I’ve been playing fighting games since I was 9 (On and off) and I still am trying to understand frame data and mechanics at 23 yrs old 😂😂 I appreciate these videos! Been a subscriber since the sf4 trial videos!
Here bc my bf is a gamer and street fighter is his favorite fighting game. I think his hobby would be more enjoyable for both of us if I actually understood and retained some of the information he gives me on the occasions that I do watch him game. Right now it’s mainly him telling me a bunch of stuff about frame data, asking questions, and me guessing
Nicely done 💪🏽 As someone who has been playing SF since SF II, not having to record and find some guy in Chinatown NY who was selling a VCR or DVD with this stuff is amazing. 😂 The one thing I learned here is the way the game was showing startup and the frame bar startup diff. I always figured that was user input but this makes more sense. Great video. ❤
I need this video! For someone like myself who understands fighting games. And who is a “casual try-hard”. i’m pretty decent. I adept well. (Not as optimal as I want to be.) and I usually outplay my opponents. But I don’t fully take the time to understand frame data. And I think that’s my downfall. I can notice by consistently playing what’s plus and negative. For some characters. But just usually play. Instead of actually understanding. This video might be good for me.
I’m 9 months late viewing this, but this is an AMAZING vid. I can’t watch and study this enough! Well done! I can’t thank you enough for putting this together 👏👏👏
Mir, thank you as always for your solid technical information and friendly delivery. I've been experimenting with frame data, and I feel like I'm finding that chaining lights (like with multiple LPs with Ken, chaining in the sense that there is no recovery between them) gives me kind of.. Different results than I would expect from looking at the frame tool, as if doing multiple normals incurs an extra frame between them. I've found this with frame kill situations also (moreso?), like if I was doing LK and MP in succession. Any insights? Thanks!
Lights are in a different category because you can cancel between lights. Mir didn't really go over this. But you can test this using the frame bar. If you hit one light you will have 3 start up frames (remember the startup is 4), 3 active frames and 7 recovery frames. In theory if you hit another light after the first you will have the 3 startup frames (in green) nested between the recovery of the first light and active frames of the second light. But If you were to chain another light fast enough the 3 startup green frames that were supposed to be sandwiched are gone and it proceeds directly to the active frames. You can test this out yourself by hitting two lights fast you will not see the startup frames of the second light and even the recovery to startup animation changes. Then try to hit two lights but this time stagger them a bit in between (this is a bit hard as the timing is tricky). You will now see the startup frames of the second light and also you will see the animation of the Ken's jab pull back and the retract instead of his arm being extended the whole time. Long story short chaining lights for Ken have a special property (similar to a target combo). I hope that makes sense!
Honestly, I don't think frame data is complicated. The challenge is I like to play multiple characters. That means a lot of math. For example, I always knew of plus on block moves, frame traps, start-up frames, and recovery. However, now I am learning of the significance of plus on hit moves and how they relate to startup frames. I also learned there are different kinds of punish counters, which is important for optimal punishes. Add all of this new information together and multiply it by the over 6 characters I play. Then you understand I have a lot of homework to do in a game I play for fun. That being said, this information is crucial for people that main one or two characters at the most. For me, it's just too much math for a casual like me.
Most just need to realize that you don't need to "study" frame data for every move for every character like a math test. Just playing the game will teach you what moves are safe or unsafe. What moves are plus or negative. And what attacks combo. Just play. Have fun and keep notes about interactions you see. Obviously if you want to up your game memorizing all Frame date is possible and will make you more knowledgeable than most players.
The thing I can't understand is why I can't spam the same hit over and over if it gives me an advantage. For example, on 30:30 Ryu hits with the medium punch - it's startup is 6F and the advantage is 7F. So in theory I could put my opponent in a corner so it not moves back, and keep punching infinitely. Obviously, this doesn't work, but why?
And Mir, can we have some links to the different frame data sites? It might be best to link directly to a character to start, at least for the supercombo site; the site doesn't recognize the URL provided if entered directly.
