Things to Mention: 1. Frame data isn't everything. A lot of what happens here is influenced by spacing. Just because someone is punishable on block doesn't mean they'll be in the range of your punish move after you block it. 2. Invincible OD moves, invincible supers, and armored moves can blow through any attempt at pressure. Your opponent doesn't owe you any respect in that regard. 3. Street Fighter 6 has several mechanics that influence your advantage on block. As a quick summary, counter hits add 2 to a move's oH value, punish counters add 4 to your move's oH value (some heavy normals have their own thing going on), and doing a normal (not specials or supers) during drive rush adds 4 to both a move's oH and oB values. These can stack.
Things to Mention:
1. Frame data isn't everything. A lot of what happens here is influenced by spacing. Just because someone is punishable on block doesn't mean they'll be in the range of your punish move after you block it.
2. Invincible OD moves, invincible supers, and armored moves can blow through any attempt at pressure. Your opponent doesn't owe you any respect in that regard.
3. Street Fighter 6 has several mechanics that influence your advantage on block. As a quick summary, counter hits add 2 to a move's oH value, punish counters add 4 to your move's oH value (some heavy normals have their own thing going on), and doing a normal (not specials or supers) during drive rush adds 4 to both a move's oH and oB values. These can stack.