This is always a topic of confusion for people that often gets dismissed because it isn't easily understood. I hope that this post can help you better understand the values behind frame data.
Let's use Akira's as an example. The data behind this move is: 12(2)23. So what does this mean?
The first number is the start up frames, the parenthesis value is the amount of frames your move is active, and the final number is your recovery frames. Let's break that down using .
Start Up Frames 12(2)23: This is where Akira moves from a regular standing position and begins to strike with his elbow. In this start up period, Akira can be counter hit by strikes or offensive holds.
Active Frames 12(2)23: These frames are when the impact happens. For two frames, the elbow will be active.
Recovery Frames 12(2)23: These frames are when you cannot perform any input after the active frames. This is your recovery period. You can try hitting buttons, but nothing will happen until 23 have passed. If I use and I don't connect on your character, that is considered a whiff. You have 23 frames to punish me with a throw or strike. If you're executing a string move like , you can ignore the recovery frames on and due to them being part of a string. is the move you need to account for the recovery frames because it was the last input used.
Now that you know that, let's use the frame data I have logged for Akira as an example of how to read the rest of the character data: Akira Frame Data
First off, you'll see stuff like, 66P. P stands for punch, but what does 66 stand for? It is a reference to your computer's keyboard number pad:
6 means , 8 means , 4 means , and 2 means . I'm sure you can figure out the rest of the numbers.
Now, let's reference all the headers in the frame data doc:
1. Attack - The input to perform the move.
2. Level - Tells you if it is a high, middle, or low attack.
3. Damage - How much damage it does.
4. Execution - The start up, active frame, and recovery frame of the move.
5. Active Frame - This was my courtesy to Akira users to understand the very first frame the move is active from the time of execution.
6. Ground - Does this move hit an opponent who is knocked down on the ground.
7. Execution On Block - The start up, active frame, and recovery frame of the move when I whiff or the opponent blocks. Some moves have different frame data for this situation.
8. Reach - How far forward the move extends. The larger the number, the greater the reach.
9. Tracking - This move will hit a side stepping opponent.
10. Guard - The advantage I'm left at if the opponent blocks. A negative number means I'm at a disadvantage. I have to wait that long before I can do anything. A positive number means I can do as I please immediately and the opponent has to wait that many frames.
11. NH - Normal hit. Meaning the opponent just stands there and you hit them with the move.
12. CH - Counter hit. Meaning I've hit the opponent before their active frame initiates. This creates a stun. 25% boost to your damage.
13. HCH - High Counter Hit. This is when you interrupt a throw with a strike. This creates a stun. 50% boost to your damage.
14. Status - Is my character Jumping, Standing, or Crouching? Jumping gets over low attacks and crouching gets under high attacks. Standing is simply standing.
15. Wall - Does this move make the opponent splat against the wall?
16. Notes - My special notes to understand the utility behind the move.
Hope this helps!
Let's use Akira's as an example. The data behind this move is: 12(2)23. So what does this mean?
The first number is the start up frames, the parenthesis value is the amount of frames your move is active, and the final number is your recovery frames. Let's break that down using .
Start Up Frames 12(2)23: This is where Akira moves from a regular standing position and begins to strike with his elbow. In this start up period, Akira can be counter hit by strikes or offensive holds.
Active Frames 12(2)23: These frames are when the impact happens. For two frames, the elbow will be active.
Recovery Frames 12(2)23: These frames are when you cannot perform any input after the active frames. This is your recovery period. You can try hitting buttons, but nothing will happen until 23 have passed. If I use and I don't connect on your character, that is considered a whiff. You have 23 frames to punish me with a throw or strike. If you're executing a string move like , you can ignore the recovery frames on and due to them being part of a string. is the move you need to account for the recovery frames because it was the last input used.
- Note: If you use this move and the opponent blocks the attack, both the attacker and the defender are forced to process the recovery frames of the move. The recovery frames are then modified for the person blocking. In this case is -5 on block. This means the blocking opponent gets to recover faster than 23 frames. 23 - 5 = 18. The blocking opponent recovers 5 frames faster than Akira.
Now that you know that, let's use the frame data I have logged for Akira as an example of how to read the rest of the character data: Akira Frame Data
First off, you'll see stuff like, 66P. P stands for punch, but what does 66 stand for? It is a reference to your computer's keyboard number pad:
6 means , 8 means , 4 means , and 2 means . I'm sure you can figure out the rest of the numbers.
Now, let's reference all the headers in the frame data doc:
1. Attack - The input to perform the move.
2. Level - Tells you if it is a high, middle, or low attack.
3. Damage - How much damage it does.
4. Execution - The start up, active frame, and recovery frame of the move.
5. Active Frame - This was my courtesy to Akira users to understand the very first frame the move is active from the time of execution.
6. Ground - Does this move hit an opponent who is knocked down on the ground.
7. Execution On Block - The start up, active frame, and recovery frame of the move when I whiff or the opponent blocks. Some moves have different frame data for this situation.
8. Reach - How far forward the move extends. The larger the number, the greater the reach.
9. Tracking - This move will hit a side stepping opponent.
10. Guard - The advantage I'm left at if the opponent blocks. A negative number means I'm at a disadvantage. I have to wait that long before I can do anything. A positive number means I can do as I please immediately and the opponent has to wait that many frames.
11. NH - Normal hit. Meaning the opponent just stands there and you hit them with the move.
12. CH - Counter hit. Meaning I've hit the opponent before their active frame initiates. This creates a stun. 25% boost to your damage.
13. HCH - High Counter Hit. This is when you interrupt a throw with a strike. This creates a stun. 50% boost to your damage.
14. Status - Is my character Jumping, Standing, or Crouching? Jumping gets over low attacks and crouching gets under high attacks. Standing is simply standing.
15. Wall - Does this move make the opponent splat against the wall?
16. Notes - My special notes to understand the utility behind the move.
Hope this helps!
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