Unfortunately the URL is case sensitive which I did not realize at the time, if you enter /Street_Fighter_6 it should work fine for the supercombo wiki - the font we use doesn't have upper case or lower case, so it was an accidental consequence.
Thank you for the detailed video. For someone playing SF for the last 2 decades its always been something discussed behind the players in the arcade cabinet. However, i think you might have lost alot of the general audience by getting too technical immediately. I would simply say frame data is just the numbers to determine who goes next or who has priority. I think it would of been best to start more general then to get technical immediately. As someone in this chat mentioned. If you play alot, you will naturally pick this up, but it helps to know the numbers behind it.
I understand the concept of frame data, but I'm really confused with some actions some people do. I main Dhalsim, and in some videos, I see people perform a corner combo consisting of down/back HP, heavy Yoga Arch, then back MK, and it all connects. Yet when I get to the Yoga Arch, it says I have 5 frames only, making the back MK miss or blocked. I can do it with an EX Yoga Arch, cause that gives me the 7 frames I need, but not the regular that I see everyone else do. Am I doing something wrong, or are they using a truck trick I don't know?
@VandalHeart383 This is a matter of precise spacing. When you push into your opponent as close as possible, it will indeed only be +5. So in training mode, put your opponent into the corner, and push into them, then walk back ever so slightly. I have been able to get +6 to even +8 after the Yoga Arch, depending on just how much distance there is. That difference in distance is miniscule, but it also means the Arch has time to travel a little bit before connecting, which means that Dhalsim is recovering from the move faster.
Thank you so much. This info makes a lot of sense, being the same principle is applied to his down MK slide, as well as his drill, where just hitting the with the last frame nets more positive, I actually feel so dumb not realizing this. Thanks a bunch!!!
After some test too, I've realized one other thing that changes data is the character you're fighting against. Facing tall characters like JP, I noticed you CAN touch him and even get away with doing the Medium Arch, giving you 9 frames to pull a back MP. Nuts how not ever combo will work on everyone.
@@VandalHeart383You're welcome. Glad I could help. And well done getting in the lab and trying out new things. I practiced against Ryu for my initial findings so I imagine it would work worse against shorter characters etc, like how you're finding it works better against taller ones. I honestly find that the labbing and discovery is one of my favorite parts of the game
a lot of new players find this confusing. It's quite literally just simple plus/minus math, followed by less than-greater than-equal to. Grade school level stuff. I remember when I learned this back during the KI and SFIV days, it's really simple once you sit down and go over it, and can be fun to theory craft and test things.
What I don't get, and I am a veteran, is how a poke can be -2 on block with a startup of 4 frame... and still win against someone countering with a poke having a 4 frame startup.
@@SenraethX If you spam cr.lp, like 3 times in a row, you will wins against someone trying to counter your cr.lp with a cr.lp with a 4f startup even if you are ultimately -2 on block.
@@evalangley3985 Ah yes. This is indeed tricky, and I'm not sure Mir covers this level of depth. So, let's take Ken's single low/crouching LP frame data: It has 3 pre-active frames to start (the 4th frame is the "startup" / first active frame), 2 active frames total, and then 9 recovery frames after. When blocked, it generates 10 frames of blockstun for the opponent, and in a non-meaty situation this leaves Ken at -1 (and as such, his opponent is +1). So then... When you chain/spam lights like LP, it does not enter the usual recovery phase that you would if you had done an LP, waited for it to finish, and then started another one. So those 3 pre-active frames for the first low LP simply do not exist for any following chained LPs. To make things even more interesting, when chaining his low LPs, Ken's recovery drops from 9 frames to 8 frames. So instead of being -1 after a single low LP, now Ken is effectively +3 after a chained low LP. He is basically instantly active the moment your blockstun is over.. if you push anything you get hit.
