Created by MetalMusicMan.
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Frame Data Notes
- Hitbox Colors:
- Red = Hitbox
- Green = Hurtbox
- Teal = Hurtbox, Projectile Invincible
- Dark Green = Hurtbox, Air Strike Invincible
- Light Purple = Armor
- SF6 attacks don't actually finish their recovery when the data says in-game, rather, they become cancellable at the listed ending frame. This is just so there are pretty animations when the character isn't doing anything else, but if you're wondering why some of the hitbox gif animations look like they are cutting out, it's because I listed the in-game recovery since for all intents and purposes, that is the true end of the move (just not always the end of the animation).
- For moves that have very practical meaty applications, I tried to list the best and worst possible frame data as [worst]...[best]. For some moves, I just listed the worst possible data with "[worst]..." implying it could be better if meatied (i.e. all fireballs). If you aren't familiar with meaties: generally speaking, any move can be X-frames better on hit/block to the tune of the total active frames minus one, as any hit past the first active frame transfers those actives into better on-hit/on-block.
Data Sources
Almost all Frame Data farmed by MetalMusicMan, with some references from SuperCombo.gg for Dash/Walk speeds, Invincibility windows, and general help for a few characters I am less familiar with. All Hitbox gifs created by MetalMusicMan using the Hitbox Viewer created by WistfulHopes.