1 - [SF6] Character Usage Rate

Character Usage Rate Distribution
Loading...

2 - [SF6] Character Matchup Chart & Win Rate Trends Tool

SF6 character matchup chart and win rate trend animations for all characters
Loading...

Overall Win Rate

3 - [SF6] Character Frame Data Collection for Study Use [With Hitbox Videos]

Pre-match self-made tools

Frame Data

4 - [SF6] One-Button Pre-Match Character Counterplay Tools

[SF6] One-Button Pre-Match Character Counterplay Tools

5 - [SF6] Post-Throw Situations for All Characters

[SF6] Overview of post-throw grappling (okizeme) options for all characters

Post-Throw Situations for All Characters

Loading data...

6 - [SF6] Post-Hit Invincible Move Situations for All Characters

[SF6] Overview of post-hit situations for all characters’ invincible moves (confirmed Drive Rush frames, etc.)

Post-Hit Invincible Move Situations for All Characters

Loading data...

7 - [SF6] Easy-to-Understand Fuzzy and Delay Techniques Explained [Win Just by Reading]

Fuzzy and Delay Techniques Explained

Fuzzy Grab (Fuzzy Tech)

  • Input Method
    • While holding guard, input throw a few frames after the earliest timing the opponent’s throw can connect
  • Effect
    • Blocks the opponent’s meaty strikes while teching their throw

Fuzzy Light Attack

  • Input Method
    • While holding guard, input a light attack at the timing the opponent’s strike would connect
  • Effect
    • Blocks the opponent’s meaty strikes, and if there is a gap in frames, your counterattack comes out

Fuzzy Medium Attack

  • Input Method
    • While holding guard, input a medium attack (mainly a low-hitting crouching medium kick) at the timing the opponent’s strike would connect
  • Effect
    • Blocks the opponent’s meaty strikes while counterattacking shimmies and backdashes

Fuzzy Heavy Attack

  • Input Method
    • While holding guard, input a heavy attack at the timing the opponent’s strike would connect
  • Effect
    • Blocks the opponent’s strikes while counterattacking shimmies

Fuzzy Forward Jump

  • Input Method
    • While holding guard, input a forward jump at the timing the opponent’s strike would connect
  • Effect
    • Jumps over the opponent’s passive play while punishing delayed strikes

Fuzzy Crouch Guard

  • Input Method
    • While walking back, crouch guard at the timing the opponent’s crouching medium kick would come out
  • Effect
    • Avoids the opponent’s walk-up throw while also blocking their crouching medium kick

Fuzzy Parry

  • Input Method
    • When the opponent has a large frame advantage, parry at the timing their next strike would come
  • Effect
    • Avoids punish counter throws while aiming for perfect parry against strikes

Delayed Throw

  • Input Method
    • Input throw at the timing you would block the opponent’s OD invincible move
  • Effect
    • Blocks their OD invincible move while also teching against fuzzy throw

Delayed Heavy Attack

  • Input Method
    • Input a heavy attack at the timing you would block the opponent’s invincible move
  • Effect
    • Blocks their OD invincible move while getting huge returns against mashing and throw techs

Delayed Medium Attack

  • Input Method
    • Input a medium attack at the timing you would block the opponent’s invincible move
  • Effect
    • Blocks their OD invincible move while getting huge returns against mashing and throw techs
    • Since the recovery is short, you can anti-air forward jumps with a dragon punch

Delayed Light Attack

  • Input Method
    • Input a light attack at the timing you would block the opponent’s invincible move
  • Effect
    • Blocks their OD invincible move while getting returns against mashing and throw techs
    • Since the recovery is short, you can anti-air forward jumps with a dragon punch
    • Mainly used by characters without a dragon punch, or characters who get good returns from normal anti-airs

8 - [SF6] Easy-to-Understand Safe Meaty Explained [Win Just by Reading]

Fuzzy and Safe Meaty Explained

Explanation

A technique where you meaty with a move whose recovery ends before the opponent’s invincible move becomes active, allowing you to make them block your attack while also blocking their reversal.

For example, Luke’s SA1 Vulcan Blast has a startup of 6F, the fastest among all characters. However, there is no move in the entire cast with recovery of 5F or less, so safe meaties are not possible against it. As an example, calculating with Kimberly’s backfist which has 7F recovery:

Conversely, Luke’s SA3 Pale Rider has a startup of 10F. Kimberly’s backfist has 7F recovery.

The calculation shows that a safe meaty is possible:

Benefits of Safe Meaties

You can pressure the opponent with your attack while blocking their invincible reversal. This means you beat everything except perfect parry, making it extremely powerful.

Drawbacks of Safe Meaties

  • Low damage
    • Since you meaty with quick light attacks, the damage on hit is low
  • Requires knowledge
    • You need to research the startup of the opponent’s reversal and your own move’s recovery, making it difficult to keep in mind every match
    • If you don’t meaty with the last active frame of your move, it may not be a safe meaty; knowledge of your character’s setplay is also required

Guidance

Remembering the opponent’s moves and your own moves every match for safe meaties is extremely difficult. This site has created a tool that lets you quickly look up safe meaties, so make use of it.

Safe Meaty Lookup Tool

9 - [SF6] Easy-to-Understand Pre-Match Prep Explained [Win Just by Reading]

Fuzzy and Pre-Match Prep Explained