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Atlas Academy > Kohaku's Magical Garage

About Frame Data

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Shiki:
As a casual gamer, I've decided to come out of wondering about certain things about fighting games and have finally decided to ask stuff so I can refine myself into getting better (as well as start playing actual games) so my main concern starts with this.

"Frame Data"

I know about start-up, recovery, active frames and so on but when people claim to say how a move is 4 frames, I often go "ok."

Just a quick question for now:

How much time is allotted for 1 frame and how exactly are is one able to understand and read it?

Id_asz:
A frame is the smallest increment of time at which the game computes and displays information.

1 frame = 1/60th of a second. If a game displays at 60fps, then that means that the game works at 60 frames per second. There are a few fighting games that are not 60fps, but pretty much every new game is 60 fps.

When a move "takes" 4 frames, what the person means is it won't activate or hit until 4 frames after the move has been inputted. So, the move will have 3 frames of start-up and actually hit on the 4th frame.

Does that help? Any other questions?

Shiki:
Thanks for that. Here's another one:

"Frame Advantage"

I know how there are advantages when someone says it's +2 on block or so which then leads me to this.

Let's say I do a move where it's +6 on block, is the advantage that I have like the frame data as to where I have 6/60 of a second to do stuff? Does disadvantage work the same way?

LivingShadow:

--- Quote from: Shiki on December 27, 2011, 09:18:26 PM ---Thanks for that. Here's another one:

"Frame Advantage"

I know how there are advantages when someone says it's +2 on block or so which then leads me to this.

Let's say I do a move where it's +6 on block, is the advantage that I have like the frame data as to where I have 6/60 of a second to do stuff? Does disadvantage work the same way?

--- End quote ---

Here's a detailed explanation for you:

As was said earlier you all moves have a number of frames for startup, active, and recovery. On the defending side there are similar numbers, in this case blockstun, or the number of frames that the blocking animation takes. To get the advantage you subtract the recovery frames from the blockstun. Thus if a move is +6 then you recover 6 frames before your opponent gets out of blockstun and if a move is -2 then you recover two frames after your opponent gets out of blockstun.

So yes, with +6 you have 6/60ths of a second to act before your opponent can do anything and with -2 your opponent can act 2/60ths of a second before you.

Shiki:
Got it. I'm assuming you get how much a certain move does in a reader, no?

Other than that, that seems to be all the questions I have currently. I'm probably forgetting a few more but I'll post them later.

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