Street Fighter 6/Game Data

From SuperCombo Wiki

Frame data

The word "frame" is used to represent the smallest unit of time in the game. 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 in 60f = 60 frames.

As an example, if Chun-Li has a backdash with a duration of 25 frames, this is equal to 25/60 or 5/12 of a second in real time. If you have a 5 frame window to input a combo link, this is a timing window of 5/60 or 1/12 of a second to properly time the combo.

When one character makes contact with another, both will be "stuck" for some period of time. Usually, one character will be able to act again before the opponent has fully recovered; this situation is referred to as "Frame Advantage" (or more specifically Hit Advantage, Block Advantage, Knockdown Advantage, etc). Frame Advantage is represented with a plus or minus sign; +3 means the character can act 3 frames before the opponent, while -6 means the opponent can act 6 frames before you; 0 indicates a neutral advantage where both characters can act simultaneously.

Move Stages

Keeping in mind that all actions are measured in frames, moves can be further divided into phases called Startup, Active, and Recovery. Knowing the definition of each will make it much easier to interpret Frame Data.

  • Startup: The beginning portion of an attack before it can hit the opponent; think "winding up for a punch"
  • Active: The portion of an attack that can hit or grab the opponent
  • Recovery: The ending portion of an attack that can no longer connect with the opponent, and the attacker is unable to perform any other action such as blocking.



FAF Move Stages.png



It's important to note that in modern Street Fighter games, Startup is measured to also include the first Active frame (known as FAF or First Active Frame startup). This is done to make it easier to understand which moves can be used in combos and in punishes (e.g. a move with +5 Advantage combos into a move with 5 frame startup; a move with 7 frame startup can punish a move with -7 Disadvantage). This means that if you want to know the total frame count of an attack, you should add Startup + Active + Recovery frames and then subtract 1 to account for that overlap.

Many older games use "True Startup", in which Startup and Active frames are completely separate; an attack that hits on frame 3 is considered to have 2 frames of Startup. Keep this in mind if comparing frame data between different games.

Hitstun/Blockstun/Hitstop

When you land an attack, the opponent gets "stuck" for a fixed amount of time from the impact.

  • Hitstun - the opponent is stuck in a reeling animation from the hit. Any followup attack that connects while the opponent is stuck in hitstun results in a combo.
  • Blockstun - the opponent is stuck in a blocking pose. Causing the opponent to block a series of attacks is a blockstring; if the opponent never exits blockstun, it is a true blockstring.
  • Hitstop - also known as "Hit Freeze"; time essentially stops for both characters, making a move feel more impactful. Heavier attacks have longer hitstop, and some Punish Counters with special effects can have extra long hitstop. In addition to making the hits look more natural, hitstop helps to give players time to input a special move cancel and hitconfirm followup attacks.



Priority Systems

Hit Priority

Street Fighter 6 does not use a normal priority system for attacks like the one found in SFV. This means that any two attacks that collide on the same frame will cause a "trade", unless one of the attacks has invincibility frames. Both hits will be considered a Counterhit, and the usual effects (hitstun, knockdown) will apply depending on the attack. Unlike most previous SF titles, strikes actually have priority over throws when they collide on the same frame. This makes tick throw pressure slightly worse in situations where a character has very slight frame advantage.

Projectile Priority

In most Street Fighter games, projectiles have a specific number of hits, with EX moves or Supers usually having more hits than meterless ones. When they would collide, the projectiles would clash hits, and the fireball with more hits would continue onward after subtracting the number of clashed hits.

In Street Fighter 6, clashing projectiles are now subject to a priority system. The general rule is Super Art > OD Projectile > Meterless Projectile. Projectiles of the same priority will clash in the same way as previous games. When a higher priority projectile clashes with a lower priority projectile, it will still be slowed down by the clash, but will not lose any hits in the process.

As an example, Guile can create a meterless 2-hit projectile with Sonic Blade into Sonic Cross. If he uses this against Ryu's 2-hit OD Hadoken, the fireballs will clash twice before the Hadoken continues, retaining both of its hits. If Guile throws out five Sonic Break projectiles during his Lv.2 Super, Ryu's OD Hadoken would clash with each one individually with the same end result.

Luke's Flash Knuckle has the ability to clash with projectiles, and is considered to be at the lowest (meterless) priority. Against a meterless projectile, Luke can cancel the clash into his Lv.3 Super, but this cancel is impossible when clashing with a higher priority projectile.

Move Input Priority

When multiple inputs are entered on the same frame, the game will use this priority list to determine what move comes out. Moves that are higher on this list take precedence over moves below:

TO-DO

Damage Scaling

As more hits are used in a combo, the damage of each successive attack is reduced. This system, known as "damage scaling", allows longer combos to exist without being overwhelmingly powerful. Most extended combo sequences require the use of Drive or Super meter, so the tradeoff of lower marginal damage adds complexity to the decision of whether or not to spend those resources. Note that Drive and Super meter build do not scale the same way as damage.

