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
Blanka
motion
2,000 / 10,000
0 / 60,000
OD Wild Hunt (When near opponent)⇩⇨ ✚ K K
32 57 D - -
Chun-Li
motion
1,200 / 10,000
4,000 / 60,000
H Hazanshu ⇦ ✚ HK
32 18 6 -1 List of startUp 1F or less.
Marisa
motion
1,700 / 10,000
5,000 / 60,000
H Phalanx ⇨⇩ ✚ HP
32 15 D 2 -
Zangief
motion
1,400 / 10,000
1,0000 / 60,000
Standing Heavy Punch(Charged) Hold HP
32 22 D 3 -
Zangief
motion
1,500 / 10,000
4,000 / 60,000
Jumping Heavy Kick(Charged) (During a jump) Hold HK
32 ... - - -




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[00] Character : Blanka
[01] Move Name : OD Wild Hunt
[02] Frame Start-up : 32
[03] Frame Active : 32-34
[04] Frame Recovery : 57
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 2000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 3000
[14] Properties : Throw
[15] Miscellaneous :
Considered airborne from frames 9 - 36

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[00] Character : Chun-Li
[01] Move Name : H Hazanshu
[02] Frame Start-up : 32
[03] Frame Active : 32-34
[04] Frame Recovery : 18
[05] Recovery Hit : 6
[06] Recovery Block : -1
[07] Cancel : SA3
[08] Damage : 1200
[09] Combo Scaling : Starter scaling 20%
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -7000
[13] Super Art Gauge Increase : 1200
[14] Properties : Mid
[15] Miscellaneous :
Bottom half of the body is projectile invincible from frames 7 - 26Considered airborne from frames 6 - 29

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[00] Character : Marisa
[01] Move Name : H Phalanx
[02] Frame Start-up : 32
[03] Frame Active : 32-37
[04] Frame Recovery : 15
[05] Recovery Hit : D
[06] Recovery Block : 2
[07] Cancel : -
[08] Damage : 1700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 3000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -12000
[13] Super Art Gauge Increase : 1150
[14] Properties : High
[15] Miscellaneous :
Upper body has Super Armor from frames 10 - 15Invincible to projectiles from frames 12 - 34Considered airborne from frames 17 - 36

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[00] Character : Zangief
[01] Move Name : Standing Heavy Punch(Charged)
[02] Frame Start-up : 32
[03] Frame Active : 32-34
[04] Frame Recovery : 22
[05] Recovery Hit : D
[06] Recovery Block : 3
[07] Cancel : -
[08] Damage : 1400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 6000
[11] Drive Gauge Decrease Block : -10000
[12] Drive Gauge Decrease Punish Counter : -13000
[13] Super Art Gauge Increase : 1400
[14] Properties : High
[15] Miscellaneous :
Super Armor for 1 attack from frames 4 - 34juggle state time increased when attack lands as a Punish Counter2 frames of recovery added when the attack misses

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[00] Character : Zangief
[01] Move Name : Jumping Heavy Kick(Charged)
[02] Frame Start-up : 32
[03] Frame Active : 32-37
[04] Frame Recovery : 20 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 1500
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -10000
[13] Super Art Gauge Increase : 1000
[14] Properties : Mid
[15] Miscellaneous :
Transitions to unique hit and block action, and adds 10 frames to landing recoveryForces a wall bound on Punish Counter