

[07:13] different startup active recovery but no

[07:17] startup I go straight to the active

[07:19] phase some moves can be chainable which

[07:21] means there's no startup on the second

[07:22] move it goes from recovery straight to

[07:24] active for the second move Ryu has to

[07:26] recover and tries to go start up but

[07:29] gets hit and goes into recovery jury's

[07:31] feng shui engine works in Reverse

[07:32] instead of cutting the startup it cuts

[07:35] the recovery of all of our string we

[07:36] have here startup active startup active

[07:39] startup active so if any of Jerry's feng

[07:41] shui strings leave a big enough Gap that

[07:43] Ryu tries to match through as we see

[07:45] here that means he will get hit because

[07:47] my moves will definitely become active

[07:49] before his after my crouching medium

[07:51] kick where you tries to hit a button

[07:52] only gets one frame to do so which is

[07:54] not quick enough and then my move

[07:56] becomes active the next frame some moves

[07:58] can be canceled by special moves you

[07:59] look here we have the startup of light

[08:01] punch it becomes active for one frame

[08:03] but then we have the startup of her

[08:05] fuhajin that's because standing light

[08:06] punch is special cancelable we see one

[08:08] empty frame here so if Ryu tries to hit

[08:11] a button Ryu gets hit there's not enough

[08:13] space in between those two moves let's

[08:15] review every move has startup active and

[08:18] recovery for all their moves some moves

[08:20] can be canceled into each other which is

[08:22] called a chain also some moves can be

[08:24] canceled into a special move that's

[08:26] called a special chance a frame trap is

[08:27] when you throw at a move that's

[08:29] advantage and your next move becomes

[08:30] active before their move becomes active

[08:32] it's a trap because they think they can

[08:34] squeeze and move in and they cannot

[08:36] let's look at some cases where we can

[08:38] manipulate The Frame data to get even

[08:39] more Advantage the first is going to be

[08:41] Drive Rush Drive Rush is done by holding

[08:43] down the power and dashing if we don't

[08:45] use Drive rush or advantage to frame but

[08:48] if we drive rush into the same button

[08:49] we're Advantage six frame let's first

[08:51] look at the frame meter this purple

[08:53] color shows something new this is armor

[08:55] which we get off of the Parry when we

[08:57] hold Parry we get armor the same same

[08:59] thing as if we use Drive Impact there's

[09:02] a certain amount of frames that we get

[09:03] that is armored sending medium punch

[09:05] starts up in six frames however if we

[09:07] drive rush we see the startup of the

[09:10] move is now 17 frame that's because we

[09:13] have to run first before the move starts

[09:15] any move that you dry brush into you get

[09:17] four extra frames on hit or block so

[09:20] this move that is usually plus two on

[09:22] block is now plus six when we use

[09:24] crotchet medium punch after standing

[09:25] medium punch we traded because both of

[09:27] our moves became active on the same

[09:29] frame however if we were to drive rush

[09:31] now where you can't hit a button at all

[09:32] because there's no longer a gap in

[09:34] between those two but if we were to

[09:36] manually leave enough space in between

[09:37] those two moves we would see that it

[09:39] would counter hit and if we look at the

[09:41] frame meter we have just the frame there

[09:44] enough so that reuse move doesn't even

[09:46] start up sequences that were not

[09:48] advantaged so Ryu can counter attack

[09:50] before our move becomes active can now

[09:52] get plus four frames and we can act

[09:54] before Wii U does this could be tricky

[09:56] for the opponent because if they're used

[09:57] to counteracting after a certain move

[09:59] after Drive rush they might fool

[10:01] themselves and get hit by it or if they

[10:03] don't think they can act after a drive

[10:05] rush they might be susceptible to throws

[10:07] dry fresh can also augment things on hit

[10:09] standing medium punch is plus seven

[10:11] after Drive rush it is now plus 11 any

[10:13] move that's 11 frames or quicker will

[10:16] now combo a really damaging combo for

[10:18] jury is standing medium punch standing

[10:19] heavy punch but that does not combo

[10:21] dating medium punch starts up and

[10:22] becomes active after it hits Ryu Ryu

[10:25] enters it's done Jerry recovers and

[10:28] exits recovery starting up her next move

[10:30] now that move becomes active however

[10:32] becomes active after reuse hitstun wears

[10:36] off dry Rush will put Ryu in an extra

[10:37] four frames of hit stunt so that would

[10:40] have comboed and if we look at the frame

[10:41] meter my move becomes active it recovers

[10:44] my next move starts up becomes active

[10:47] and all the while Ryu is in hit stunt

[10:49] withdrive Rush adding those four extra

[10:51] frames on a drive thrust normal you can

[10:53] create new combos that wouldn't have

[10:55] been possible and get more damage now

