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Frame Data Trainer (12.08.03)
Campbell "Buktooth" Tran

Frame Advantage/Disadvantage

Frame advantage is the amount of frames you recover before your opponent after making them block/get hit by a move. If you make your opponent block a move that has a +5 frame advantage, you recover from your move 5 frames before your opponent gets out of guard stun. "Link" combos can be figured out simply by finding a move with frame advantage, then finding another move with a shorter execution time than the frame advantage. For example, CvS2's Chun Li has a low jab which gives +6 on hit or block. Her low strong has an execution time of 4 frames, 2 frames less than the 6 frame advantage. From this, we can surmise that Chun's low strong can hit the opponent 2 frames before the opponent recovers from the hit stun of the initial low jab, making a possible link combo with a 2 frame window of error, frequently referred to as a "two frame link". There are a huge number of other things you can do with the ability to move before your opponent (hence, frame ADVANTAGE), but that goes beyond the scope of this guide.

Frame disadvantage is, you guessed it, how many frames you recover AFTER your opponent after making them block a move. A small frame disadvantage simply gives your opponent initiative on the next move. A large enough frame disadvantage makes the move unsafe. How large the frame disadvantage needs to be to make the move unsafe varies from game to game. In CvS2, moves that give -3 are usually punishable by jabs and certain uppercuts if the opponent is close enough. In 3S, a meager -2 is enough for Ken to super you, -3 is enough for Chun Li to super you. Namco games usually need around -9~11 to make a move unsafe, and so on.

Something to remember, frame advantage/disadvantage is always calculated assuming a move hit on its first frame active time. While that is indeed the case the vast majority of the time, meaty moves affect frame advantage/disadvantage in the attacker's favor. To use Bison's slide as an example again:

Bison's slide executes in 6 frames, has a whopping 35 AC, or "active frames", and has 18 frames of recovery. The frame disadvantage is at -29. Ouch. Of course, this is assuming Bison hits with the very first active frame of the slide. What if he hits with the LAST frame of the slide? This would cut off a sizable 34 frames of recovery on the move. The -29 frame disadvantage would get +34 added to it, bringing Bison to a +5 frame ADVANTAGE. Of course, the timing to get Bison's slide to hit consistently at the last frame of impact is inhumanly difficult, so not many even attempt to try it in a real match.

Certain games have a number of frame advantage/disadvantage modifiers: conditions that affect the frame advantage/disadvantage of a move (usually in a positive way). Most games have a positive modifier for counter hits, the Street Fighter 3 series and the Virtua Fighter series have positive modifiers for moves that hit while the opponent is crouching. Some even have different modifiers for "minor" and "major" counter hits. The end result of the frame advantage/disadvantage after the modifier should be listed in a seperate category of the game's respective guide, or at least a formula for you to follow to figure it out yourself. You should always keep these modifiers in mind when looking over your frame data, though, since they'll often open up lots of opportunities for guaranteed link combos not possible otherwise.

What to do with your Frame Data

The obvious things:

- Find possible link combos
- Find possible link combos involving a frame advantage modifier
  (counter hit combos, crouching character combos, etc.)
- Create attack patterns with a few holes as possible
- Formulate counter hit/throw set ups
- Create true 50/50 mix ups
- Find ways to cover up a frame disadvantaged move

...possibly a more in-depth write-up coming soon. A lot of ways to exploit frame advantage/disadvantage overlaps with basic footsie concepts in 2D fighters, and that might possibly deserve a guide in itself. In 3D fighters, it should be fairly self explanatory how you can use frame advantage/disadvantage to your umm... advantage.

What not to do with your Frame Data

The basic cardinal rule of using frame data is NOT TO LET THE FRAME DATA DO ALL THE THINKING FOR YOU. I can't stress this enough. I've seen discussions for both 2D and 3D fighters where some people would say: "Don't ever use [insert move here]. It's got [insert slow execution time or frame disadvantage here]." I've seen people even go as far as to criticize the usefulness of a move because it carried a -1 frame disadvantage. MINUS FREAKIN ONE.

A move is much more than the sum of its numbers. Sometimes its uses are clearly evident, such as having long range or moving your body forward (Ryu's hop kick in CvS2). More often than not, a move has to experimented with extensively to determine its true potential. Maybe it beats a really problematic move cleanly. Maybe it has really funky hitboxes that you can use to your advantage. Maybe it's an ideal set up for something else. This holds true more often in 3D fighters than their 2D brethren, but still is applicable to most any fighting game. Did you know that in CvS2 Rugal's low strong not only works great as an anti-air against most characters, but as an anti-cross up also? Did you know that Julia and Michelle from Tekken can use their incredibly slow uf+3+4 jumping stomp to cross up opponents?

Guides with frame data are supposed to encourage creativity, not stifle it.

<< Page 1: Preface, Definitions, and Attack Classifications

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