@Brawlzillian If your opponent is -7 after you block, you are able to punish with anything that has up to 7 frames of startup (as long as they are right next to you; if the opponent is further, this changes). With Ken for instance, his LPs have a 4 frame startup, his standing MP has 5, low MP has 6, and low MK has 7. So low MK will require very precise timing, whereas LPs have more forgiving timing. You would not be able to use his low HP though, as it has 8 frames of startup, and then they would be able to block.
There are some frames of landing recovery on jumps (even if you don't press anything), that's where you're getting thrown, you are already grounded by then.
It sounds like studying frame data is good for you to avoid. You could do this effectively old-school, where you figure out through trial and error what works, relying on feel. At least that's what I'd been doing until this SF6 frame tool
If you find frame data boring. Just don’t consider it. It’s just one way to learn the game, albeit it’s probably the fastest way to learn he game if you can tolerate it. I’m just going to copy paste my comment to someone else. That’s what I also think. I’m an old old school player and my way of improving is just trial end error in matches mostly. I know it’s an ancient way of going at things and I know it’s wildly ineffective. But that’s just how my brain is wired when it comes to enjoying fighting games. As soon as I bring in frame data into the mix my interest in the game just completely dies. That’s how I ruined my interest in both SF4 and SFV. So I’m going to take it easy on the frame data in SF6 and stay in the shitty ranks until I learn the hard way I guess.
I study just the basics, so I know which moves are plus or minus on block, which ones are safe and which are punishable. Also, you can use your plus buttons to check your opponent's knowledge of basic framedata. If they press a button, you get a counter attack for free.
For me it's the opposite, where I can use math skills to independently and creatively find my own punishes, combos, meaties, safe jumps, etc. But math can be torture for a lot of people, and I respect that
That’s what I also think. I’m an old old school player and my way of improving is just trial end error in matches mostly. I know it’s an ancient way of going at things and I know it’s wildly ineffective. But that’s just how my brain is wired when it comes to enjoying fighting games. As soon as I bring in frame data into the mix my interest in the game just completely dies. That’s how I ruined my interest in both SF4 and SFV. So I’m going to take it easy on the frame data in SF6 and stay in the shitty ranks until I learn the hard way I guess.
For me, I just remember what’s plus on block. If my opponent blocks and my move is +3 or whatever, that means I have more of a chance to catch them with another move afterwards. The more plus, the better. After that, I just figure out what moves work the best as a follow-up, which is usually a jab. A good example is Ken’s dragonlash, where Ken still has advantage if the opponent blocks it, so he’ll start jabbing you annoyingly. 😂
@@zhafjust learn frame data on the main moves that people tend to use, then learning to read your opponent will get you a lot of wins, each character has like 2-4 main moves that knowing the data on will save you
I feel these type of videos will never just give players the base level understanding... simply because explaining everything is tedious and alittle confusing... Great video though...
I’ve been playing fighting games since I was 9 (On and off) and I still am trying to understand frame data and mechanics at 23 yrs old 😂😂 I appreciate these videos! Been a subscriber since the sf4 trial videos!
Clips like this are why I love the SF community so much. Awesome look & much appreciated
🙏🏾🕹️
Damn. The finest guide on frame data I've seen yet. Thanks for your effort.
Here bc my bf is a gamer and street fighter is his favorite fighting game. I think his hobby would be more enjoyable for both of us if I actually understood and retained some of the information he gives me on the occasions that I do watch him game. Right now it’s mainly him telling me a bunch of stuff about frame data, asking questions, and me guessing
Thanks!
Wow! Thanks so much for the support.
this is, by far, the best video on sf6 frame data! 👏👏 congratulations and thanks from the bottom of my heart! ❤️
Nicely done 💪🏽
As someone who has been playing SF since SF II, not having to record and find some guy in Chinatown NY who was selling a VCR or DVD with this stuff is amazing. 😂 The one thing I learned here is the way the game was showing startup and the frame bar startup diff. I always figured that was user input but this makes more sense.
Great video. ❤
This is a great video. I am going to share it with a couple friends who are trying to learn to play.
