
Understanding Frame Data in Fighting Games
Frame data is the numerical representation of an attack or move’s startup, active, and recovery frames in fighting games. It is essential knowledge for players seeking to gain an advantage in timing and strategy during matches.
In Street Fighter VI, mastering frame data significantly enhances a player’s ability to punish mistakes and optimize offensive and defensive options. This cheatsheet provides an in-depth guide tailored specifically for the latest iteration, helping you elevate your gameplay.
Key Frame Data Terms Explained
Startup Frames
Startup frames indicate the number of frames before an attack becomes active and can hit an opponent. Moves with faster startup frames are generally safer and more useful for interrupting opponents.
Active Frames
Active frames represent the duration in which an attack can connect with the opponent. Moves with longer active frames increase the chance of hitting moving targets or countering evasive maneuvers.
Recovery Frames
Recovery frames specify the time it takes for a character to return to a neutral state after executing a move. Longer recovery frames leave players vulnerable to punishment if the move is blocked or whiffed.
How Frame Advantage Impacts Your Match Strategy
Frame advantage determines whether you or your opponent recovers first after a move is blocked or landed. Positive frame advantage means you regain control before your opponent, allowing for follow-up attacks or pressure.
Understanding which moves grant frame advantage on block or hit enables players to construct effective combos and mix-ups. This knowledge is crucial to maintaining offensive momentum or shifting to defense at the right moment.
Street Fighter VI Frame-Data Cheatsheet Overview
The cheatsheet compiles frame data for all characters and their core moves, focusing on startup, active, and recovery frames. This resource is designed to assist players in quick reference during practice sessions or match analysis.
Each character’s section also highlights moves with special properties such as invincibility frames, projectile startup speed, and frame advantage on hit or block. This comprehensive approach supports both beginners and advanced players in refining their tactics.
Breaking Down Frame Data for Popular Characters
Ryu’s Essential Moves
| Move | Startup | Active | Recovery | Frame Advantage (Block) | Frame Advantage (Hit) |
|---|---|---|---|---|---|
| Jab Punch | 3 | 2 | 5 | +2 | +5 |
| Hadoken (Fireball) | 14 | — | 45 | -6 | +2 |
| Shoryuken (Dragon Punch) | 5 | 3 | 35 | -25 | +1 (Invincible startup) |
This table emphasizes Ryu’s quick jab for interrupting opponents and Shoryuken’s invincibility which can be used effectively as an anti-air. The Hadoken is slower but offers zoning capabilities with moderate frame disadvantage on block.
Chun-Li’s Frame Data Highlights
| Move | Startup | Active | Recovery | Frame Advantage (Block) | Frame Advantage (Hit) |
|---|---|---|---|---|---|
| Lightning Kick (HK) | 4 | 5 | 20 | +1 | +6 |
| Spinning Bird Kick | 10 | 8 | 30 | -10 | +3 |
| Kikoken (Fireball) | 12 | — | 40 | -7 | +1 |
Chun-Li’s lightning kicks serve as strong offensive tools due to their positive frame advantage on block. Her other moves offer diverse playstyles but require more careful timing to avoid punishments.
Advanced Frame Data Tricks and Techniques
Canceling and Frame Traps
Canceling moves into faster attacks reduces recovery frames, making it harder for opponents to respond. Frame traps involve using moves that appear safe but create gaps that bait out opponent reactions for punishment.
Using Invincibility Frames Effectively
Some special moves provide temporary invincibility that can be used to avoid attacks or break pressure. Knowing when and how to apply these invincibility frames within the match flow is critical for defensive and offensive plays.
Reference Table: Frame Data Terminology & Impact
| Term | Description | Impact on Gameplay |
|---|---|---|
| Startup Frames | Time before move becomes active | Faster moves can interrupt opponents |
| Active Frames | Duration move can hit opponent | Longer active frames increase hit chance |
| Recovery Frames | Time to return to neutral after move | Long recovery leaves player vulnerable |
| Frame Advantage | Difference in recovery between players | Positive advantage allows follow-ups |
| Invincibility Frames | Period when player cannot be hit | Used to escape or counterattack |
Utilizing the Cheatsheet at Calculators Bay
Players can find an interactive frame data calculator on Calculators Bay that complements this cheatsheet. This tool allows custom queries to examine specific moves and scenarios within Street Fighter VI.
Regular use and practice with both the cheatsheet and calculator empower players to memorize key frame data points. This knowledge transforms raw gameplay into calculated decision-making and precision execution.
Tips for Practicing Frame Data Application
Training Mode Drills
Use Street Fighter VI’s training mode to test frame data concepts such as punishing unsafe moves or confirming combos. Practice blocking and then responding within frame advantage windows to internalize timing.
Analyzing Match Footage
Rewatch your matches focusing on how frame data affected your options and outcomes. Identify moments where better understanding of frame advantage could have changed the flow of the match.