FIGHTER GUIDE IORI'S STRATEGY
ARJUN
アルジュンUse this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for ARJUN.
- Health
- 10500
- Published data
- 2 sections
ARJUN

FRAME DATA
ARJUN Frame Data (SF6)
Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.
Move names use CAPCOM's official English Frame Data terminology.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch L | 4 | 4-6 | 9 | 4 | 1 | C | 300 | Can be rapid canceled |
| Normal Attacks | Standing Light Kick L | 6 | 6-8 | 14 | 1 | -4 | C | 400 | — |
| Normal Attacks | Standing Medium Punch M | 11 | 11-13 | 19 | 4 | -2 | C | 700 | — |
| Normal Attacks | Standing Medium Kick M | 7 | 7-9 | 19 | 2 | -3 | C | 700 | 2 frames of recovery subtracted when attack is blocked |
| Normal Attacks | Standing Heavy Punch H | 15 | 15-16 | 24 | 2 | -3 | 800 | 1 frames of recovery subtracted when attack is blocked | |
| Normal Attacks | Standing Heavy Kick H | 14 | 14-17 | 21 | D | -3 | 800 | Juggle state time is extended when attack lands as a Punish Counter. | |
| Normal Attacks | Crouching Light Punch L | 5 | 5-7 | 9 | 5 | -1 | C | 300 | Can be rapid canceled |
| Normal Attacks | Crouching Light Kick L | 5 | 5-7 | 12 | 2 | -2 | 300 | Can be rapid canceled | |
| Normal Attacks | Crouching Medium Punch M | 9 | 9-11 | 22 | D | -4 | 700 | Forces a Hard Knockdown on Punish Counter | |
| Normal Attacks | Crouching Medium Kick M | 8 | 8-10 | 18 | 5 | -2 | 600 | — | |
| Normal Attacks | Crouching Heavy Punch H | 10 | 10-16 | 22 | -1 | -5 | C | 800 | — |
| Normal Attacks | Crouching Heavy Kick H | 14 | 14-16 | 25 | D | -11 | C | 800 | Produces a ground bound and hard knockdown on Punish Counter |
| Normal Attacks | Jumping Light Punch (During a jump) L | 5 | 5-12 | 3 frame(s) after landing | 300 | — | |||
| Normal Attacks | Jumping Light Kick (During a jump) L | 7 | 7-15 | 3 frame(s) after landing | 300 | — | |||
| Normal Attacks | Jumping Medium Punch (During a jump) M | 8 | 8-12 | 3 frame(s) after landing | 700 | Forces a juggle state when hitting a mid-air opponent | |||
| Normal Attacks | Jumping Medium Kick (During a jump) M | 9 | 9-16 | 3 frame(s) after landing | 700 | — | |||
| Normal Attacks | Jumping Heavy Punch (During a jump) H | 10 | 10-15 | 3 frame(s) after landing | 800 | Has cross-up attack properties Forces a slam knockdown when hitting a mid-air opponent | |||
| Normal Attacks | Jumping Heavy Kick (During a jump) H | 10 | 10-16 | 3 frame(s) after landing | 900 | Produces a slam knockdown | |||
| Unique Attacks | Blade of Duty H | 22 | 22-24 | 21 | D | -3 | 1000 | — | |
| Unique Attacks | Above the Law H | 19 | 19-21 | 21 | D | -4 | 1000 | Considered airborne from frames 8 - 23 | |
| Unique Attacks | Impose Order M H | 17 | 17-19 | 20 | 3 | -3 | SA | 900 | Knockdown on Counter or Punish Counter |
| Unique Attacks | Loose Cannon H H | 16 | 16-18 | 30 | D | -11 | SA | 800 | — |
| Unique Attacks | Suppression H H H | 18 | 18-20 | 40 | D | ー | 2000 | — | |
| Unique Attacks | Hot Pursuit H H H | 60 total frames | 0 | — | |||||
| Unique Attacks | Penitent Fist H H | 24 | 24-26 | 42 | D | -23 | C | 800 | Hold down the button for over 30 frames to change its properties |
| Unique Attacks | Penitent Fist(Charged) H Hold H | 41 | 41-43 | 42 | D | -19 | C | 1000 | Produces a wall splat if the opponent reaches the wall |
| Special Moves | L Arm of Justice L | 15 | 15-21 | 17 | 2 | -2 | SA3 | 800 | Clashes with projectiles (Once) Deals 500 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. Forces a juggle state when the attack lands as a counter or Punish Counter. |
| Special Moves | M Arm of Justice M | 20 | 20-26 | 17 | 2 | -2 | SA3 | 900 | Clashes with projectiles (Once) Deals 700 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. Forces a juggle state when the attack lands as a counter or Punish Counter. |
