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Training Mode is a crucial aspect of any fighting game.It allows you to hone your skills and perfect your character of choice, enabling you to practice combos, escape sticky situations, or find counters to moves that consistently land on you no matter what you try.
RELATED:Street Fighter 6: Beginner Tips
Fortunately,Street Fighter 6does Training Mode bigger and better than any other fighting game before it, giving you access to every move’s Frame Data and a slew of quality-of-life features to make practicing different scenarios quick, snappy, and far less tedious than ever.
Updated July 03, 2025, by Seth Parmer:Along with A.K.I.’s grand entrance into the stacked roster of Street Fighter 6, the Training Mode also received some excellent quality-of-life updates, further proving it’s one of the best tools in the entire genre. As such, we’ve updated this guide to include the new additions of Training Mode and how to get the best out of them!
Reading theFrame Datafor an attack string or move is crucial formaximizing your potential in a match,but understanding theFrame Metercan be a bit daunting for newcomers to the genre.
Between the blues, reds, greens, and line-patterned bars, it can be unclear to tell what you’re looking at and how to turn the information presented to you into results. This is where the ‘Frame Meter and You’ section comes to play, which isa bit hiddeninTraining Mode.
Toaccess this unbelievably helpful tool,navigate to thelast tab of the Training Modemenu titled “Simple Training Settings,” then find the “Frame Meter and You” optionnear the bottom of the page.Click on this to be presented with a breakdown of all the different bars.
The Frame Meter And You
As you can see from the image above,there’s lots of information about the Frame Meterthat can help you compartmentalize the information they give you and use it to your benefit when figuring out your most vital options in a given situation.
The latest patch introduced a new Strike/Projectile Invincibility Period unit to the Frame Meter, which you’re able to see in the image above. This is only useful for A.K.I. at the moment, but it is an excellent addition nonetheless!
Additional Frame Information
When youbegin tinkering around in Training Mode and experiment with the Frame Meter,we suggest youavoid obsessing over every character’s Frame Dataand focus on your own at first.
Learning what’s safe and what you should avoid tossing outis astronomically more importantto you than finding out if your opponent’s one Special Attack is plus on block or not, especially since you will likely learn that by simply playing more matches.
Ultimately,learning your bread-and-butter combos and how to end attack strings so that you’re safe or back inneutral,amongst other things, should be yourkey focus.Everything else can and should come later.
If a specific enemy is giving you troublewith a particular attack or string,it may be wise to look into its Frame Datato better understand when it’s safe to attempt to take your turn back. Otherwise, you risk overloading yourself with too much information you necessarily don’t need.
Setting Up Your Training Dummy
Setting your Training Dummy up properlywill enable you toget the most out of a training session,especially if you want tocapitalize on aCounter Hit or Punish Counter Hit,amongst other things. Many options are here, but we highlighted the more crucial ones below!
Dummy Behavior
Dummy Behaviorrefers to theaction you want the Dummy to do while in neutral.It allows you to have them eitherStand, Crouch, or Jump in placeto help you begin testing combo routes out from nearly any situation.
Counter
Managing theCountersetting is crucial asyou can get more out of a combo or attack if it’s aCounter Hit or a Punish Counter Hit,so adjusting these settings will allow you toforce these two instances to practice your routesfor when the opportunity presents itself.
Additionally, youcan set this option to ‘Random’andpress the Triagle/Y Button(Medium Punch) to accessthree slidersforNormal, Counter Hit, and Punish Counter Hit.Adjusting these values willchange the likelihood of landing one of these actions,allowing you topractice adapting on the fly.
This is important asyou will not always land a Counter or Punish Counter Hit,and learning how to adapt on the fly is the hardest thing to do and improve,making this one of the best tools you have at your disposal to polish that aspect of your play.
Blocking
Setting how the Dummy Blocks your incoming offenseis also an excellent way to practice situational awareness and execute moves on the fly. These settings allow you toforce them to Stand or Crouch Block or switch between the two,and much more.
Youcan also set them to Block After The First Hit,allowing you totest combos or practice timing on specific chain attacks.If theDummy Blocks your second hit,youeither have the timing slighty offor yourcombo isn’t a ‘True Combo,‘meaning you must return to the drawing board.
Selecting them to Crouch Blockwill also enable you towork on youroverheadapproaches,which can be crucial for your success against other players.
Practicing all the waysyou canovercome an opponent who can seemingly Block everythingyou throw at them willexpand your options and improve your moment-to-moment decisions,making you a more well-rounded fighter in general, so don’t overlook this option!
Screen Display Settings And How They Work
Likely an overlooked portion of the Training Mode suite is theScreen Display Settings,which allow you toenable and activate various gauges and HUD options,such as the Frame Meter mentioned earlier.
As expected, you will have access to things such as yourInput History Displaytoobserve how clean your Inputs are,allowing you to make adjustments if they’re sloppy or wrong. You will also have access to yourAttack Data,displayinghow much damage a combo or attack did.
However, this page hastwo more valuable tools:theAction Timing Displayand theCancel Timing Displayoptions. We will dive into both of these and how to use them in the sections below!
Action Timing Display
TheAction Timing Displaywillplace a small Meter above your character’s headalong with asmall line that passes through the Meter near the startof it, splitting the Meter into two sections. If youthrow out an attack,the Meter will fill up before quickly depleting.
This Meter represents when you can perform your next attack,making iteasier to determine the timing of your following action,allowing you toperfect chaining specific attacks togetherto get the most out of your offense.
Some attackswill have theAction Timing Meter deplete faster than others.Thefaster the Meter depletes,thequicker your follow-up attacks must be.Theslower it is,themore precise your timing has to beto land its subsequent action successfully.
