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
800 / 10,000
5,000 / 60,000
Drive Impact: Zao Chi HPHK
26 35 D -3 List of startUp 3F or less.
Blanka
motion
800 / 10,000
5,000 / 60,000
Drive Impact: Wild Scratch HPHK
26 35 D -3 List of startUp 3F or less.
Cammy
motion
800 / 10,000
5,000 / 60,000
Drive Impact: Spin Raider HPHK
26 35 D -3 List of startUp 3F or less.
Chun-Li
motion
800 / 10,000
5,000 / 60,000
Drive Impact: Hosen Kick HPHK
26 35 D -3 List of startUp 3F 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.
Dee Jay
motion
175 / 10,000
800 / 60,000
SA2 Lowkey Sunrise Festival (5) ⇨⇩⇨ ✚ LP▸LP▸MP▸HP▸LK
15 35 6 -16 List of startUp 16F or less.
Dee Jay
motion
200 / 10,000
1,000 / 60,000
SA2 Marvelous Sunrise Festival (5) ⇨⇩⇨ ✚ MP▸LP▸MP▸HP▸LK
15 35 6 -16 List of startUp 16F or less.
Next




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[00] Character : A.K.I
[01] Move Name : Drive Impact: Zao Chi
[02] Frame Start-up : 26
[03] Frame Active : 26-27
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -15000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Super Armor for 2 attacks from frames 1 - 27Produces a wall splat if the pushback on hit causes the opponent to connect with the stage wallOn Punish Counter or after a successful hit after Super Armor absorbs a hit, the following properties change:- Produces a crumple stun if the opponent is standing on the ground- Forces a spinning knockdown when hitting a mid-air opponent- Super Art gauge increases by 3000

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[00] Character : Blanka
[01] Move Name : Drive Impact: Wild Scratch
[02] Frame Start-up : 26
[03] Frame Active : 26-27
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -15000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Super Armor for 2 hits from frames 1 - 27Produces a wall splat if the pushback on hit causes the opponent to connect with the stage wallProperties change to the following when the attack lands as a Punish Counter, or after the Super Armor absorbs a hit:- Produces a crumple stun if the opponent is standing on the ground- Forces a spinning knockdown when hitting a mid-air opponent- Super Art gauge increases by 3000

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[00] Character : Cammy
[01] Move Name : Drive Impact: Spin Raider
[02] Frame Start-up : 26
[03] Frame Active : 26-27
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -15000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Super Armor for 2 attacks from frames 1 - 27Produces a wall splat if the pushback on hit causes the opponent to connect with the stage wallOn Punish Counter or after a successful hit after Super Armor absorbs a hit, the following properties change:- Produces a crumple stun if the opponent is standing on the ground- Forces a spinning knockdown when hitting a mid-air opponent- Super Art gauge increases by 3000

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[00] Character : Chun-Li
[01] Move Name : Drive Impact: Hosen Kick
[02] Frame Start-up : 26
[03] Frame Active : 26-27
[04] Frame Recovery : 35
[05] Recovery Hit : D
[06] Recovery Block : -3
[07] Cancel : -
[08] Damage : 800
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -15000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Super Armor for 2 attacks from frames 1 - 27Produces a wall splat if the pushback on hit causes the opponent to connect with the stage wallOn Punish Counter or after a successful hit after Super Armor absorbs a hit, the following properties change:- Produces a crumple stun if the opponent is standing on the ground- Forces a spinning knockdown when hitting a mid-air opponent- Super Art gauge increases by 3000

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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 : Dee Jay
[01] Move Name : SA2 Lowkey Sunrise Festival (5)
[02] Frame Start-up : 15
[03] Frame Active : 15-18
[04] Frame Recovery : 35
[05] Recovery Hit : 6
[06] Recovery Block : -16
[07] Cancel : -
[08] Damage : 175
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -800
[12] Drive Gauge Decrease Punish Counter : -800
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Can transition to the 6th attack from frames 27 - 31

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[00] Character : Dee Jay
[01] Move Name : SA2 Marvelous Sunrise Festival (5)
[02] Frame Start-up : 15
[03] Frame Active : 15-18
[04] Frame Recovery : 35
[05] Recovery Hit : 6
[06] Recovery Block : -16
[07] Cancel : -
[08] Damage : 200
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -1000
[12] Drive Gauge Decrease Punish Counter : -500
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Can transition to the 6th attack from frames 12 - 28If the 6th attack is input between frames 2 - 11, or 29 - 31, it will fail to come out