| Special Moves | H Arm of Justice H | 28 | 28-33 | 20 | D | 2 | SA3 | 1000 | Clashes with projectiles (Once) 3 frame of recovery added when the attack misses Deals 800 of recoverable damage on block Drive Gauge increase of 6000 for the opponent when blocked during Burnout. Blowback time extended on counterhit Produces a crumple stun for 26 frames when the attack lands as a Punish Counter |
| Special Moves | Follow-up (During Arm of Justice) | 20 | 20-27 | 19 | D | 1 | SA3 | 800 | Deals 600 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. |
| Special Moves | OD Arm of Justice | 23 | 23-28 | 20 | D | 2 | SA2 | 1000 | Clashes with projectiles (Twice) 3 frame of recovery added when the attack misses Deals 800 of recoverable damage on block Drive Gauge increase of 6000 for the opponent when blocked during Burnout. Blowback time extended on counterhit and punish counter |
| Special Moves | OD Follow-up (During OD Arm of Justice) | 20 | 20-27 | 19 | D | 1 | SA2 | 800 | Deals 600 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. |
| Special Moves | L Cruel Shoulder L | 19 | 19-34 | 22 | D | -4 | SA3 | 1000 | Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 6 - 23 Deals 600 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. Transitions to Justice Beyond when Arjun comes in contact with a stone pillar |
| Special Moves | M Cruel Shoulder M | 23 | 23-41 | 19 | D | -4 | SA3 | 1100 | Invincible against mid-air projectiles and strikes with mid-air hitboxes from frames 6 - 27 Deals 700 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. Transitions to Justice Beyond when Arjun comes in contact with a stone pillar |
| Special Moves | H Cruel Shoulder H | 28 | 28-48 | 27 | D | 1 | SA3 | 1200 | Deals 800 of recoverable damage on block Drive Gauge increase of 6000 for the opponent when blocked during Burnout. Transitions to Justice Beyond when Arjun comes in contact with a stone pillar |
| Special Moves | Justice Beyond (Activates when Cruel Shoulder connects with a rock pillar) | 11 | 11-26 | 27 | D | -7 | 1600 | Has armor break properties Deals 1000 of recoverable damage on block Drive Gauge increase of 8000 for the opponent when blocked during Burnout. | |
| Special Moves | OD Cruel Shoulder | 22 | 22-42 | 27 | D | 1 | SA3 | 1200 | Deals 800 of recoverable damage on block Drive Gauge increase of 6000 for the opponent when blocked during Burnout. Transitions to Justice Beyond when Arjun comes in contact with a stone pillar |
| Special Moves | OD Justice Beyond (Activates when Cruel Shoulder connects with a rock pillar) | 11 | 11-26 | 27 | D | -7 | 1600 | Has armor break properties Deals 1000 of recoverable damage on block Drive Gauge increase of 8000 for the opponent when blocked during Burnout. | |
| Special Moves | Breathing Ring | 17 | 48 total frames | D | -6 | SA3 | 600 | Deals 300 of recoverable damage on block Drive Gauge increase of 2000 for the opponent when blocked during Burnout. Can transition to Breathing Shockwave between frames 26 - 36 | |
| Special Moves | L Breathing Shockwave (During Breathing Ring) L | 15 | 15-24 | 18 | D | -7 | SA3 | 800 | Deals 400 of recoverable damage on block Drive Gauge increase of 3000 for the opponent when blocked during Burnout. |
| Special Moves | M Breathing Shockwave (During Breathing Ring) M | 15 | 15-24 | 18 | D | -7 | SA3 | 800 | Deals 400 of recoverable damage on block Drive Gauge increase of 3000 for the opponent when blocked during Burnout. |
| Special Moves | H Breathing Shockwave (During Breathing Ring) H | 15 | 15-24 | 18 | D | -7 | SA3 | 800 | Deals 400 of recoverable damage on block Drive Gauge increase of 3000 for the opponent when blocked during Burnout. |
| Special Moves | Breathing Shockwave(projectile) | 700 | Deals 300 of recoverable damage on block Drive Gauge increase of 2500 for the opponent when blocked during Burnout. | ||||||
| Special Moves | OD Breathing Ring | 17 | 48 total frames | D | 1 | SA2 | 600 | Deals 400 of recoverable damage on block Drive Gauge increase of 2500 for the opponent when blocked during Burnout. Can transition to Overdrive Breathing Shockwave between frames 26 - 36 | |
