Description
In the context of fighting games, a 'frame' is the smallest unit of time used to measure the animations and actions of characters. Most fighting games run at 60 frames per second, meaning each frame is approximately 1/60th of a second. Frames are crucial for understanding the timing of moves, combos, and counters. By counting frames, players can determine how long it takes for a move to start (startup frames), how long it is active (active frames), and how long it takes to recover (recovery frames). This knowledge allows players to optimize their strategies, ensuring they land hits while avoiding or minimizing their vulnerabilities.
Examples
- In 'Street Fighter V', Ryu's Hadoken has a startup of 14 frames, meaning it takes 14 frames for the fireball to be launched after the button is pressed.
- In 'Tekken 7', Kazuya's Electric Wind God Fist is highly valued because it has only a 13 frame startup, making it one of the fastest and most effective moves in the game.
Additional Information
- Understanding frame data is essential for advanced play, as it helps in creating effective combos and countering opponent moves.
- Frame traps are a technique where a player uses moves with minimal recovery frames to bait the opponent into attacking, only to counter with another move.