The general progression of damage scaling depends on how the combo is started:

SF6 Damage Scaling
Attack # General Scaling Light Normal Starter
(Standing/Crouching)
Cancellable 2MK Starter
1st Attack 100% 100% 100%
2nd Attack 100% 90% 80%
3rd Attack 80% 80% 70%
4th Attack 70% 70% 60%
5th Attack 60% 60% 50%
6th Attack 50% 50% 40%
7th Attack 40% 40% 30%
8th Attack 30% 30% 20%
9th Attack 20% 20% 10%
10th + Attack 10% 10% 10%

Note: Light Normal scaling only applies when starting a combo with LP or LK; it also does not apply to jumping Light normals or Light command normals. Likewise, 2MK scaling only applies when starting the combo (not when linked mid-combo), and does not apply to a non-cancellable 2MK like Kimberly's.

For scaling purposes, an "attack" corresponds to each move that is input by the player, not the number of hits performed by the character. This means that a move like Chun-Li's Lightning Kicks only counts as one attack, while Jamie's 236P~6P~6P (Freeflow Strikes) sequence counts as 3 separate attacks. Target Combos like Kimberly's 5LP~MP~HP~HK sequence also count each hit separately for the purpose of damage scaling.

There are many exceptions to these general guidelines; those that are currently known are documented below.


System-Wide Scaling

Super Arts
Will always do a set minimum amount of damage, even if the combo would normally be scaled to a lower percent.

  • The minimum is 30% (Lv.1 Super), 40% (Lv.2 Super), and 50% (Lv.3 Super/Critical Art)

Level 3 Super Arts:

  • Additional 10% damage scaling penalty when cancelled from a special move
    • This means that a raw special xx Lv.3 Super will be scaled as 100% -> 90%
    • Outside of this scenario, it acts as if there is 1 additional hit of scaling (100% -> 100% -> 70%)
    • There are some exceptions to this noted in the character-specific sections



Perfect Parry
Any punish after Perfect Parry multiplies the damage scaling by 50% (so a standard combo would look like 50 -> 50 -> 40 -> 35 -> 30...). There is no way to mitigate this by delaying the punish - if the followup is not scaled, then the opponent's move has recovered and it wasn't a true punish.

Drive Rush
When used raw to start a combo:

  • No additional scaling penalty; (any other applicable scaling penalties, such as 2MK starters, still apply)

When used mid-combo (regardless of whether it was cancelled into; also applies after Drive Impact Stun):

  • All remaining hits in the combo have an additional 15% scaling penalty (plus any other scaling that applies)
  • This scaling is rounded down to the nearest whole number (59.5 -> 59)
  • Using Drive Rush multiple times per combo does not stack an additional penalty
  • Example combo using Drive Rush cancel and standard scaling progression:
    • 100% -> 85% -> 68% -> 59% -> 51% -> 42% -> 34% -> 25% -> 17% -> 8%...


NOTE: Drive Rush and Perfect Parry scaling can stack with each other multiplicatively; so if you would normally be at 80% scaling on the 3rd hit, you would instead do 34% damage (80 * .5 PP * .85 DR). Both of these can also bring the minimum combo scaling below 10%, and as low as 4% when combined.

Drive Impact
If blocked near the corner into a Wall Splat juggle ("CRUSH" icon will appear):

  • All followup have an additional 20% scaling penalty (plus any other scaling that applies)
  • Because the DI was blocked, it does not count as the first hit of a combo
  • 80% -> 80% -> 64% -> 56% -> 48% ...

If any of the following occur:
DI hits for a crumple (Punish Counter, or hitting after armor absorb);
DI hits near the corner for a Wall Splat juggle;
DI connects on hit/block near corner vs. opponent in Burnout ("STUN" icon will appear, opponent becomes dizzy):

  • Drive Impact counts as 2 hits for scaling (followup: 80% -> 70% -> 60% ...)



Drive Reversal
While rare, it is technically possible to combo to or from Drive Reversal. It counts the same as any normal hit for scaling purposes, and the gray recoverable damage will be converted to real damage if an attack combos afterward.

  • Example: Kimberly Drive Reversal > (Spraycan explosion), juggle Bushin Senpukyaku (100% -> 100% -> 80%)



Blanka



Cammy



Chun-Li

Lv.2 Super: counts as 3 hits for scaling

  • e.g. raw Lv.2 Super ~ j.HK (100% -> 70%)



Dee Jay



Dhalsim



E. Honda



Guile

2MK: acts like a light normal when starting a combo (including 2MK~6MP Target Combo): 100% -> 90% -> 80%...
2MP~2MP (Double Shot): the second 2MP has a 10% scaling penalty and counts for 2 hits of scaling

  • When starting a combo, scaling will look like 100% -> 90% -> 70%
  • When comboed into (like from a jumpin), looks like 100% -> 100% -> 70% -> 60%



Jamie

Drink Level (DR0 to DR4): Each Drink Level above or below DR2 changes Jamie's base damage scaling by 5%

  • DR0 = 90%, DR1 = 95%, DR2 = 100%, DR3 = 105%, DR4 = 110%
  • Using Lv.2 Super to temporarily reach DR4 will only result in 105% base damage

j.214KK (OD Luminous Dive Kick, DR1 or higher): 90% scaling on next hit
63214K (Tenshin, DR3 or higher): The next hit after the throw does 100% scaling, but further hits are scaled at 60% -> 50%...

