
Ultimate Frame Data
Mobile-friendly Frame Data for every character in Street Fighter 6.
Street Fighter 6/Game Data - SuperCombo Wiki
In SF6 and most fighting games, one frame is 1/60 of a second, since the game runs at 60 frames per second. Every action a character takes, like walking, jumping, attacking, or blocking, can be measured in terms of frames. Frames are often abbreviated with the letter "f", as …
JP - Ultimate Frame Data
Overdrive data in parenthesis. For both versions, JP recovers before the hit, so On-Hit and On-block data are relative to other actions. Free Juggle State on hit. 17 frames of recovery on successful parry.
Street Fighter 6/Ed/Frame data - SuperCombo Wiki
Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal.
AKUMA FRAME DATA | STREET FIGHTER 6 | CAPCOM
View frame data for AKUMA from SF6.
Stats - Ultimate Frame Data
Mobile-friendly Frame Data for Street Fighter 6.
JP FRAME DATA | STREET FIGHTER 6 | CAPCOM
Invincible to throws from frame 1 to frame 15. Always in Punish Counter state during execution. No screen freeze occurs. View frame data for JP from SF6.
Street Fighter 6 Frame Data for Every Character - DiamondLobby
Jun 15, 2023 · One vital aspect that distinguishes skilled players, besides fully understanding their characters, is their mastery of frame data—the precise timing and advantage of each move. If you’re determined to succeed and strive for greatness, delving into the frame data of the most frequently used moves for each character is essential.
Full Meter - FAT
Free & Open Source Frame Data app for SF6, SFV & GGST! Get it on iOS and Android now
Jamie - Ultimate Frame Data
Data listed as "Light Punch / Medium Punch / Heavy Punch / Overdrive". Third hit always scales to 72% (324 / 360 / 396 / 432). Transitioning into 4 Drinks gives better advantage, listed in brackets.