Welcome new users! See here for guide to hitbox / hurtbox
colors used on this site.
Friendly reminder, this is an image heavy site.
Mobile data users please be careful of your data usage.
Site News
- Mai wins an Evo Japan Top 8 match with air SA2, I get a message to add Mai air SA2 within 5 minutes. Added.
- Added a section on site usage, mainly on how to share the clips. Site Usage
- Fixed some issues that was causing some users to run into the rate limiting block / rules (most likely those on Firefox). Sorry, so very sorry 😅.
- Corrected Cammy's Delay Ripper animation. Previous animation failed to show her hurtbox pulling back at the startup of the move.
- Much thanks to the community member that pointed out the error to me! I have a bad habit of recording moves at the edge of the screen...
- Empty jump animations have been added for most of the cast.
- Should be able to get to Viper and Sagat updates tomorrow!
- Bison animations have been updated with new hitbox display and move info / frame data on the lower left. All 53 of them, including empty jumps and tcs.
- Dashes and empty jumps have been moved to the bottom of the normals page (under "movement"). While the information is useful, it was quite a lot for mobile users to scroll through before they got to the more popular standing / crouching animations.
- Fixed a display issue on light mode (thank you for contacting me about the issue!😊)
- New animations have move name and basic frame data included on the lower left. I hope this will help provide more clarity in discussions. (Is this the first active? or last? How far into recovery is this frame? is this for l/m/h donkey kick?)
- Please note that these are the frame data for the animation (usually on whiff), which may be different than frame data on block / on hit since some moves have extra recovery frames on whiff. I hope to add this info display to all existing animations but it will take SOME time 😓
- There were requests for me to also add empty jumps and TC / unwhiffable moves. Alex is the first character to have all of this included. I may gradually add them in for all other chars but again this will take (quite a bit) of time 😓
- Are you still reading? 😊 If you enjoy the content and find it useful, please consider sending a tip! This project requires an insane amount of hours - your support allows me to continue updating the project and help pay for DLC / costs related to this site. Thank you!
- Alex's animations are about half done. I will try to get the remainder up in the next few days.
- The missing images for neutral / forward / backwards jump animations for other characters are intentional. These will be filled in gradually when I have more time.
- Sorry about the cookie consent banner blocking the site till you click an option - I'm a scrub at this and didn't realize the issue until the next day 🙃
- I get that nobody likes it but the site is required to have one - many thanks for your patience!
- Added throw whiff animation for characters that I own (All except Bison, Viper, Sagat, Elena, and Terry).
- Throw whiff and drive reversal for the remaining 5 characters are planned for after the March 17th battle adjustment.
- New cookie consent banner added because I'm required to have one (like most other sites).
- Animation for Elena's Moon Glider corrected. Previous animation failed to show her hurtbox pulling back at startup. Big thanks to the community member pointing out the error to me.
- Testing new hitbox labelling / display for moves with overlapping hitboxes, like Honda's Sumo Smash and Rashid's Heavy Mixer. Previous animations had the "Can't Hit Backwards" label covering the "Can't Hit Forward" label of a hitbox underneath. These moves CAN hit crossup / behind, and I hope this new way of labeling the hitboxes will reduce confusion.
- New labels will have a hitbox number followed by it's property located at separate corners of the overlapping hitboxes.
-
Elena animations updated.
- Animations has been updated for all chars EXCEPT: M.bison, Terry, Elena, C.Viper.
- Added wakeup drev animations to base cast characters.
- Added a FAQ section.
- Added JP SA2.
- Added Juri SA2 Hold version.
- Added clips for C.Viper Thunder Dash Feints.
- Fixed an issue with frame by frame view for drive impact and drive rush animations not loading for some users.
- C.Viper clips added!
- Fixed a handful of GIF versions of animation that were corrupted and not loading properly.
- Fixed some display issues on firefox.
- There's been some server issues resulting in images not loading sporadically. Please hit that reload button and most of the time it will load successfully on the second try.
