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.
Assumes a standing opponent. Estimates use Full Meter data and supported contact rules; spacing still needs checking in Training.
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.
Meaty advantage = listed standing advantage + contact frame − the baseline contact frame. Only active frames that can hit a standing opponent are eligible. Most moves use active frame 1 as their baseline; Sunrise Heel uses active frame 3 because its first two active frames only hit airborne opponents. Detailed contact restrictions that are not yet modeled are excluded. Known discrepancies are excluded from predictions until resolved. 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.
Normals, command normals and directly executable meterless specials with a single hit and a continuous active window are considered. Specials need consistent full timing data and fixed recovery; projectile travel, throws, charge/stock requirements, follow-ups and changing hit properties are excluded from final meaty estimates. A special can still be a whiff filler even when its final-hit estimate is unsupported. 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 |
|---|