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Frame Data, do I understand it?

FGC-Oni

Ascended One
Based on the in-game data which may or may not be accurate and the research I've done on the basics please tell me if my definitions and examples are correct.

Start-Up Frames: The number of frames a move takes BEFORE the first active frame occurs.

Recovery Frames: The total number of frames in an animation? Or the amount of frames your character takes to return to their neutral stance after the last active frame.

On Guard: The number of frames you're safe or unsafe on block.

On Hit: The number of frames you're safe or unsafe on hit?

Example 1: Lex's Corp Charge has a start-up of 6 frames and a recovery of 16. So if I bait the charge and block then according to the frame data Lex is -23 on block, this means that I can immediately punish with any move that starts in 23 frames or less. Correct?

Example 2: Superman's F23 string the F2 comes out in 8 frames and Lobo's standing 1 comes out in 7. So if we press both commands simultaneously Lobo's 1 will beat Superman's F2 every time provided he's in range. Correct?
 
E

Eldriken

Guest
I'm not the one to answer these correctly, but all I can say is this: A lot of the in-game frame data is wrong, so don't base anything off of that.

I'm sure someone who comes into this topic can direct you to more accurate frame data.
 

Doombawkz

Trust me, I'm a doctor
In short: yes.

Basically start-up is as you said.
Recovery is more of a "on-whiff" type thing. If your move's recovery is 10 frames, then if you miss that move you are stuck for 10 frames. Bane's b.1 is 9 frames of recovery, so after throwing it out he gets back into neutral after that many frames. Since it has 12 active frames, its essentially safe-on-whiff.

The rest is accurate.
 
Based on the in-game data which may or may not be accurate and the research I've done on the basics please tell me if my definitions and examples are correct.

Start-Up Frames: The number of frames a move takes BEFORE the first active frame occurs.

Recovery Frames: The total number of frames in an animation? Or the amount of frames your character takes to return to their neutral stance after the last active frame.

On Guard: The number of frames you're safe or unsafe on block.

On Hit: The number of frames you're safe or unsafe on hit?

Example 1: Lex's Corp Charge has a start-up of 6 frames and a recovery of 16. So if I bait the charge and block then according to the frame data Lex is -23 on block, this means that I can immediately punish with any move that starts in 23 frames or less. Correct?

Example 2: Superman's F23 string the F2 comes out in 8 frames and Lobo's standing 1 comes out in 7. So if we press both commands simultaneously Lobo's 1 will beat Superman's F2 every time provided he's in range. Correct?
You're wrong on the first example, in this game, 23 frame moves cannot punish a -23 frame move, this is because it takes 23 frames for the move to start up, but the first active frame is on the 24th frame.

You also have to take into account distance, the farther you are from lex the less punishable corps charge becomes, because if he hits with his last few active frames, he recovers faster which makes it less negative, this is the logic of divekicks as well.

Frame data is very complicated, but you get the gist of it.
 

trustinme

xbl-OBS trustinme
Don't worry about all that frame data bollocks,just mash d1 trident rush on your game pad and enjoy yourself.
 
I'm not the one to answer these correctly, but all I can say is this: A lot of the in-game frame data is wrong, so don't base anything off of that.

I'm sure someone who comes into this topic can direct you to more accurate frame data.
Also, most of the frame data is correct, so you CAN bas things off of it, but you need to double check your set-ups and not just theoretically make them, there are incorrect frame data in the game but most of it is right.
 

FGC-Oni

Ascended One
You're wrong on the first example, in this game, 23 frame moves cannot punish a -23 frame move, this is because it takes 23 frames for the move to start up, but the first active frame is on the 24th frame.

You also have to take into account distance, the farther you are from lex the less punishable corps charge becomes, because if he hits with his last few active frames, he recovers faster which makes it less negative, this is the logic of divekicks as well.

Frame data is very complicated, but you get the gist of it.
I see I should've factored in the start-up when I thought that one out, but if I'm in range and use a move that starts in LESS than 23 frames I should be able to punish it right.
 
I see I should've factored in the start-up when I thought that one out, but if I'm in range and use a move that starts in LESS than 23 frames I should be able to punish it right.
Yes, the game shows you how negative a move is if it hits on the first active frame, but doesn't show how negative a move is if it hits on the last active frame, so keep that in mind with some of the set-ups in this game.

Remember, the fastest moves in this game are superman's super (5 frames) zatanna's stand 1 (5 frames) and batman's bats (i think 4 or 3 frames) -6 moves are only punishable by these moves, and backdashes are universally 3 or 4 frames, invincibility starts almost immediately after start-up, MBB3 armor starts on the 4th or 5th frame, and the fastest non-super reversal in the game is Flash's flying uppercut (it's 6 frames like corps charge but the difference is it travels faster which makes it faster).