Your next attack must be executed after the bar drains past the line in the Meternear the beginning of the bar.If you press a button before then, you will missyour chanceto land a follow-up attack successfully.
Having a way to visualize when you can perform a follow-up actionwill allow you tonail Chain Combosthat involvelanding severalNormal Attackswith tricky spacingbetween them, which is very common in Street Fighter titles and is present in SF6.
Please note that not all actions can be followed up with another attack, no matter how well-timed they are. Use this tool to determine which moves can be chained into others, and use it to build a more robust repertoire of attack strings!
Cancel Timing Display
In addition to the Action Timing Display, theCancel Timing Displaywillvisually show you when you can Cancel specific actions into Special Moves or Super Arts.
If youenable this option,yourcharacter will flash Redthe moment you can cancel your current action into any of your Special Moves.Additionally,if your character flashes Blue,youcan only cancel into a specific Special Move or Super Art.
Thismakes finding which moves are Cancelable into your Specials and Supers much more straightforward,allowing you topractice new routes or develop new strategiesthat revolve aroundchaining Normals into Specials before ultimately capping it off with another Special or a Super Art.
Cancel Timing Displaymay be the best visualizer for understanding the capabilities of each actionat your disposal.We recommend always using it,especially if you are trying to find new routes or options!
Everything You Need To Know About Recording
Our last topic is theRecordingsystem, which can be a bit intimidating to work with for newcomers. Fear not, however, as Street Fighter 6 tries its best to make this much more manageable and straightforward than most other fighting games.
Recording essentiallyallows you to assume control of the Training Dummy,enabling you toperform a specific action or combo, record it, then have the Dummy repeat the Recording against you,letting you find holes in the attack to take your turn back.
This is acrucial option if a particular character is giving you trouble with a specific move or attack string,leaving you confused about how and when to regain control of the battle. The sections below will teach you how to use this feature fully!
Recording: Shortcuts (Function Button)
Before you begin Recording actions to learn how to counter them, you must firstset up Shortcutsto make this process much easier to manage. To do this, navigate to the “Basic Settings” tab inTraining Mode,then select the “Shortcut Settings” option.
Once in here, you will see a “Function Button Settings” option at thevery topof the page.Select thisandassign it to eitheryourL1/RB or L2/LTbutton if you’re on aStick or Hitboxand toanything comfortable to you on a padif you’re using that (preferably L2/LT buttonin this case).
With this set, you can nownavigate through the list and assign Shortcuts that become available when holding down the Function Button.For example,if your Function button is set to LT,then yourShortcutwill look something likeLT+Y.-Please ensure your Shortcut displays your Function Button and the Action Button before confirming it!
Youdon’t have to make a Shortcut for every option,butwe recommend making ones for the following actionsas it willsave you from having to jump through menuswhenever you want to Record or have the Dummy play it back:
Be sure to look through all optionshere, as some will be useful to you more than others. Also,ensure they are turned “On"by pressing theTriangle/YButton. We alsosuggest leaving the Restart Battle option alone,as simply resetting the Training Lobby with a single press of the Back/Select Button is extremely useful.
Recording: Shortcuts (Without Function Button)
Via the patch that brought A.K.I. into the roster, some quality-of-life features were added into the Training Mode of Street Fighter 6, with being able toassign Shortcuts to buttons without a Function Buttonbeing one of them.
For example, if you have aShortcutassigned toR2+Y,youcan also assign another Shortcut to just Y,allowing you touse the same button for a different Shortcut,just without the need of having to hold the Function Button.
So, if youuse the in-game Shortcutsfor things such asParry(Medium Punch + Medium Kick) orDrive Impact(Heavy Punch + Heavy Kick), you can essentiallyassign four Shortcuts with only three buttons(as one will have to be dedicated to the Function Button).
Recording: Actions
Now that yourShortcuts for Recording are all set,you’re almost ready to begin Recording a set of actions for the Dummy. However, it may be beneficial for you to navigate to the “Recording Settings” tab inTraining Modefirst.
Once here, navigate to the bottom of the page and look into the “Start Recording Settings” and the “Countdown Settings” options.
Theformer optionhas youpress the Record Shortcut twice to initiate it,with thelatter allowing you to delay the RecordingforOne, Three, or Five Seconds,giving you time to position yourself accordingly as the Countdown Timer ticks down in the center of your screen.
After all that is set, you canfinally record that pesky move you’re struggling against or the attack string.If you are unfamiliar with the character’s moves, you can view theirCommand Listin theMenu.
Don’t forget about the Modern Control scheme if you play on Classic. you’re able to easily switch to Modern Controls to land their Assisted Combos, Special Attacks, and Supers, which makes this process that much more manageable, especially if you have no clue how they work or how to perform their combos or moves!
Recording: Play Recording
After you haveRecorded an Action and have Savedit to one of the eight Slots, you canPlay the Recording via the assigned Shortcutto have youswitch back to your character before the Dummy executes it.
This allows you tofind holes in the opposition’s attack, observing the Attack and Frame Datatolearn when and where the most opportune moment to strike isto take back your turn.
It may seem like a lot to set up,butit’s really only the initial setup that takes the longest.Once you get comfortable with it, you will be Recording and playing through several scenarios across the entire roster with ease!
Repeat Replay
With the latest update, you’re able to now set theRepeat Replaysetting toAlways Repeat Playback,having yourRecording automatically play upon accessing menus or immediately after the replay ends,having it loop until you stop it.
This quality-of-life addition will make things such asProjectile Training or other spammy attacks easier to practice against,as you can onlyrecord the action once,set it toAlways RepeatPlayback,and have theenemy launch the attack with no end in sight.
Furthermore, whenenabling multiple recordings at once,you can have theTraining Dummy cycle through multiple projectiles,giving you atremendous way to practice getting in on a character like JP,who possesses many options at range.