- Some basic "frame data" will gradually be added to all characters. The main focus of this site is to provide the animated webps, and as such I do not intend (and am probably unable) to provide in-depth analysis of every move and button in the game.
- "Make it exist first, then make it perfect." Big thanks to everyone using the site for bearing wtih me. This is my first website and some days things have definitely been rough around here!
- Added a button that will copy URL to a GIF version of the animated webps to your clipboard.
- While animated webp offers superior compression with much smaller file sizes (meaning also faster load times), many online spaces (like discord) may not yet support URL of animated webps. Use this button to copy/paste the URL to a gif version when you want to share the animation.
- I hope this will make sharing the clips easier for everyone.
- Unfortunately GIF versions is not currently available for: Mai, Rashid, Akuma, Terry.
- Loading frames should be much, MUCH faster now. Hopefully.
- Elena, Vega/M.Bison animations updated with new color coded display.
- UI improvements (hopefully).
- Moved menubar on mobile portrait mode to bottom of the screen and character select to right hand side of the menubar for easier navigation.
- Aki animations updated with new color coded display.
-
Box color guide is live, you can find it
here
.
-
There is both a short guide and a full guide with explanations.
-
A more detailed page about color code, along with reason why some of these boxes exists,
is in the works. But for now:
-
Green border, shaded green:
Normal hurtbox.
Dark green border: Air invincible hurtbox.
Shaded blue: Projectile invincible hurtbox.
White border: Grounded strike (stand/crouch) invincible, meaning only vulnerable to air strike hurtbox.
White border, shaded white: Strike invincible, meaning only vulnerable to projectile hurtbox.
-
Red border, shaded red:
Normal hitbox.
(Darkish) Pink border, shaded pink: Combo only hitbox
- New animations will also have reduced image filesizes for (hopefully) faster loading
-
Giving up on making the notes in the animation legible. Will be re-coloring the boxes
instead to show the properties clearly.
The notes will be kept in the animation for those who don't mind zooming in to see what it says. - Aiming to redo 2 or 3 characters a day.
- Added super art for Honda, Cammy, and Juri.
- Sagat clips added!
- Included strike/throw invincibility and strike/projectile invincibility description. (✔️)
- Animation for Drive Rush for entire cast. (✔️)
-
I have a few weeks worth of experience in CSS. If anything looks REAL bad on your end
feel free to drop me a note on
TwitterI mean X .
(Account not monitored 24/7, etc etc.)
Contact
Found an error? Suggestions?
Please let me know via twitter / X or by filling out
this contact form.
There are tens of thousands of images and I only have one pair of eyes! 👀🙏
Character Select
About
SF6Frames is a fan-created resource for both casual and competitive Street Fighter 6 players.
The site's primary focus is on animated, frame by frame in-game captured visuals showing the location / duration of every move's hitbox and hurtbox. All animations and graphics are recorded directly from gameplay and edited by the creator.
Only moves that can be whiffed is included in the recordings (for now). Frame data is less of a priority but is provided using Capcom's official frame data.
The goal is to make obscure technical game knowledge more accessible to casual and pro players alike.
Each animation frame features a convenient frame number displayed in the lower-left corner. This makes it easy to reference specific frames during discussions, helping everyone understand exactly which frame of a move is being analyzed.
The animations are also dated to prevent confusion when future patches changes the hitbox / hurtbox.
Dedicated to:
- The whiff punish demons who tried to whiff punish JP and Ryu Donkey Kick. (rip)
- The friends on pc that just will never get around to getting the mod.
- Those playing on consoles.
- New players that needs visual aid to learn about hitbox / hurtbox. "Fireballs usually have an extended hurtbox on startup" "a WHAT?"
I hope the information here will spark meaningful discussion and prove helpful or educational for players of all levels.
This project is not affiliated with or endorsed by Capcom. All game content, including images, video clips are the property of their respective owners. All materials presented on the site are used for entertainment / educational purposes only.