| Special Moves | OD L Breathing Shockwave (During OD Breathing Ring) L | 15 | 15-24 | 18 | D | -7 | SA2 | 800 | Deals 400 of recoverable damage on block Drive Gauge increase of 3000 for the opponent when blocked during Burnout. |
| Special Moves | OD M Breathing Shockwave (During OD Breathing Ring) M | 15 | 15-24 | 18 | D | -7 | SA2 | 800 | Deals 400 of recoverable damage on block Drive Gauge increase of 3000 for the opponent when blocked during Burnout. |
| Special Moves | OD H Breathing Shockwave (During OD Breathing Ring) H | 15 | 15-24 | 18 | D | -7 | SA2 | 800 | Deals 400 of recoverable damage on block Drive Gauge increase of 3000 for the opponent when blocked during Burnout. |
| Special Moves | OD Breathing Shockwave(projectile) | 1000 | Deals 400 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. | ||||||
| Special Moves | L Divine Pillar L | 25 | 25-34 | 21 | D | -6 | SA3 | 800 | Deals 500 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. |
| Special Moves | M Divine Pillar M | 25 | 25-34 | 21 | D | -6 | SA3 | 800 | Deals 500 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. |
| Special Moves | H Divine Pillar H | 25 | 25-34 | 21 | D | -6 | SA3 | 800 | Deals 500 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. |
| Special Moves | Divine Pillar(projectile) | 800 | Deals 400 of recoverable damage on block Drive Gauge increase of 3000 for the opponent when blocked during Burnout. | ||||||
| Special Moves | OD L Divine Pillar L M | 20 | 20-29 | 21 | D | -6 | SA2 | 800 | Deals 500 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. |
| Special Moves | OD M Divine Pillar L H | 20 | 20-29 | 21 | D | -6 | SA2 | 800 | Deals 500 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. |
| Special Moves | OD H Divine Pillar M H | 20 | 20-29 | 21 | D | -6 | SA2 | 800 | Deals 500 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. |
| Special Moves | OD Divine Pillar(projectile) | 800 | Deals 400 of recoverable damage on block Drive Gauge increase of 3000 for the opponent when blocked during Burnout. | ||||||
| Special Moves | Ghastly Interrogation (When near opponent) | 8 | 8-10 | 35 | D | 1600 | Recoverable damage Effects change when opponent's vitality gauge has recoverable damage - 1800 damage | ||
| Special Moves | OD Ghastly Interrogation (When near opponent) | 26 | 26-28 | 38 | D | 2200 | Recoverable damage Effects change when opponent's vitality gauge has recoverable damage - 2400 damage | ||
| Special Moves | Indomitable Defense H | 3 | 3-28 | 30 | D | -3 | 1500 | Absorbs projectiles and attacks from frames 3-28. Absorbing an attack transitions to a counter attack Drive Gauge increase of 3000 for the opponent when blocked during Burnout. Hold down the button to extend the technique Can transition to Moral Breakdown from frame 26 while holding down the button | |
| Special Moves | Moral Breakdown (During Indomitable Defense) | 28 | 28-65 | 23 | D | 3 | 1500 | Deals 1100 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. Strength equivalent to Overdrive arts when clashing with other projectiles. | |
| Super Arts | SA1 Howling Destruction | 8 | 8-69 | 67 | D | -46 | 2000 | Invincible to strikes and throws between frames 1 - 8 Deals 100 of recoverable damage on block Drive Gauge increase of 2500 for the opponent when blocked during Burnout. The minimum guaranteed damage is 30% Values do not change when the attack lands as a counter or Punish Counter | |
| Super Arts | SA2 Instant Oblivion | 9 | 9-12 | 57 | D | -41 | 3000 | Completely invincible on frames 1 - 12 Deals 200 of recoverable damage on block Drive Gauge increase of 5000 for the opponent when blocked during Burnout. Minimum guaranteed damage is set to 40% Values do not change on counter or Punish Counter | |
| Super Arts | SA3 Yaksha's Order | 13 | 13-15 | 58 | D | -41 | 4000 | Completely invincible between frames 1 - 15 Deals 300 of recoverable damage on block Drive Gauge increase of 7500 for the opponent when blocked during Burnout. The minimum guaranteed damage is 50% Values do not change when the attack lands as a counter or Punish Counter * Can only be canceled into from special moves | |
