Street Fighter 6
Frame Data Search
across all characters

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Target Street Fighter 6 version : Ver.1.0801.000
 
   
         
⚠ The table can display up to 10 rows at a time. The bar chart will reflect the total number of rows under the conditions.
Click each “Move Name” or the motion thumbnail for more information and video of the move
CharacterMove NameStart-upRecoveryhitBlockAdditional
A.K.I
motion
2,500 / 10,000
5,000 / 60,000
SA2 Tainted Talons ⇦⇩⇦ ✚ P
7 65 D -19 List of startUp 19F or less.
Dee Jay
motion
1,650 / 10,000
3,000 / 60,000
L Machine Gun Uppercut ⇦ ✚ LP
15 35 D -19 List of startUp 19F or less.
Dee Jay
motion
1,900 / 10,000
3,000 / 60,000
M Machine Gun Uppercut ⇦ ✚ MP
22 35 D -19 List of startUp 19F or less.
Dee Jay
motion
2,200 / 10,000
3,000 / 60,000
H Machine Gun Uppercut ⇦ ✚ HP
28 35 D -19 List of startUp 19F or less.
Dee Jay
motion
2,500 / 10,000
3,000 / 60,000
OD Machine Gun Uppercut ⇦ ✚ P P
28 35 D -19 List of startUp 19F or less.
Ken
motion
2,800 / 10,000
5,000 / 60,000
SA2 Shippu Jinrai-kyaku ⇨⇩⇨ ✚ K
6 32 D -19 List of startUp 19F or less.
Luke
motion
600 / 10,000
2,000 / 60,000
Double Impact(2) ⇨ ✚ HP▸HP
11 34 D -19 List of startUp 19F or less.
Manon
motion
800 / 10,000
4,000 / 60,000
OD Rond-point ⇨ ✚ K K
8 30 D -19 List of startUp 19F or less.




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[00] Character : A.K.I
[01] Move Name : SA2 Tainted Talons
[02] Frame Start-up : 7
[03] Frame Active : *
[04] Frame Recovery : 65
[05] Recovery Hit : D
[06] Recovery Block : -19
[07] Cancel : -
[08] Damage : 2500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : High - Projectile
[15] Miscellaneous :
Puts the opponent in a poisoned state on hitMinimum guaranteed damage is set to 40%Values do not change on counter or Punish Counter* Poison pool remains in place for 700 frames after this attack

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[00] Character : Dee Jay
[01] Move Name : L Machine Gun Uppercut
[02] Frame Start-up : 15
[03] Frame Active : 15-18
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -19
[07] Cancel : SA3
[08] Damage : 1650
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2800
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1700
[14] Properties : High
[15] Miscellaneous :
Will only transition to the next attacks if the first attack hits

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[00] Character : Dee Jay
[01] Move Name : M Machine Gun Uppercut
[02] Frame Start-up : 22
[03] Frame Active : 22-25
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -19
[07] Cancel : SA3
[08] Damage : 1900
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3200
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 1700
[14] Properties : High
[15] Miscellaneous :
Will only transition to the next attacks if the first attack hits

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[00] Character : Dee Jay
[01] Move Name : H Machine Gun Uppercut
[02] Frame Start-up : 28
[03] Frame Active : 28-31
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -19
[07] Cancel : SA3
[08] Damage : 2200
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 2100
[14] Properties : High
[15] Miscellaneous :
Will only transition to the next attacks if the first attack hits

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[00] Character : Dee Jay
[01] Move Name : OD Machine Gun Uppercut
[02] Frame Start-up : 28
[03] Frame Active : 28-31
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -19
[07] Cancel : SA2
[08] Damage : 2500
[09] Combo Scaling : Combo scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -5000
[13] Super Art Gauge Increase : 3100
[14] Properties : High
[15] Miscellaneous :
Will only transition to the next attacks if the first attack hitsThe final attack forces a Hard Knockdown

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[00] Character : Ken
[01] Move Name : SA2 Shippu Jinrai-kyaku
[02] Frame Start-up : 6
[03] Frame Active : 6-7,18-20,31-33,45-47,59-60
[04] Frame Recovery : 32
[05] Recovery Hit : D
[06] Recovery Block : -19
[07] Cancel : -
[08] Damage : 2800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Transitions to the full attack after the 6th attackValues do not change on counter or Punish CounterMinimum guaranteed damage is set to 40%

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[00] Character : Luke
[01] Move Name : Double Impact(2)
[02] Frame Start-up : 11
[03] Frame Active : 11-12
[04] Frame Recovery : 34
[05] Recovery Hit : D
[06] Recovery Block : -19
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling : Combo scaling 20%
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -2000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

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[00] Character : Manon
[01] Move Name : OD Rond-point
[02] Frame Start-up : 8
[03] Frame Active : 8-11, 14-16
[04] Frame Recovery : 30
[05] Recovery Hit : D
[06] Recovery Block : -19
[07] Cancel : SA2
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 1350
[14] Properties : High
[15] Miscellaneous :
Invincible against projectiles and strikes with mid-air hitboxes from frames 4 - 16Can be canceled into a special move or Super Art from frames 41 - 46 on hit