[10:57] that we understand how the frame meter

[10:58] works we can creates situations without

[11:01] having to test for hours standing light

[11:03] punch is 5 frames advantage on hit if we

[11:05] were to drive rush we know that we can

[11:06] add four frames to it so we would be 9

[11:09] frames Advantage any move that is 9

[11:10] frames or quicker with combo we could

[11:13] just look at the startup here and press

[11:14] buttons warframes 5 frames 6 frame six

[11:18] frame 10 frame A-frame oh so if this is

[11:23] eight frames and after a dry brush I'm

[11:25] plus nine Advantage well that means

[11:28] standing light punch on a drive brush

[11:29] with a crouching heavy punch would work

[11:33] standing heavy kick is advantaged by two

[11:35] frames on hit so if we drive rush we add

[11:37] four that gives us six so any move that

[11:40] is six frames or quicker will combo

[11:42] after a drive Rush standing heavy kick

[11:44] since this move is six frames or quicker

[11:46] we can piece together this combo here

[11:51] let's look at projectiles we have the

[11:53] startup phase here but we also have this

[11:54] orange bar think of this projectile

[11:56] phase as the active and Recovery both

[11:59] together since the projectile becomes

[12:01] active and it's active all the way

[12:03] through and it's still active even after

[12:05] this phase I can't move until I reach

[12:07] this 30 frame Mark if we look at this

[12:09] situation on hit we can see the story

[12:11] play out so we have startup for 16

[12:13] frames one frame of the projectile phase

[12:15] and then 29 frames of recovery we must

[12:18] go through these 30 frame no matter what

[12:20] but what if I'm far away

[12:23] we have the projectile phase go through

[12:25] for 27 frames and then three frames of

[12:28] recovery 30 frames must pass for this

[12:30] projectile but something interesting

[12:32] happens I only recovered for three frame

[12:35] if we look at this situation up close

[12:37] Ryu must recover out of hitstand for 31

[12:39] frames and 30 frames must pass by for me

[12:43] to act again which means I am one frame

[12:45] of Advantage if I let the fireball

[12:46] travel just a bit we see something

[12:48] interesting happen the projectile

[12:50] travels for 19 frames and on the 19th

[12:52] frame is when Ryu starts his 31 frames

[12:55] of hit stunt meanwhile I only have 11

[12:57] more frames to recover before I can act

[12:59] again that means Ryu enters his hit stun

[13:02] much later and I recover much sooner

[13:05] which gives me Advantage 19 frames 30

[13:08] frames must pass before I act again so

[13:11] if I can recover and my projectile

[13:13] travels I can have Ryu start his hit

[13:15] stun much later if I hit the Fireball

[13:17] the closest that I can I have to recover

[13:19] for 30 frames Ryu has to recover for 31

[13:22] frames putting me at one frame of

[13:24] Advantage but if I can make that

[13:26] fireball travel just a bit we see all of

[13:28] a sudden I'm six frames of Advantage I

[13:31] hit Ryu with a crouching medium punch

[13:32] and special cancel that to my Fireball

[13:34] the 15 frames go by and then the

[13:37] projectile traveled for six frames this

[13:39] is the frame where Ryu would start his

[13:41] 31 frames of hit stunt it's hard to tell

[13:43] because he's in hit stun throughout the

[13:44] whole combo but this is the frame that

[13:46] he starts his hits done on 31 frames

[13:48] after I am six frames of Advantage So in

[13:51] theory

[13:54] I can Cobble after the fireball because

[13:56] I am plus six any move that is 6 frames

[13:58] or quicker will work this is a sneaky

[14:01] way to augment Frame data because you

[14:02] can allow your Fireball to travel and

[14:04] give you bigger frame advantage in this

[14:06] case here I am minus and I cannot attack

[14:08] before Ryu attack however if I let my

[14:11] Fireball travel just a bit

[14:13] I can attack before Ryu and in some

[14:15] cases leave really nasty traps wherever

[14:17] you think he's free to attack and he's

[14:18] actually not

[14:20] all right

[14:28] this was a hard task I wanted to explain

[14:30] a really hard Concept in a precise and

[14:33] concise way so that even beginners can

[14:35] understand it there's anything you don't

[14:36] understand please ask in the comments

[14:38] and if this helped out in any way please

[14:39] press the like button so I know that you

[14:41] like content like this and I hope I did

[14:43] a good job because I want you to enjoy

[14:44] Street Fighter 6 because sometimes pain

[14:46] points can be relieved by having more

[14:48] information if you want to get better at

[14:50] Street Fighter 6 subscribe to the

[14:51] channel and on screen will be a video

[14:52] that should help you on your journey now

[14:54] that you understand Frame data and the

[14:56] frame meter I'm sure you'll be able to

[14:57] understand this video a lot better

[14:58] hopefully you enjoy I'll see you in the

[15:00] next one have a good one

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