Website Review
What is Ultimate Frame Data?
Ultimate Frame Data is a reference site for competitive fighting-game data, covering Super Smash Bros. Ultimate and Street Fighter 6. It publishes frame data and hitbox information for every character, and it's built to be readable on a phone so you can check numbers mid-session. The site is run by MetalMusicMan, with Smash Ultimate hitboxes, frame data and related work credited to Zeckemyro.
Its core value is turning vague "that move feels safe" impressions into numbers you can act on.
H3 What you'd actually use it for
- Checking how fast a move starts up and how long it lasts, so you know what can punish it.
- Comparing frame advantage or disadvantage on block, which decides whether you keep your turn or give it up.
- Looking at hitbox visuals to understand a move's real reach, not just its animation.
- Settling practice-room arguments quickly, especially after a balance patch changes values.
H3 Who it suits
- Competitive and improving players who already know their character's basic game plan and want specifics.
- Coaches and content creators who need to cite exact numbers.
- Casual players will find it dense; it assumes you know terms like startup, active frames and advantage.
H3 A practical example Say an opponent keeps blocking your character's forward attack and immediately counterattacking. Look up that move's advantage on shield. If it's negative enough, the correct fix is to stop throwing it out raw and either space it so only the tip connects or cancel into something safer. The site gives you the number; you still have to test the spacing in training mode.
H3 Trade-offs to keep in mind
- Patch coverage takes time. The site's own update log shows characters being updated in batches over several days after a patch, so a freshly changed character may lag behind.
- Frame data tells you what is possible, not what a real opponent will do. Reaction time, connection quality and player habits all shift the practical outcome.
- Hitbox data is most useful when paired with video of the move in motion.
H3 Getting it onto your phone The site recommends adding it to your home screen: on Chrome for Android, tap the menu and choose "Add to Home Screen" or "Install App"; on Safari for iOS, tap the Share icon and choose "Add to Home Screen". That makes it behave more like an app than a bookmark.
H3 Next step Pick your main, open their page, and look up the two or three moves you use most. Write down their advantage on shield, then spend ten minutes in training mode confirming you can actually punish what you thought you could. If you also play Street Fighter 6, the same site covers it, so you can keep one reference for both games rather than juggling sources. For patch notes and broader discussion, the official game pages and community resources such as Super Smash Bros. official site are worth checking alongside the raw numbers.
How do I read frame data for my main in Smash Ultimate?
Start by finding your character's page on Ultimate Frame Data, then read one move at a time rather than trying to memorize the whole table. Frame data answers a narrow but important question: what happens, in 60ths of a second, when you press a button.
The numbers that matter first
For each move, look at these in order:
- Startup — frames before the hitbox appears. Lower is faster; this decides whether a move can interrupt or punish something.
- Active frames — how long the hitbox lasts. Longer active windows are more forgiving for spacing and timing.
- Endlag / total frames — how long you're committed afterward. This is what gets you punished when you whiff.
- On shield — your frame advantage or disadvantage if the move is blocked. Negative means the opponent can act first.
- On hit — advantage after connecting, which tells you whether a follow-up is real or a guess.
Turning numbers into decisions
A practical example: your main's forward smash has heavy startup and is very negative on shield. That tells you not to throw it out in neutral, but it may still be fine as a punish after a shield break or a hard read. Meanwhile a jab with fast startup and near-neutral shield advantage is your safe poke and combo starter.
Use the hitbox visuals to check reach and vertical coverage — a move can look long but only hit in a narrow band. Compare your character's page against a common matchup's page to see whose fastest options actually win a close exchange.
Practical reading habits
- Learn three or four moves deeply (your fastest poke, your main combo starter, your best out-of-shield option, your safest kill move) instead of skimming everything.
- Check the notes section on each game's landing page, which explains terminology and caveats.
- Add the site to your phone's home screen for quick lookups during practice, as the site itself suggests for Chrome/Android and Safari/iOS.
If you want broader discussion and video breakdowns alongside the raw tables, Smashboards hosts community threads where players interpret these numbers for specific matchups.
Which characters have been updated for the latest Street Fighter 6 patch?
The most recent Street Fighter 6 patch notes on Ultimate Frame Data list Mai, Elena, Sagat, C. Viper, Alex, and Ingrid as updated — this is the final batch, since the site's update log says all August 2026 patch updates are now live. Earlier batches in the same rollout covered Rashid, A.K.I., Ed, Akuma, M. Bison, Terry, Guile, Ken, Chun Li, Zangief, Dhalsim, JP, Juri, DeeJay, Cammy, Ryu, E. Honda, Blanka, Kimberly, Marisa, Lily, Luke, Jamie, and Manon, with Yasmine added separately.
If you main one of those characters, the practical move is to re-check the specific moves you rely on rather than trusting memory. Frame data shifts after a patch usually show up as small changes to startup, recovery, or advantage on block, and those small numbers decide whether a poke is safe or punishable.
Ultimate Frame Data organizes this per character, with hitbox visualizations alongside the numbers, which is more useful than a changelog when you want to know how a move behaves now rather than what changed. The site also works as an installable web app, so adding it to your phone's home screen keeps it one tap away during practice.
For a concrete example: if you play Cammy and your go-to blockstring felt less safe after the patch, open her page, compare the on-block value of the relevant normal, and adjust the follow-up accordingly. If a number moved against you, swap in a different ender or accept the risk deliberately.
How can I install Ultimate Frame Data as an app on my phone?
Ultimate Frame Data can be installed as a Progressive Web App (PWA), which puts an icon on your home screen and opens in its own app-like window without going through an app store. The site itself recommends adding it to your home screen for quick access.
