FRAME DATA

5 min read · 4 chapters

You block their attack, press a button, and eat a counter-hit. Felt random? It wasn’t. The game told you exactly what would happen — in a language called frame data.

Learn to read it and you stop guessing: you’ll know when it’s safe to press, when to hold back, and when a blocked move is free damage. Five minutes. Let’s go.

01

The frame — the atom of the game

Before anything else, one unit rules them all.

Picture a match as a flipbook: 60 drawings flashed every second. Each drawing is one frame. Nothing in the game is faster than a single frame.

Every action — a jab, a block, a dash — lasts a whole number of frames. Frame data is just the length of each part of a move, counted in frames. That’s the entire secret.

60
frames per second
≈17 ms
one frame
QUICK CHECK

If the game runs at 60 frames per second, how long is a single frame?

02

Anatomy of a move — 3 phases

Every attack tells the same 3-act story.

Throw a real punch: you wind up, your fist connects, then you pull your arm back. A move in SF6 is identical — startup, active, recovery.

Startup 5 F / Total 20 F
5F
STARTUP
3F
ACTIVE
12F
RECOVERY
Read it like the in-game frame meter: green → pink → blue.Total = startup + active + recovery = 20F
STARTUP5F

The wind-up before the hit comes out. “5f startup” = 5 frames before it can touch. Fewer frames = faster move, harder to react to.

ACTIVE3F

The only frames where the hitbox is live and can actually hit. Miss this window and the move whiffs.

RECOVERY12F

The cool-down afterwards — you’re frozen and wide open. Whiff here and you get punished.

QUICK CHECK

You throw a move and it misses. During which phase are you most likely to get hit?

03

Frame advantage — whose turn is it?

This is the concept that wins rounds.

PLUS (+) — your turn

After a +2 move you recover 2 frames before your opponent. Press again, throw, keep the pressure — you act first.

MINUS (−) — their turn

After a −4 move they recover 4 frames before you. Stop pressing. Block, or you walk into a counter.

The rule to tattoo on your brain: PLUS = keep going. MINUS = let go.

QUICK CHECK

Your move is −3 on block. Should you press another button right after?

04

The punish — turn knowledge into damage

Everything so far leads here.

If their blocked move is −X, you can punish it with any move whose startup is ≤ X.

Try it — the punish lab
Their move on block
Your fastest move
5F 6F
PUNISH ✓
Your move lands before they recover. Free damage — take it every time.
The cheat sheet — keep this
01

Everything is measured in frames (60 per second).

02

Every move = startup · active · recovery.

03

On block: PLUS = your turn, MINUS = their turn.

04

Blocked move at −X? Punish it with a move that starts in ≤ X frames.

That’s frame data. Now burn it into muscle memory.