I need this video! For someone like myself who understands fighting games. And who is a “casual try-hard”. i’m pretty decent. I adept well. (Not as optimal as I want to be.) and I usually outplay my opponents. But I don’t fully take the time to understand frame data. And I think that’s my downfall. I can notice by consistently playing what’s plus and negative. For some characters. But just usually play. Instead of actually understanding. This video might be good for me.
Sweet, the part of fighting games you know you should learn if you want to improve but never take the time to. Time to actually pay attention.
I’m 9 months late viewing this, but this is an AMAZING vid. I can’t watch and study this enough! Well done! I can’t thank you enough for putting this together 👏👏👏
This is the best breakdown on frame data I’ve seen.
Hey @VesperArcade, been loving the video content here since Vanilla SF4. Keep it up!
Excellent video! Thank you so much!
Mir, thank you as always for your solid technical information and friendly delivery. I've been experimenting with frame data, and I feel like I'm finding that chaining lights (like with multiple LPs with Ken, chaining in the sense that there is no recovery between them) gives me kind of.. Different results than I would expect from looking at the frame tool, as if doing multiple normals incurs an extra frame between them. I've found this with frame kill situations also (moreso?), like if I was doing LK and MP in succession. Any insights? Thanks!
Lights are in a different category because you can cancel between lights. Mir didn't really go over this. But you can test this using the frame bar. If you hit one light you will have 3 start up frames (remember the startup is 4), 3 active frames and 7 recovery frames. In theory if you hit another light after the first you will have the 3 startup frames (in green) nested between the recovery of the first light and active frames of the second light. But If you were to chain another light fast enough the 3 startup green frames that were supposed to be sandwiched are gone and it proceeds directly to the active frames. You can test this out yourself by hitting two lights fast you will not see the startup frames of the second light and even the recovery to startup animation changes. Then try to hit two lights but this time stagger them a bit in between (this is a bit hard as the timing is tricky). You will now see the startup frames of the second light and also you will see the animation of the Ken's jab pull back and the retract instead of his arm being extended the whole time. Long story short chaining lights for Ken have a special property (similar to a target combo). I hope that makes sense!
@@HighTierScrub It does! I have found this as well. Maybe my findings are really limited to the frame kill situation. I appreciate your response 🙏
Honestly, I don't think frame data is complicated. The challenge is I like to play multiple characters. That means a lot of math. For example, I always knew of plus on block moves, frame traps, start-up frames, and recovery. However, now I am learning of the significance of plus on hit moves and how they relate to startup frames. I also learned there are different kinds of punish counters, which is important for optimal punishes. Add all of this new information together and multiply it by the over 6 characters I play. Then you understand I have a lot of homework to do in a game I play for fun. That being said, this information is crucial for people that main one or two characters at the most. For me, it's just too much math for a casual like me.
Most just need to realize that you don't need to "study" frame data for every move for every character like a math test. Just playing the game will teach you what moves are safe or unsafe. What moves are plus or negative. And what attacks combo. Just play. Have fun and keep notes about interactions you see. Obviously if you want to up your game memorizing all Frame date is possible and will make you more knowledgeable than most players.
The thing I can't understand is why I can't spam the same hit over and over if it gives me an advantage. For example, on 30:30 Ryu hits with the medium punch - it's startup is 6F and the advantage is 7F. So in theory I could put my opponent in a corner so it not moves back, and keep punching infinitely. Obviously, this doesn't work, but why?
Hit stun decay, the stun frames become less and less with each hit.
And Mir, can we have some links to the different frame data sites? It might be best to link directly to a character to start, at least for the supercombo site; the site doesn't recognize the URL provided if entered directly.
Unfortunately the URL is case sensitive which I did not realize at the time, if you enter /Street_Fighter_6 it should work fine for the supercombo wiki - the font we use doesn't have upper case or lower case, so it was an accidental consequence.
Thanks @mir2266. Appreciate all your work here 🙏
Thank you so much for this.
Thank you for the detailed video. For someone playing SF for the last 2 decades its always been something discussed behind the players in the arcade cabinet.