Install on Android (Chrome)
- Open Ultimate Frame Data in Chrome.
- Tap the three-dot menu (⋮) in the top-right corner.
- Choose Add to Home Screen, or Install App if your phone offers that option — the site notes this is the recommended path for PWA-capable devices.
- Confirm, and the icon appears alongside your other apps.
Install on iPhone or iPad (Safari)
- Open the site in Safari.
- Tap the Share icon (the square with an arrow).
- Scroll down and select Add to Home Screen.
- Name it if you like, then tap Add.
What you get, and the trade-offs
- Speed of access: One tap from your home screen instead of typing a URL — useful mid-set when you want to check a character's frame data or hitboxes quickly.
- No store install: Nothing to download from Google Play or the App Store, and updates arrive automatically since it's still the live site.
- Limitations: A PWA is essentially the website in a standalone window, so offline behavior depends on what your browser caches. Don't count on full offline access to every character page; treat it as a fast launcher rather than a downloadable database.
A practical scenario
You're labbing a matchup at a local and want to confirm whether a move is punishable on shield. With the icon on your home screen, you open it, pick the game and character, and check the number in seconds — no browser bookmarks or typing. If you expect to play somewhere with no signal, load the pages you need while you still have a connection.
Next step: Open the site in Chrome or Safari, follow the steps for your platform above, then tap the "?" icon on a game's landing page to read that game's frame data notes and descriptions.
How do I use frame advantage and disadvantage to choose moves in a match?
Frame advantage and disadvantage tell you who can act first after a move connects or is blocked. Use them as a decision filter: a move that leaves you plus (or only slightly minus) on block is safe to repeat or follow up; a move that leaves you heavily minus on block should be used sparingly and spaced so it whiffs rather than gets punished.
How to read the numbers in practice
- On block: If you are +2 after a blocked move, your next fast attack beats their fastest option. If you are -4, their fastest jab (often 3–4 frames) can hit you before you can block or act.
- On hit: Positive on-hit values let you link into a combo or set up a mix-up. Negative on-hit values usually mean the move ends your turn.
- Startup and recovery matter as much as the advantage number. A move with great advantage but 20 frames of startup is easy to react to; a fast move with poor advantage is a poke, not a pressure tool.
A concrete scenario
You are playing a character with a quick jab and a slower heavy attack. In neutral, you poke with the heavy at max range. It is -8 on block, so at close range you get punished. Your adjustment: either cancel into a safer move, or use the heavy only at a distance where the opponent's punish whiffs. Meanwhile your jab is -2 on block; that is your pressure tool — you can jab, then jab again, then block, because the opponent cannot reliably interrupt.
Decision criteria
| Situation | Better choice |
|---|---|
| You are plus on block | Keep pressure: fast jab, throw, or another safe move |
| You are slightly minus (-1 to -3) | Block or use an invincible reversal if you have one |
| You are heavily minus (-7 or worse) | Do not press; accept the punish or use a spacing-dependent move |
| You are plus on hit | Link into your combo route |
| You are minus on hit | Reset to neutral |
Next step
Pick one character and look up three moves you use most: one fast poke, one heavy, one anti-air. Note their on-block and on-hit advantage, then play a few matches consciously choosing based on those numbers. If you want a reference for Super Smash Bros. Ultimate specifically, Ultimate Frame Data lists frame data and hitboxes per character; its update log also shows it covers Street Fighter 6. For general fighting-game theory, the same plus/minus logic applies across titles, so the habit transfers.
What do the hitbox visualizations tell me that the frame numbers don't?
Hitbox visualizations show where and how large an attack's damaging area actually is, which frame numbers alone can't convey. Frame data tells you when an attack starts, how long it lasts and how safe it is; the hitbox view tells you whether that attack will actually connect with an opponent standing at a given distance, height or angle.
What the visuals add
- Spatial reach: The exact extent of a move's active area, including disjointed ranges that extend past the character's body.
- Vertical and horizontal coverage: Whether a move hits above, below or behind the character, and how far its coverage extends in each direction.
- Blind spots: Gaps between hitboxes, or areas a move simply doesn't cover, which explain why an attack that "looks" like it should connect sometimes whiffs.
- Hurtbox overlap: Seeing where your character's own vulnerable area sits relative to your attack helps explain trades and counterhits.
- Timing within the animation: Visualizations are typically tied to specific frames, so you can see how the active area moves or grows across the move's duration.
Why this matters in practice
Frame numbers answer "how fast and how punishable." Hitboxes answer "will this hit, and from where." A move can have excellent frame advantage but a small, awkwardly placed hitbox that makes it unreliable as a poke. Conversely, a slow move with a large disjointed hitbox can be a strong spacing tool despite its startup.
For a concrete scenario: suppose you're trying to anti-air an opponent jumping in. The frame data tells you the move comes out quickly enough. The hitbox view tells you whether the active area actually reaches the height and angle where the opponent will be — and whether it covers the space in front of you or only directly overhead. That distinction decides whether the move is a real anti-air or just a fast button.
A useful next step
Pick one or two moves you rely on, note their startup and advantage from the frame numbers, then check the hitbox view for the same frames. Ask: does the active area match where I'm actually trying to hit opponents? If not, either adjust your spacing or find a move whose hitbox fits the situation better.
Ultimate Frame Data covers both Super Smash Bros. Ultimate and Street Fighter 6, and its patch notes show the data being kept current as games update — useful if you want frame data and hitbox views in one place rather than cross-referencing sources. It also supports adding the site to your phone's home screen, which suits quick mid-session lookups. See Ultimate Frame Data.
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