SF6.
Character frame data
Meaty timings
Mix whiffed buttons, meterless specials, throws and dashes, then catch their wake-up as late as possible.
Use the knockdown advantage after your move recovers. At +20, your first actionable frame is 1 and their first wake-up frame is 21.
How the calculation works
All compatible buttons, meterless specials, whiffed throws and forward/back dashes are considered automatically. Setups never spend meter. Charge, stocks and follow-up requirements are not simulated; exclusions appear under Data limits.
The search considers every reachable whiff duration within your advantage, combining enabled actions and repeats. It keeps up to six distinct combinations per timing, including actions with identical durations; order-only permutations are not listed separately. For each meaty it keeps the latest reachable active frame and the shortest setup sequence for that timing. Results are ranked by your selected on-block or on-hit priority. Equal on-hit results prefer better block advantage, then fewer setup actions. There are no hidden waits or cancels: let every action finish, then start the next action immediately.
For exact normal hits and blocks: meaty advantage = base advantage + active frame hit − 1. On-hit numbers use a normal hit, without counter-hit or Punish Counter bonuses. Knockdown, juggle, crumple, variable and conditional hit values preserve the source text; their meaty advantage is not calculated. A move with 5 active frames that is normally −2 becomes +2 when its fifth active frame connects.
Grounded single-hit buttons with a continuous active window are supported. Every filler attack must actually whiff, including lingering projectiles. Range, movement, crouching hurtboxes, different wake-up recoveries and invincible reversals still need checking in Training. These are timing setups, not verified spacing setups.
Data limits
Punish finder
Find what fits before they recover.
They’re −6 on block? Enter +6. Matches use first-hit startup and assume an immediate attack in range.
How matches work
Buttons includes grounded normals and command normals. Other attacks adds eligible specials, supers and throws; check charge, meter, buffs and throw eligibility in the move details. Range, projectile travel and extra setup time can prevent a punish. Jump attacks, target combos, detected follow-ups, non-attacks and ambiguous startup values are excluded. Multi-hit attacks use their first hit; charged ranges use their earliest listed timing. This is a timing finder for blocked attacks, not a guarantee from positive pressure on your own blocked move.
Character mechanics
Normal Attacks
| MOVE | STARTUP | ACTIVE | RECOVERY | ON HIT | ON BLOCK | DAMAGE |
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