However, i think you might have lost alot of the general audience by getting too technical immediately. I would simply say frame data is just the numbers to determine who goes next or who has priority. I think it would of been best to start more general then to get technical immediately. As someone in this chat mentioned. If you play alot, you will naturally pick this up, but it helps to know the numbers behind it.
So what this games frame advantage limit on block? Like what specific number on block makes any move unsafe?
I understand the concept of frame data, but I'm really confused with some actions some people do.
I main Dhalsim, and in some videos, I see people perform a corner combo consisting of down/back HP, heavy Yoga Arch, then back MK, and it all connects. Yet when I get to the Yoga Arch, it says I have 5 frames only, making the back MK miss or blocked.
I can do it with an EX Yoga Arch, cause that gives me the 7 frames I need, but not the regular that I see everyone else do. Am I doing something wrong, or are they using a truck trick I don't know?
@VandalHeart383 This is a matter of precise spacing. When you push into your opponent as close as possible, it will indeed only be +5. So in training mode, put your opponent into the corner, and push into them, then walk back ever so slightly. I have been able to get +6 to even +8 after the Yoga Arch, depending on just how much distance there is. That difference in distance is miniscule, but it also means the Arch has time to travel a little bit before connecting, which means that Dhalsim is recovering from the move faster.
Thank you so much. This info makes a lot of sense, being the same principle is applied to his down MK slide, as well as his drill, where just hitting the with the last frame nets more positive, I actually feel so dumb not realizing this.
Thanks a bunch!!!
After some test too, I've realized one other thing that changes data is the character you're fighting against.
Facing tall characters like JP, I noticed you CAN touch him and even get away with doing the Medium Arch, giving you 9 frames to pull a back MP.
Nuts how not ever combo will work on everyone.
@@VandalHeart383You're welcome. Glad I could help. And well done getting in the lab and trying out new things. I practiced against Ryu for my initial findings so I imagine it would work worse against shorter characters etc, like how you're finding it works better against taller ones. I honestly find that the labbing and discovery is one of my favorite parts of the game
This is amazing
This is n amazing video thank you sir!
a lot of new players find this confusing. It's quite literally just simple plus/minus math, followed by less than-greater than-equal to. Grade school level stuff. I remember when I learned this back during the KI and SFIV days, it's really simple once you sit down and go over it, and can be fun to theory craft and test things.
14:36 The luckiest man in the world...
I heard that there is a few frames of un-throw-able after block stun, is that true?
You cannot throw the opponent when there are in block stun, yes
@@zangvang no, i mean after the blockstun, there is like 2 frames you cannot throw him, but attack will hit, just not throw. I heard somewhere
What I don't get, and I am a veteran, is how a poke can be -2 on block with a startup of 4 frame... and still win against someone countering with a poke having a 4 frame startup.
This is generally a hitbox/hurtbox problem try something slightly slower but bigger
@evalangley3985 What is the situation here? I'd love to help but I don't understand the setup.
@@SenraethX If you spam cr.lp, like 3 times in a row, you will wins against someone trying to counter your cr.lp with a cr.lp with a 4f startup even if you are ultimately -2 on block.
@@evalangley3985 Ah yes. This is indeed tricky, and I'm not sure Mir covers this level of depth. So, let's take Ken's single low/crouching LP frame data: It has 3 pre-active frames to start (the 4th frame is the "startup" / first active frame), 2 active frames total, and then 9 recovery frames after. When blocked, it generates 10 frames of blockstun for the opponent, and in a non-meaty situation this leaves Ken at -1 (and as such, his opponent is +1). So then...
When you chain/spam lights like LP, it does not enter the usual recovery phase that you would if you had done an LP, waited for it to finish, and then started another one. So those 3 pre-active frames for the first low LP simply do not exist for any following chained LPs. To make things even more interesting, when chaining his low LPs, Ken's recovery drops from 9 frames to 8 frames. So instead of being -1 after a single low LP, now Ken is effectively +3 after a chained low LP. He is basically instantly active the moment your blockstun is over.. if you push anything you get hit.
