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🎥 Video Summary
In the Lab – How to Frame Trap and Offensively Perfect Parry
This video breaks down block stun, frame traps, perfect parry, throw recovery, and offensive option layers in Street Fighter 6. The core lesson is that SF6 pressure is not autopilot—it’s a dynamic system where frame advantage, parry, throws, backdash, and Drive Rush interact in a constantly shifting decision wheel.
🔑 High-Level Summary
The instructor explains how block stun differs from frame advantage, how chaining lights creates frame traps, and how Perfect Parry functions similarly to Mortal Kombat’s Flawless Block. A major emphasis is placed on throw recovery being unusually long in SF6, creating new punish windows via backdash → heavy punish. The game rewards situational awareness and option coverage, not guaranteed pressure strings.
⚡ Condensed Bullet Points (Quick Review)
Block stun ≠ frame advantage
High block stun = opponent stuck blocking longer
Chaining lights = basic frame traps
Some normals do not frame trap into faster buttons
Perfect Parry counters pressure and throws
Throws have ~30 frames total animation (very slow)
Backdash after parry/throw attempt = big punish
Drive Rush creates frame advantage, especially in burnout
SF6 pressure = option wheel, not guaranteed sequences
Strikes beat throws on the same frame
📦 Chunked Breakdown (Self-Contained) Chunk 1: Understanding Block Stun vs Frame Advantage Summary
Block stun is the amount of time the opponent is forced to block, not whether you are plus or minus. Moves can have high block stun even if they are not plus.
Key Example
A move with 21 frames of block stun keeps the opponent frozen longer than one with 9.
Frame data (e.g., “-1”) describes post-block recovery, not block stun itself.
Comprehension Questions
Q: Why does high block stun matter even if a move is minus? A: It limits the defender’s immediate options and sets up spacing, parry, or bait scenarios.
Action Steps
In training mode, compare two normals with different block stun values.
Practice recognizing when block stun gives you time, even without plus frames.
Chunk 2: Chaining Lights as Frame Traps Summary
Repeated light attacks naturally function as frame traps, catching opponents who mash between hits.
Key Insight
Light → Light works
Medium → Light often does NOT
Some characters have privileged plus normals
Comprehension Questions
Q: Why does Medium → Light often fail as a frame trap? A: The gap allows 4f buttons or throws to interrupt.
Action Steps
Test which light chains frame trap 4f jabs.
Build one reliable light-based pressure string per character.
Chunk 3: Perfect Parry as an Offensive Tool Summary
Perfect Parry in SF6 acts like Flawless Block, allowing you to invalidate pressure and force the opponent into recovery.
Key Insight
Parry beats strikes
Opponent may try to throw after parry
This creates a baitable layer
Comprehension Questions
Q: Why is parry not the end of the interaction? A: Because opponents can respond with throws or delayed options.
Action Steps
Practice parry → delay → backdash.
Train your eye to parry predictable frame traps.
Chunk 4: Throw Recovery Changes Everything Summary
Throws in SF6 have ~30 total frames, far more than SF5 or Third Strike.
Key Example
Parry → opponent throws → backdash = +10
Leads to heavy punish
Comprehension Questions
Q: Why are throws riskier in SF6? A: Long animation makes them punishable if baited.
Action Steps
Practice backdash punish timing vs throw attempts.
Condition opponents to fear throwing after parry.
Chunk 5: Frame Advantage Exists—But It’s Situational Summary
SF6 does have frame advantage, but it’s earned, not guaranteed.
Sources of Advantage
Drive Rush
Burnout pressure
Jump-ins
Knockdowns (e.g., Tatsu → Dash +4)
Comprehension Questions
Q: Why does SF6 feel less “autopilot” than SF5? A: Advantage depends on state, spacing, and player choices.
Action Steps
Identify one Drive Rush pressure route.
Practice knockdown setups that give real advantage.
Chunk 6: Strike vs Throw Priority Summary
If a strike and a throw connect on the same frame, the strike wins.
Key Insight
Explains why jabs can beat throws even when timing matches
Comprehension Questions
Q: Why does jab beat throw on equal timing? A: Strikes have priority over throws in SF6.
Action Steps
Use fast jabs to challenge throw-heavy opponents.
Stop panic teching—replace with jab checks.
🧠 Super-Summary (1-Page)
Street Fighter 6 pressure is a layered decision system, not guaranteed offense. Block stun controls how long opponents are frozen, while frame advantage determines post-block options. Chained lights form natural frame traps, but not all normals connect safely. Perfect Parry introduces a powerful offensive-defense hybrid, forcing opponents into risky throws—which are uniquely punishable due to their long recovery. Drive Rush, burnout, jump-ins, and knockdowns create real advantage, but only when used deliberately. Ultimately, SF6 rewards players who understand option wheels, spacing, and timing—where strikes beat throws, parry creates counterplay, and pressure must be earned.
🗓 Optional 3-Day Spaced Review Plan
Day 1:
Review Chunks 1–2
Lab block stun vs frame advantage
Test light frame traps
Day 2:
Review Chunks 3–4
Practice parry → backdash punish
Identify throw bait moments
Day 3:
Review Chunks 5–6
Drill Drive Rush pressure
Practice jab vs throw priority