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
Dee Jay
motion
200 / 10,000
800 / 60,000
SA2 Lowkey Sunrise Festival (6) ⇨⇩⇨ ✚ LP▸LP▸MP▸HP▸LK▸MK
17 45 6 -22 List of startUp 22F or less.
Dee Jay
motion
200 / 10,000
1,000 / 60,000
SA2 Marvelous Sunrise Festival (6) ⇨⇩⇨ ✚ MP▸LP▸MP▸HP▸LK▸MK
17 45 6 -22 List of startUp 22F or less.
Dee Jay
motion
250 / 10,000
1,000 / 60,000
SA2 Headliner Sunrise Festival (6) ⇨⇩⇨ ✚ HP▸LP▸MP▸HP▸LK▸MK
17 45 6 -22 List of startUp 22F or less.
Dee Jay
motion
100 / 10,000
1,000 / 60,000
(Failed version) SA2 Sunrise Festival (6) ⇨⇩⇨ ✚ LP▸LP▸MP▸HP▸LK▸MK
17 45 6 -22 List of startUp 22F or less.
E.Honda
motion
2,850 / 10,000
5,000 / 60,000
SA2 Ultimate Killer Head Ram ⇨⇦⇨ ✚ K
12 45 D -27 List of startUp 27F or less.
Ken
motion
4,000 / 10,000
1,1000 / 60,000
SA3 Shinryu Reppa ⇨⇩⇨ ✚ P
7 45 D -30 List of startUp 30F or less.
Ken
motion
4,500 / 10,000
1,6000 / 60,000
CA Shinryu Reppa (when under 25% vitality)⇩⇨⇩⇨ ✚ P
7 45 D -30 List of startUp 30F or less.




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[00] Character : Dee Jay
[01] Move Name : SA2 Lowkey Sunrise Festival (6)
[02] Frame Start-up : 17
[03] Frame Active : 17-19
[04] Frame Recovery : 45
[05] Recovery Hit : 6
[06] Recovery Block : -22
[07] Cancel : -
[08] Damage : 200
[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 7th attack from frames 31 - 36

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[00] Character : Dee Jay
[01] Move Name : SA2 Marvelous Sunrise Festival (6)
[02] Frame Start-up : 17
[03] Frame Active : 17-19
[04] Frame Recovery : 45
[05] Recovery Hit : 6
[06] Recovery Block : -22
[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 7th attack from frames 14 - 33If the 7th attack is input between frames 2 - 13, or 34 - 36, it will fail to come out

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[00] Character : Dee Jay
[01] Move Name : SA2 Headliner Sunrise Festival (6)
[02] Frame Start-up : 17
[03] Frame Active : 17-19
[04] Frame Recovery : 45
[05] Recovery Hit : 6
[06] Recovery Block : -22
[07] Cancel : -
[08] Damage : 250
[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 7th attack from frames 17 - 30If the 7th attack is input between frames 2 - 16, or 31 - 36, it will fail to come out

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[00] Character : Dee Jay
[01] Move Name : (Failed version) SA2 Sunrise Festival (6)
[02] Frame Start-up : 17
[03] Frame Active : 17-19
[04] Frame Recovery : 45
[05] Recovery Hit : 6
[06] Recovery Block : -22
[07] Cancel : -
[08] Damage : 100
[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 7th attack from frames 31 - 36

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[00] Character : E.Honda
[01] Move Name : SA2 Ultimate Killer Head Ram
[02] Frame Start-up : 12
[03] Frame Active : 12-13, 16-36
[04] Frame Recovery : 45
[05] Recovery Hit : D
[06] Recovery Block : -27
[07] Cancel : -
[08] Damage : 2850
[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 :
Completely invincible from frames 1 - 18Invincible to projectiles from frames 19 - 36Transitions to hand slaps if the second hit of the headbutt connectsTransitions again during the last hit of the hand slapsMinimum guaranteed damage is set to 40%Values do not change on counter or Punish CounterIf Honda and the opponent switch sides after the 24th frame, transitions into ending animation action

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[00] Character : Ken
[01] Move Name : SA3 Shinryu Reppa
[02] Frame Start-up : 7
[03] Frame Active : 7-9,11-13,14-16,33-35,36-37,38-39,40-41,42-43,44-45
[04] Frame Recovery : 45
[05] Recovery Hit : D
[06] Recovery Block : -30
[07] Cancel : -
[08] Damage : 4000
[09] Combo Scaling : *Immediate scaling 10%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -11000
[12] Drive Gauge Decrease Punish Counter : -15000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Completely invincible from frames 1 - 18Values do not change on counter or Punish CounterMinimum guaranteed damage is set to 50%Following properties occur if the first attack is blocked or misses- Damage is 2100- Reduces Drive Gauge by 9000 on hit- Does not go into full cinematic animation* Can only be canceled into from special moves

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[00] Character : Ken
[01] Move Name : CA Shinryu Reppa
[02] Frame Start-up : 7
[03] Frame Active : 7-9,11-13,14-16,33-35,36-37,38-39,40-41,42-43,44-45
[04] Frame Recovery : 45
[05] Recovery Hit : D
[06] Recovery Block : -30
[07] Cancel : -
[08] Damage : 4500
[09] Combo Scaling : *Immediate scaling 10%
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : -16000
[12] Drive Gauge Decrease Punish Counter : -20000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Completely invincible from frames 1 - 18Values do not change on counter or Punish CounterMinimum guaranteed damage is set to 50%Following properties occur if the first attack is blocked or misses- Damage is 2300- Reduces Drive Gauge by 16000 on hit- Does not go into full cinematic animation* Can only be canceled into from special moves