| Super Arts | CA Yaksha's Order (when under 25% vitality) | 13 | 13-15 | 58 | D | -41 | 4500 | Completely invincible between frames 1 - 15 Deals 300 of recoverable damage on block Drive Gauge increase of 10000 for the opponent when blocked during Burnout. The minimum guaranteed damage is 50% Values do not change when the attack lands as a counter or Punish Counter * Can only be canceled into from special moves | |
| Throws | Righteous Verdict (When near opponent) L L | 5 | 5-7 | 23 | D | 1200 | Properties change to the following when the attack lands as a Punish Counter: - Deals 2040 damage - Super Art gauge increases by 4000 - Forces a hard knockdown | ||
| Throws | Scale of the Judged (When near opponent) L L | 5 | 5-7 | 23 | D | 1200 | Properties change to the following when the attack lands as a Punish Counter: - Deals 2040 damage - Super Art gauge increases by 4000 - Forces a hard knockdown | ||
| Common Moves | Forward Dash | 22 total frames | 0 | — | |||||
| Common Moves | Backward Dash | 25 total frames | 0 | Invincible to throws between frames 1 - 15 | |||||
| Common Moves | Drive Impact: Excessive Force H H | 26 | 26-27 | 35 | D | -3 | 800 | Super Armor for 2 attacks between frames 1 - 27 Produces a wall splat if the pushback on hit causes the opponent to connect with the stage wall On Punish Counter or after a successful hit after Super Armor absorbs a hit, the following properties change: - Produces a crumple stun if the opponent is standing on the ground - Juggle state time is increased if the opponent is in the air - Super Art gauge increases by 3000 | |
| Common Moves | Drive Reversal (while blocking): Shield of the Vindicator (When blocking or during a successful Drive Parry) H H | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage Completely invincible between frames 1 - 22 5 frames of recovery added on hit | |
| Common Moves | Drive Reversal (while recovering): Shield of the Vindicator (During knockdown recovery) H H | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage Completely invincible between frames 1 - 20 5 frames of recovery added on hit | |
| Common Moves | Drive Parry M M | 1 | [*2] 1-12 | 33 | *1 | 0 | *1 Can be canceled from the 4th frame via Drive Rush *2 Parry hitbox is extended for as long as the buttons are held Only blocks can be performed during the recovery period Always in Punish Counter state during execution | ||
| Common Moves | Perfect Parry (strike) Block Direction M M | 1 | 1 | 0 | Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frame. (For high and overhead attacks, the player must press the direction away from the opponent. For low attacks, down and back) If no direction is inputted the result will be a regular parry with an additional Drive increase of 3000. Fully invincible for 5 frames once recovery is over (invincibility not granted if you continue the parry) The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished | ||||
| Common Moves | Perfect Parry (projectile) M M | 1 | 10 | 0 | Perfect Parry activates when an attack is absorbed on the frame a parry is input, or on the next frame No screen freeze occurs The player on the receiving end of a Perfect Parry cannot cancel and is forced into a Punish Counter state until their move is finished | ||||
| Common Moves | Parry Drive Rush (During a Drive Parry) | 45 total frames | * | 0 | Screen freeze occurs until the 10th frame * Can be canceled into an attack on the 9th frame of the move Can be canceled into actions other than a parry from the 24th frame | ||||
| Common Moves | Cancel Drive Rush (While connecting with a special-cancelable move) | 46 total frames | * | 0 | Screen freeze occurs until the 9th frame * Can be canceled into an attack from the 10th frame of the move Can be canceled into actions other than a parry from the 25th frame |
Referenced: 2026-10-17Official Street Fighter 6 Frame Data ↗