Street Fighter 6
📐 Frame Data Guide
How to read startup, active, recovery and advantage frames
What Are Frames?
SF6 runs at 60 frames per second. Every move's speed and recovery is measured in frames (F).
1F = approximately 16.7 milliseconds (1/60 second)
Reading frame data lets you determine — by the numbers — what you can punish after blocking an attack, and whether a combo links.
The 4 Frame Data Values
Frame data has four main values.
| Value | Notation | Meaning |
|---|---|---|
| Startup | #F | Frames from input until the hitbox appears |
| Active | #F | Frames the hitbox is active |
| Recovery | #F | Frames until you can act again after the move |
| Advantage | +#F / -#F | Frame advantage/disadvantage on hit/block |
Startup Frames
The number of frames from input until the attack hitbox appears.
- Startup 4F: The hitbox appears 4 frames after input
- Lower startup = faster move (better for interrupts and combos)
Practical Examples
- Light attacks (4–6F startup): Used for fast interrupts and pressure
- Heavy attacks (10–15F startup): Used as combo parts for big damage
- Special moves: Often slower startup but high damage/utility
If the opponent's move is -5F on block, you can punish with any move with 5 or fewer startup frames.
Active Frames
The number of frames the hitbox is active.
- 3 active frames: The hitbox lasts for 3 frames
- More active frames = "meaty" moves that are strong for pressure and setups
In Practice
Active frames matter most for meaty setups (hitting the opponent as they wake up). A move with more active frames covers more of the opponent's wakeup timing, making the setup more consistent.
Recovery Frames
The number of frames until you can act again after a move.
- High recovery moves have large gaps if whiffed
- The recovery period differs between whiff and block situations
Beware of Whiffing
Whiffing a high-recovery move at a range where it doesn't connect gives the opponent a whiff punish. Be careful about the distance you use such moves.
Frame Advantage: Plus and Minus
The most important frame data value in SF6. It indicates who gets to act first after a move hits or is blocked.
Plus (Advantage)
You can act before your opponent.
- +2F on block: You act 2 frames before your opponent after they block
- Can continue pressure with strikes, throws, or Drive Rush
Minus (Disadvantage)
Your opponent can act first — they can punish you.
- -4F on block: Your opponent has a 4-frame head start
- Larger minus = more likely to be punished
How Punishes Work
Moves with large negative frames on block are punishable.
Example: opponent's move is -8F on block
- Any move with 8 or fewer startup frames hits them guaranteed
- Ryu's Light Shoryuken (3F startup) punishes this for free
Hit vs Block Advantage
| Situation | Example | Meaning |
|---|---|---|
| On hit | +5F | If opponent doesn't get knocked down, you're +5F |
| On block | -2F | You're -2F if blocked |
| Counter Hit | CH +8F | Counter hits give more advantage |
Where to Find Frame Data
In-Game Frame Meter
SF6 has a built-in frame meter.
- Location: Gameplay Settings → Frame Meter ON
- Shows frame data in real time during matches
- Perfect for training mode
Official Site Frame List
Capcom's official site (streetfighter.com) publishes full frame lists for every character.
Our Frame Search tool lets you search and compare frame data across all characters on this site.
Practical Frame Data Usage
Learning Your Punishes
How to Find Your Punish
- Look up the opponent character's move and its on-block frame disadvantage
- Compare against your own character's startup frames
- If opponent's disadvantage ≥ your move's startup, it's a guaranteed punish
Example: Opponent's move is -6F on block — any move with 6 or fewer startup frames punishes it.
Confirming Combos Link
When Combos Connect
If a move's on-hit advantage is equal to or greater than the next move's startup, they connect as a combo.
- Previous move's hit advantage: +5F
- Next move's startup: 4F
- 5 ≥ 4, so it links
Drive Rush adds +4F, allowing normally non-linking moves to combo.
Using Frame Advantage to Continue Pressure
Moves that are plus on block are great for blockstrings.
- After a +2F on block move, you can pressure with strikes and throws
- You can keep attacking one-sidedly when you have the frame lead
Summary
Frame Data Priority
- Learn your character's punishes: Start with 1–2 "this move blocked → punish with X" patterns
- Understand your main combos: Knowing why they link helps you adapt
- Use plus-on-block moves for pressure: Build your blockstring around them
- Learn the opponent's punishable moves: Leads directly to matchup knowledge
You don't need to memorize everything at once. The efficient approach is to look up "what punishes this move?" one at a time as you play.