  • After a tumbling Wall Splat from Punish Counter 214PP, Jamie can combo into Tenshin causing some weird scaling effects. The combo counter will increase by 1 during the startup of Jamie's next attack, then again when it connects; this hit will immediately be scaled to 60%.



JP



Juri

236LK (Saihasho): the 1-Stock fireball version counts as 2 hits for scaling

  • This applies whether the fireball hits raw or is comboed into
  • No extra scaling after 0-Stock version or OD version

236MK / 236LK+HK (Ankensatsu): counts as 2 hits for scaling on 1-Stock or OD versions

  • No extra scaling after 0-stock version


Ken

5MP~HP (Chin Buster 2nd): HP counts as 2 hits for scaling (10% scaling penalty on next hit)
5MK: counts as 2 hits for scaling when beginning a combo (into 5MK~MK~HK, or after CH/PC link)
623P (Shoryuken) xx Lv.3 Super: 100% -> 70% (when beginning the combo)
623KK (OD Dragonlash) / Run~623K (Run~Dragonlash): Both hits apply scaling in juggles

Kimberly

Lv.3 Super/Critical Art: Immediately upon activation, all moves are scaled to 111% (or 11% bonus damage) until the end of the game (carries over between rounds)

  • Effectively, this just brings Kimberly's damage up to the level of the rest of the cast - her damage on "universal" attacks is 10% lower by default
  • Drive Reversal's recoverable damage and the Burnout Chip damage on her Super Arts are the only "universal" damage values buffed beyond the standard amount

3MK (Slide): applies a 15% scaling penalty to next hit when starting a combo: 100% -> 85% -> 75%...

Lily



Luke

5LP~MP~HP (Triple Impact): 2nd hit (MP) scales twice
236KK (OD Avenger): Any followup after P or K ender is immediately scaled to 50%
Charged 214P (Flash Knuckle): counts as 2 hits of scaling, despite being 1 attack

  • Applies to "Perfect" and "non-Perfect" charges



Manon



Marisa



Ryu

623P (Shoryuken) xx Lv.3 Super: 100% -> 60% (when beginning the combo)
236KK (OD High Blade Kick): when cancelled into, counts as 2 hits for scaling (10% penalty on next hit)

Zangief

System data

General Data

name hp throwRange
Juri 10000 0.8
Manon 10000 0.8
Marisa 10500 0.9
M.Bison 10000 0.8
Jamie 10000 0.8
Akuma 9000 0.8
Blanka 10000 0.9
Cammy 10000 0.8
Dhalsim 10000 0.8
Ed 10000 0.8
E. Honda 10500 0.9
Luke 10000 0.8
Kimberly 10000 0.8
A.K.I. 10000 0.8
Lily 10000 0.8
Zangief 11000 1.02
Ryu 10000 0.8
JP 10000 0.8
Ken 10000 0.8
Guile 10000 0.8
Chun-Li 10000 0.8
Dee Jay 10000 0.8
Rashid 10000 0.8
Terry 10000 0.8
Mai 10000 0.80

Movement

name fwdWalkSpd bwdWalkSpd fwdDashSpd bwdDashSpd fwdDashDist bwdDashDist
Juri 0.047 0.032 22 23 1.903 1.114
Manon 0.0452 0.031 21 25 1.499 1.254
Marisa 0.039 0.027 22 25 1.40 0.90
M.Bison 0.048 0.0312 19 23 1.54 0.754
Jamie 0.048 0.035 19 23 1.50 0.85
Akuma 0.052 0.035 19 23 1.352 0.923
Blanka 0.047 0.032 19 23 1.578 1.169
Cammy 0.0505 0.033 18 23 1.32 1.002
Dhalsim 0.028 0.025 25 23 1.467 1.00
Ed 0.0475 0.032 19 23 1.348 0.803
E. Honda 0.045 0.025 19 23 1.058 0.601
Luke 0.047 0.032 19 23 1.467 0.751
Kimberly 0.0505 (0.0561) 0.033 (0.0366) 18 23 1.409 0.893
A.K.I. 0.0452 0.032 19 23 1.300 1.079
Lily 0.042 0.027 21 24 1.154 0.939
Zangief 0.0364 0.025 22 25 1.007 0.712
Ryu 0.047 0.032 19 23 1.252 0.923
JP 0.037 0.025 22 23 1.454 1.003
Ken 0.047 0.032 19 23 1.322 0.923
Guile 0.043 0.032 21 23 1.567 0.74
Chun-Li 0.050 0.035 19 25 1.508 1.211
Dee Jay 0.043 0.032 19 23 1.50 0.90
Rashid 0.045 0.032 18 25 1.20 (1.86) 1.10 (1.91)
Terry 0.048 0.032 19 23 1.50 0.985
Mai 0.050 0.035 18 23 1.450 0.900

Jump Data

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SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry