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
300 / 10,000
500 / 60,000
Standing Light Kick LK
4 12 3 -3 List of startUp 3F or less.
A.K.I
motion
300 / 10,000
500 / 60,000
Crouching Light Punch ⇩ ✚ LP
4 9 4 -1 List of startUp 1F or less.
A.K.I
motion
0 / 10,000
0 / 60,000
Drive Parry MPMK
1 33 - - -
A.K.I
motion
0 / 10,000
  / 60,000
Perfect Parry (strike) MPMK
1 1 - - -
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 Kick LK
4 7 5 -2 List of startUp 2F or less.
Blanka
motion
300 / 10,000
1,500 / 60,000
Jumping Light Punch (During a jump) LP
4 ... - - -
Blanka
motion
400 / 10,000
1,000 / 60,000
Rolling Cannon (During Lightning Beast)(When performing a rolling-type special move, press any direction) ✚P
3 ... D - -
Blanka
motion
0 / 10,000
0 / 60,000
Drive Parry MPMK
1 33 - - -
Blanka
motion
0 / 10,000
- / 60,000
Perfect Parry (strike) MPMK
1 1 - - -
Next




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[00] Character : A.K.I
[01] Move Name : Standing Light Kick
[02] Frame Start-up : 4
[03] Frame Active : 4-6
[04] Frame Recovery : 12
[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 :

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[00] Character : A.K.I
[01] Move Name : Crouching Light Punch
[02] Frame Start-up : 4
[03] Frame Active : 4-5
[04] Frame Recovery : 9
[05] Recovery Hit : 4
[06] Recovery Block : -1
[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 :
Can be rapid canceled

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[00] Character : A.K.I
[01] Move Name : Drive Parry
[02] Frame Start-up : 1
[03] Frame Active : [*2] 1-12
[04] Frame Recovery : 33
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *1
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
*1 Can be canceled from the 4th frame via Drive Rush*2 Parry hitbox is extended for as long as the buttons are heldOnly blocks can be performed during the recovery periodAlways in Punish Counter state during execution.

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[00] Character : A.K.I
[01] Move Name : Perfect Parry (strike)
[02] Frame Start-up : 1
[03] Frame Active :  
[04] Frame Recovery : 1
[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 frameFully invincible for 6 frames once recovery is over (invincibility not granted if you continue the parry)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

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[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

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[00] Character : Blanka
[01] Move Name : Standing Light Kick
[02] Frame Start-up : 4
[03] Frame Active : 4-7
[04] Frame Recovery : 7
[05] Recovery Hit : 5
[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 :
Can be rapid canceled

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[00] Character : Blanka
[01] Move Name : Jumping Light Punch
[02] Frame Start-up : 4
[03] Frame Active : 4-8
[04] Frame Recovery : 3 frame(s) after landing
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 300
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 500
[11] Drive Gauge Decrease Block : -1500
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 300
[14] Properties : Mid
[15] Miscellaneous :

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[00] Character : Blanka
[01] Move Name : Rolling Cannon
[02] Frame Start-up : 3
[03] Frame Active : 3-27
[04] Frame Recovery : 9 frames of recovery upon landing
[05] Recovery Hit : D
[06] Recovery Block : -
[07] Cancel : -
[08] Damage : 400
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 1000
[11] Drive Gauge Decrease Block : -1000
[12] Drive Gauge Decrease Punish Counter : -2000
[13] Super Art Gauge Increase : 0
[14] Properties : High
[15] Miscellaneous :
Can transition into any Rolling-style attack a maximum of 3 times

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[00] Character : Blanka
[01] Move Name : Drive Parry
[02] Frame Start-up : 1
[03] Frame Active : [*2] 1-12
[04] Frame Recovery : 33
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *1
[08] Damage : 0
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 0
[11] Drive Gauge Decrease Block : 0
[12] Drive Gauge Decrease Punish Counter : 0
[13] Super Art Gauge Increase : 0
[14] Properties : -
[15] Miscellaneous :
*1 Can be canceled from the 4th frame via Drive Rush*2 Parry hitbox is extended for as long as the buttons are heldOnly blocks can be performed during the recovery periodAlways in Punish Counter state during execution.

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[00] Character : Blanka
[01] Move Name : Perfect Parry (strike)
[02] Frame Start-up : 1
[03] Frame Active : -
[04] Frame Recovery : 1
[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 frameFully invincible for 6 frames once recovery is over (invincibility not granted if you continue the parry)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