Street Fighter 6
Frame Data Search
across all characters

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Target Street Fighter 6 version : Ver.1.0901.000
You can search frame data of each character's moves in Street Fighter 6 (SF6) across all characters.
The search is automatically performed when you change the search conditions.
(Update History)
 
   
         
⚠ 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 frame-by-frame motion animation of the move
CharacterMove NameStart-upRecoveryhitBlockAdditional
Dee Jay Perfect Parry (projectile) MPMK
motion
0 / 10,000
- / 60,000
Frame Active : -
Cancel : -
Damage : 0
Drive Gauge Increase Hit : -
Drive Gauge Decrease Block : -
Drive Gauge Decrease Punish Counter : -
Properties : -
1 10 - - -
Dee Jay Parry Drive Rush (During a Drive Parry)⇨⇨
motion
0 / 10,000
0 / 60,000
Frame Active : -
Cancel : *
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : High
- ... - - -
Dee Jay Cancel Drive Rush (While connecting with a special-cancelable move)⇨⇨ or (N or ⇨) ✚ MPMK
motion
0 / 10,000
0 / 60,000
Frame Active : -
Cancel : *
Damage : 0
Drive Gauge Increase Hit : 0
Drive Gauge Decrease Block : 0
Drive Gauge Decrease Punish Counter : 0
Properties : -
- ... - - -
Dhalsim Standing Light Punch LP
motion
300 / 10,000
500 / 60,000
Frame Active : 4-6
Cancel : C
Damage : 300
Drive Gauge Increase Hit : 250
Drive Gauge Decrease Block : -500
Drive Gauge Decrease Punish Counter : -2000
Properties : High
4 8 4 -1 List of startUp 1F or less.
Dhalsim Standing Light Kick LK
motion
300 / 10,000
500 / 60,000
Frame Active : 9-12
Cancel : C
Damage : 300
Drive Gauge Increase Hit : 250
Drive Gauge Decrease Block : -500
Drive Gauge Decrease Punish Counter : -2000
Properties : High
9 11 2 -6 List of startUp 6F or less.
Dhalsim Standing Medium Punch MP
motion
700 / 10,000
3,000 / 60,000
Frame Active : 14-16
Cancel : -
Damage : 700
Drive Gauge Increase Hit : 2000
Drive Gauge Decrease Block : -3000
Drive Gauge Decrease Punish Counter : -6000
Properties : High
14 19 0 -5 List of startUp 5F or less.
Dhalsim Standing Medium Kick MK
motion
600 / 10,000
3,000 / 60,000
Frame Active : 12-14
Cancel : -
Damage : 600
Drive Gauge Increase Hit : 2000
Drive Gauge Decrease Block : -3000
Drive Gauge Decrease Punish Counter : -6000
Properties : High
12 18 -2 -6 List of startUp 6F or less.
Dhalsim Standing Heavy Punch HP
motion
1,000 / 10,000
5,000 / 60,000
Frame Active : 16-19
Cancel : -
Damage : 1000
Drive Gauge Increase Hit : 4000
Drive Gauge Decrease Block : -5000
Drive Gauge Decrease Punish Counter : -8000
Properties : High
16 27 -6 -11 List of startUp 11F or less.
Dhalsim Standing Heavy Kick HK
motion
800 / 10,000
4,000 / 60,000
Frame Active : 17-19
Cancel : C
Damage : 800
Drive Gauge Increase Hit : 2500
Drive Gauge Decrease Block : -4000
Drive Gauge Decrease Punish Counter : -8000
Properties : High
17 20 3 -6 List of startUp 6F or less.
Dhalsim Crouching Light Punch ⇩ ✚ LP
motion
300 / 10,000
500 / 60,000
Frame Active : 5-7
Cancel : C
Damage : 300
Drive Gauge Increase Hit : 250
Drive Gauge Decrease Block : -500
Drive Gauge Decrease Punish Counter : -2000
Properties : High
5 9 4 -1 List of startUp 1F or less.
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Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[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

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Parry Drive Rush
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 55 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *
[08] Damage : 0
[09] Combo Scaling : Multiplier scaling 15%
[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 : High
[15] Miscellaneous :
Screen freeze occurs until the 10th frame* Can be canceled into an attack on the 9th frame of the move Can be canceled into actions other than a parry from the 24th frame

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dee Jay
[01] Move Name : Cancel Drive Rush
[02] Frame Start-up : -
[03] Frame Active : -
[04] Frame Recovery : 55 total frames
[05] Recovery Hit : -
[06] Recovery Block : -
[07] Cancel : *
[08] Damage : 0
[09] Combo Scaling : Multiplier scaling 15%
[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 :
Screen freeze occurs until the 9th frame* Can be canceled into an attack from the 10th frame of the move Can be canceled into actions other than a parry from the 25th frame

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dhalsim
[01] Move Name : Standing Light Punch
[02] Frame Start-up : 4
[03] Frame Active : 4-6
[04] Frame Recovery : 8
[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

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dhalsim
[01] Move Name : Standing Light Kick
[02] Frame Start-up : 9
[03] Frame Active : 9-12
[04] Frame Recovery : 11
[05] Recovery Hit : 2
[06] Recovery Block : -6
[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 :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dhalsim
[01] Move Name : Standing Medium Punch
[02] Frame Start-up : 14
[03] Frame Active : 14-16
[04] Frame Recovery : 19
[05] Recovery Hit : 0
[06] Recovery Block : -5
[07] Cancel : -
[08] Damage : 700
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dhalsim
[01] Move Name : Standing Medium Kick
[02] Frame Start-up : 12
[03] Frame Active : 12-14
[04] Frame Recovery : 18
[05] Recovery Hit : -2
[06] Recovery Block : -6
[07] Cancel : -
[08] Damage : 600
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2000
[11] Drive Gauge Decrease Block : -3000
[12] Drive Gauge Decrease Punish Counter : -6000
[13] Super Art Gauge Increase : 500
[14] Properties : High
[15] Miscellaneous :

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dhalsim
[01] Move Name : Standing Heavy Punch
[02] Frame Start-up : 16
[03] Frame Active : 16-19
[04] Frame Recovery : 27
[05] Recovery Hit : -6
[06] Recovery Block : -11
[07] Cancel : -
[08] Damage : 1000
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 4000
[11] Drive Gauge Decrease Block : -5000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Forces a juggle state on Punish Counter

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dhalsim
[01] Move Name : Standing Heavy Kick
[02] Frame Start-up : 17
[03] Frame Active : 17-19
[04] Frame Recovery : 20
[05] Recovery Hit : 3
[06] Recovery Block : -6
[07] Cancel : C
[08] Damage : 800
[09] Combo Scaling :
[10] Drive Gauge Increase Hit : 2500
[11] Drive Gauge Decrease Block : -4000
[12] Drive Gauge Decrease Punish Counter : -8000
[13] Super Art Gauge Increase : 1000
[14] Properties : High
[15] Miscellaneous :
Forces a juggle state when hitting a mid-air opponentAdds 21 frames of advantage on Punish Counter

Moving the mouse cursor on the video to control the sequence.
[Shift]:Pause/Resume  [←]:Step Backward  [→]:Step Forward

[00] Character : Dhalsim
[01] Move Name : Crouching Light Punch
[02] Frame Start-up : 5
[03] Frame Active : 5-7
[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