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Understanding Frame Data for MKX Guide

Understanding Frame Data for MKX

What's Frame Data?

Frame data in very basic terms is any type of movement. Whether if it's you actually being aloud to move or not. From what I understand, every fighting game runs at 60 FPS, or 60 frames per second. That means if a move is 6 execution frames, it takes 0.01 seconds for it to come out. That might seem like a short amount of time, but fighting games are fast paced. It can feel like an eternity sometimes. Playing a game such as Street Fighter where there are 1 frame links, you get used to tight combos and seeing how much can happen in a second.
Reading Frame Data:

Reading and understanding frame data depends on what you are looking at, and what you are trying to get out of it. Do you just want to see how fast a move is? Or do you just want to see if it's safe? Are you wondering why something seems to be working online but not offline, or possibly even vice versa? Frame data can help answer a lot of your questions and give you an arsenal of information for match ups. There are multiple categories of frame data that vary from game to game. They are as follows:
[*]Execution/Start Up
[*]Block Advantage
[*]Hit Advantage
[*]Recovery

Execution/ Start Up Frames

What most people want to know. How long it takes for a move to hit someone. In MKX the moves all differentiate as to where in mk9 alot of moves like Standing 1 were standard 8 frames. In this game a standing 1 can take 6-10 frames to come out which is a huge change from MK9. Start up frames are basically how much time it takes for a move to come out. Common sense right? The fundamentals is using that to your advantage and trying to beat your opponent with it. Say you are both neutral which means no one is moving. You want to hit your opponent by using a really fast normal or a fast advancing normal. With jax you would use f2 which is 12 frames and has many options such as using it for pressure or baiting. Basically Execution frames decide who hits first and in fighting games that is key.

Block Advantage:
Tells you if someone is safe, unsafe, or gives you advantage. In MKX there are many things that give Block advantage.

Also, just because something is minus on Block does not mean it is useless. If someone tries to take advantage and punish you could armor if the move is safe, backdash, jump, or even keep pressuring.

Basically lets say scorpion. If you block his tele its like -9000 theres no way you cant at least uppercut it. But say a move like Kano EX up ball which is -5 is safe you could possibly get punished for trying to punish it. When Block Adv comes in to play you must know you and your opponents frame data. If something is plus it could be a frame trap which basically forces your opponent to respect your next move or possibly be jailed like A-List cage cancels. The math behind advantage is down here. I'll use an MK9 example because the frame data was mostly the same.

If a d1 is 6 frames, and you do d1, it was -13 on block. Then say you did d1 into d1 then that is 19 frames on start up because 13 + 6=19.

*If it is positive, subtract it from the next moves frames.
If it is negative then add it to the next moves frames.

If cages F33 ex forceballs which is +5. And you do another f3 after it then it will be a 4 frame move because 9 - 5 = 4. "Positive so subtract"
If cage does d1 on block which is-13 into f3 which is 9 frames on startup, then it will be 21 frames because 13 + 9= 21

*If something is neutral on block then BOTH of you are safe. So if you do s1 on block which is neutral or in the list the number ZERO (0), then its anyones game. If you do a neutral move - you're going to battle with your opponent between d1, or d3 usually. But if you have setups off neutral moves like lao doing 21 on block then you have to watch out for the opponent doing d1s to poke out.

Adding to MKX- Some Variations have run cancels, so it is important you understand run cancels can jail you with characters like DF Liu, A-List Cage, SQ Dvorah or be gimmicky and minus like HW Jax or Marksman Erron. You have to go study the cancels on TYM if you want to understand how much they are on block. Important if you are learning frame data.

Hit Advantage:

How much advantage you have after you hit someone.

Why is this important? Well it can determine a lot of things. If you can keep going after you hit an opponent. Hit advantage is basically block advantage but on hit obviously. If a move is plus on hit for MKX that means a 50/50 or a free mixup. If it is minus on hit then you could be stunned and possibly punished. Same as block basically.

Recovery:

Recovery is important in MKX because it decides if you can move or not. Plain and simple. A whiffed move against Quan and you can go ahead and go for that Quit Match button. (not really don't be that guy). If a move whiffs you can full combo it depending on recovery. Some people can be positive on whiff but it is rare. For example jason is positive on command grab whiffs, therefore even if the didnt hit you, it's still his turn. If Kung Lao whiffs an EX Spin he is full combo punishable because the recovery frames are bad. But i'm sure you've seen a character like sonya who can dive kick and whiff and still have time to 50/50 you. Makes me miss MK9.


Conclusion:

Obviously you have the information above, and the actual frame data when you're reading it, but what you actually do with it is up to you.

Memorizing frame data can be fuckin difficult at times, but it can really open your eyes and show you what your options are in given situations, how you should react, by defending, or going on an offense, and also test your opponents knowledge.


@Tim Static @STORMS
 
Last edited:

Gh0sty

ばかみたいに無料
Pretty good write up. As previously stated, to make it complete you should talk about active frames. The highlight is:

"*If it is positive, subtract it from the next moves frames.
If it is negative then add it to the next moves frames."

Very well put and that should help people new to the concept of frame data understand how to calculate advantage/disadvantage. You might make an addendum to the guide called "My turn/your turn" where you talk about things like push back, lowered hurtbox, armour, etc., so that people don't misconstrue frame data as the ONLY factor in determining if they can press buttons.
 
Pretty good write up. As previously stated, to make it complete you should talk about active frames. The highlight is:

"*If it is positive, subtract it from the next moves frames.
If it is negative then add it to the next moves frames."

Very well put and that should help people new to the concept of frame data understand how to calculate advantage/disadvantage. You might make an addendum to the guide called "My turn/your turn" where you talk about things like push back, lowered hurtbox, armour, etc., so that people don't misconstrue frame data as the ONLY factor in determining if they can press buttons.
Thank you and sounds like a great idea I'll get on that