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Frame Data Trainer (12.08.03)
Campbell "Buktooth" Tran

This guide is intended for advanced level play. If anything here is unclear because of my terminology or notation, ask somebody on the forums here at Video Opera.

Preface

The use of frame data in guides has been an increasing trend in fighting games as of late. A guide with complete frame data listings can be an incredibly convenient tool to the experienced gamer, as they can tell at a glance what or what isn't possible: possible link combos, which moves are punishable after blocking them, and even formulate strategies around exploiting a move's frame advantage/disadvantage.

Disturbingly, there is also an equally increasing trend of gamers misreading the information given to them in these guides. This often causes them to come to false conclusions, which they spread to the general fighting game public. In turn, the public takes this new "information" and promptly starts forming strategies around inaccurate assumptions, resulting in tactics that don't even work.

To help prevent such misuse of information (and also because I'm getting increasingly tired of answering mundane frame data questions on AIM and on forums), I've whipped together a quick little guide on the basics of frame data.

An important point to remember: This guide is NOT game-specific. The information and even general strategies contained within on using frame data applies to pretty much every major fighting game I can think of. However, since I happen to specialize in CvS2, most of my examples will be from that particular game. I did try to throw in an odd reference to a different game here and there, though.

What is a Frame?

A frame is a unit of time that is used in video games, among other things. Most modern fighting games run at 60 frames a second. If you do the math, then 1 frame is the same as 1/60th of a second.

A good guide will break down almost everything possible in a fighting game into quantifyable frame data that you can use. However, the bulk of most any guide that contains frame data will be dedicated to one thing: attacks.

Attacks

An attack is divided up into 3 portions, which I call start-up, impact and recovery.

Start-Up: Also known as "EX" or "execution". How long it takes the move to reach the first "Impact" frame (description below). A move with a start-up time of 10 frames will never hit before the 10th frame. Less start-up time is generally better, since less start-up time means a faster move. Faster generally means more priority as long as the move makes contact with the opponent's body. Put CvS2's Kyosuke right next to the lovable Sagat, have Kyosuke do a low short, and at the exact same time have Sagat do a low fierce. Kyosuke's low short executes in 3 frames, Sagat's dreaded low fierce executes in 7. Kyosuke wins every single time, guaranteed, as Sagat never even gets the chance to fully stick his fist out.

Active Frames: Also known as "AC". How long the move has an active hitbox for. In other words, how meaty the move can be. Don't know what meaty means? As an exaggerated example, CvS2's Bison can knock you down, then do a low roundhouse slide really early over the opponent's body. When the opponent gets up, they still have to block the tail end of the slide because its active frame window is tremendously long. An important thing to remember is that whatever active time is remaining after the move makes contact with the opponent is instantly converted to recovery time for single-hit moves. To use Bison's slide as another example: the slide has an active time of 35 frames. If Bison were to slide right next to a blocking opponent he would hit on the first possible active frame. Since the slide is a single hit move and that one hit is now used up, the remaining 34 active frames of the slide get converted into recovery time in addition to the normal recovery time of the move.

Recovery: Also known as "RE". Once the active portion of the move is over, how long the move takes to put you back into a neutral state where you're able to move again. The recovery time of the move, if you will. Remember, once the move makes contact with the opponent, whatever impact time is remaining gets added to the recovery time. Recovery time by itself is generally a meaningless number unless the move is whiffed. You could have a million recovery frames, but if the move gives a +10 frame advantage, you'll still recover 10 frames before your opponent. If you whiff the move entirely, however, your opponent now has a full million frames to punish you.

To put it all together, let's take Bison's jab Psycho Crusher as an example. The point where Bison crouches a little and chambers his hand before flying out is his start-up time. The whole portion of the move where he's spinning and on fire are the active frames. The portion where he's coming down and lands on the ground is the recovery time.

Page 2: Frame Advantage/Disadvantage and Frame Data Usage >>

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