
Ultimate Frame Data
Data Sources. Almost all Frame Data farmed by MetalMusicMan, with some references from SuperCombo.gg for Dash/Walk speeds, Invincibility windows, and general help for a few characters I am less familiar with.
Street Fighter 6/Game Data - SuperCombo Wiki
In SF6 and most fighting games, one frame is 1/60 of a second, since the game runs at 60 frames per second. Every action a character takes, like walking, jumping, attacking, or blocking, can be measured in terms of frames.
JP - Ultimate Frame Data
For both versions, JP recovers before the hit, so On-Hit and On-block data are relative to other actions. Free Juggle State on hit. 17 frames of recovery on successful parry. In February 27, 2024 patch: now adds 50% damage scaling to 3rd hit when starting a combo or adds 60% damage scaling when comboed into.
JP FRAME DATA | STREET FIGHTER 6 | CAPCOM
Invincible to throws from frame 1 to frame 15. Always in Punish Counter state during execution. No screen freeze occurs. View frame data for JP from SF6.
Ultimate Frame Data
Mobile-friendly Frame Data for every character in Super Smash Bros. Ultimate and Street Fighter 6.
Street Fighter 6/JP - SuperCombo Wiki
The following is a more detailed overview of the SF6 juggle system: Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles. JC0: free juggle state - any attack that can hit an airborne opponent will work
Street Fighter 6/JP/Frame data - SuperCombo Wiki
Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
ラシード フレームデータ|STREET FIGHTER 6(ストリートファイ …
『ストリートファイター6』に登場する「ラシード」のフレームデータが閲覧できます。
Street Fighter 6 Frame Data for Every Character - DiamondLobby
2023年6月15日 · One vital aspect that distinguishes skilled players, besides fully understanding their characters, is their mastery of frame data—the precise timing and advantage of each move. If you’re determined to succeed and strive for greatness, delving into the frame data of the most frequently used moves for each character is essential.
KEN FRAME DATA | STREET FIGHTER 6 | CAPCOM
Displays the attack hitbox properties. Considered airborne from frames 5 - 28. Always in Punish Counter state during execution. No screen freeze occurs. View frame data for KEN from SF6.