Tell something plz.
Why you can't punish a -7 button on this game?
@Brawlzillian If your opponent is -7 after you block, you are able to punish with anything that has up to 7 frames of startup (as long as they are right next to you; if the opponent is further, this changes). With Ken for instance, his LPs have a 4 frame startup, his standing MP has 5, low MP has 6, and low MK has 7. So low MK will require very precise timing, whereas LPs have more forgiving timing. You would not be able to use his low HP though, as it has 8 frames of startup, and then they would be able to block.
If you aren’t able to punish a -7 button, you may be waiting too long before attacking. Practice the timing in training
Use a poke, it always work...
believe it or not, I have a math project and chose this as my topic
A jump is 45 frames, but why am I still got throwed at the 43th frame?
I thought you cant throw an airborne opponent?
There are some frames of landing recovery on jumps (even if you don't press anything), that's where you're getting thrown, you are already grounded by then.
amazing
MANDATORY VIEWING
does the frame data change if you run the game in 120 frames and not 60 ? isnt it an option, so i was thinking...sorry if stupid
Even if you have the 120hz mode turned on, it only applies for world tour and the menus. The game will still run at 60 fps for local and online play
🗝
Studying frame data makes me feel like I’m sacrificing the fun of the game
Once you understand it the game'll be more fun
It sounds like studying frame data is good for you to avoid. You could do this effectively old-school, where you figure out through trial and error what works, relying on feel. At least that's what I'd been doing until this SF6 frame tool
If you find frame data boring. Just don’t consider it. It’s just one way to learn the game, albeit it’s probably the fastest way to learn he game if you can tolerate it. I’m just going to copy paste my comment to someone else.
That’s what I also think. I’m an old old school player and my way of improving is just trial end error in matches mostly. I know it’s an ancient way of going at things and I know it’s wildly ineffective. But that’s just how my brain is wired when it comes to enjoying fighting games. As soon as I bring in frame data into the mix my interest in the game just completely dies. That’s how I ruined my interest in both SF4 and SFV. So I’m going to take it easy on the frame data in SF6 and stay in the shitty ranks until I learn the hard way I guess.
I study just the basics, so I know which moves are plus or minus on block, which ones are safe and which are punishable. Also, you can use your plus buttons to check your opponent's knowledge of basic framedata. If they press a button, you get a counter attack for free.
@@hugornetowhat is a plus button
Frame data is easy, 2+2 =7
*"Casuals 33 minutes later"* What? 🤔
Frame data feels like turning a game into a math problem.
For me it's the opposite, where I can use math skills to independently and creatively find my own punishes, combos, meaties, safe jumps, etc. But math can be torture for a lot of people, and I respect that
Heck, don't just stop with giving us frame data! Give us the hitbot data as well! Geometry rules!
That’s what I also think. I’m an old old school player and my way of improving is just trial end error in matches mostly. I know it’s an ancient way of going at things and I know it’s wildly ineffective. But that’s just how my brain is wired when it comes to enjoying fighting games. As soon as I bring in frame data into the mix my interest in the game just completely dies. That’s how I ruined my interest in both SF4 and SFV. So I’m going to take it easy on the frame data in SF6 and stay in the shitty ranks until I learn the hard way I guess.
For me, I just remember what’s plus on block. If my opponent blocks and my move is +3 or whatever, that means I have more of a chance to catch them with another move afterwards. The more plus, the better. After that, I just figure out what moves work the best as a follow-up, which is usually a jab. A good example is Ken’s dragonlash, where Ken still has advantage if the opponent blocks it, so he’ll start jabbing you annoyingly. 😂
@@zhafjust learn frame data on the main moves that people tend to use, then learning to read your opponent will get you a lot of wins, each character has like 2-4 main moves that knowing the data on will save you
I feel these type of videos will never just give players the base level understanding... simply because explaining everything is tedious and alittle confusing... Great video though...