Street Fighter 6
Frame Data Search
across all characters

Contact us:
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
0 / 10,000
  / 60,000
Perfect Parry (projectile) MPMK
1 10 - - -
Blanka
motion
300 / 10,000
500 / 60,000
Standing Light Punch LP
5 10 3 -3 List of startUp 3F or less.
Blanka
motion
200 / 10,000
500 / 60,000
Crouching Light Kick ⇩ ✚ LK
5 10 3 -3 List of startUp 3F or less.
Blanka
motion
0 / 10,000
- / 60,000
Perfect Parry (projectile) MPMK
1 10 - - -
Cammy
motion
300 / 10,000
500 / 60,000
Standing Light Kick LK
5 10 2 -3 List of startUp 3F or less.
Cammy
motion
0 / 10,000
- / 60,000
Perfect Parry (projectile) MPMK
1 10 - - -
Chun-Li
motion
300 / 10,000
500 / 60,000
Standing Light Kick LK
5 10 2 -2 List of startUp 2F or less.
Chun-Li
motion
600 / 10,000
3,000 / 60,000
Standing Medium Punch MP
5 10 6 1 -
Chun-Li
motion
200 / 10,000
500 / 60,000
Crouching Light Kick ⇩ ✚ LK
4 10 0 -2 List of startUp 2F or less.
Chun-Li
motion
0 / 10,000
- / 60,000
Perfect Parry (projectile) MPMK
1 10 - - -
Next




Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : A.K.I
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active :  
[04] Frame Recovery : 10
[05] Recovery Hit :  
[06] Recovery Block :  
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit :  
[11] Drive Gauge Decrease Block :  
[12] Drive Gauge Decrease Punish Counter :  
[13] Super Art Gauge Increase :  
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occurs.The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Blanka
[01] Move Name : Standing Light Punch
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 10
[05] Recovery Hit : 3
[06] Recovery Block : -3
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Blanka
[01] Move Name : Crouching Light Kick
[02] Frame Start-up : 5
[03] Frame Active : 5-6
[04] Frame Recovery : 10
[05] Recovery Hit : 3
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 200
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : Low
[15] Miscellaneous :
Can be rapid canceled

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Blanka
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active : -
[04] Frame Recovery : 10
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit : -
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -
[13] Super Art Gauge Increase : -
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occurs.The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Cammy
[01] Move Name : Standing Light Kick
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 10
[05] Recovery Hit : 2
[06] Recovery Block : -3
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Cammy
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active : -
[04] Frame Recovery : 10
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit : -
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -
[13] Super Art Gauge Increase : -
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occurs.The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Chun-Li
[01] Move Name : Standing Light Kick
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[04] Frame Recovery : 10
[05] Recovery Hit : 2
[06] Recovery Block : -2
[07] Cancel : C
[08] Damage : 300
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Chun-Li
[01] Move Name : Standing Medium Punch
[02] Frame Start-up : 5
[03] Frame Active : 5-8
[04] Frame Recovery : 10
[05] Recovery Hit : 6
[06] Recovery Block : 1
[07] Cancel : C
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1500
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -4000
[13] Super Art Gauge Increase : 600
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Chun-Li
[01] Move Name : Crouching Light Kick
[02] Frame Start-up : 4
[03] Frame Active : 4-5
[04] Frame Recovery : 10
[05] Recovery Hit : 0
[06] Recovery Block : -2
[07] Cancel : C
[08] Damage : 200
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 250
[11] Drive Gauge Decrease Block : -500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : Low
[15] Miscellaneous :
Can be rapid canceled

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Chun-Li
[01] Move Name : Perfect Parry (projectile)
[02] Frame Start-up : 1
[03] Frame Active : -
[04] Frame Recovery : 10
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 0
[09] Combo Scaling : Starter scaling 50%
[10] Drive Gauge Increase Hit : -
[11] Drive Gauge Decrease Block : -
[12] Drive Gauge Decrease Punish Counter : -
[13] Super Art Gauge Increase : -
[14] Properties : -
[15] Miscellaneous :
Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frameNo screen freeze occurs.The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished