Description
In fighting games, each move or attack takes a certain amount of time to complete, measured in frames (with 60 frames generally representing one second). Frame Advantage indicates how much quicker a player can act compared to their opponent after their move lands or is blocked. If a player has a positive frame advantage, they can perform their next action sooner than their opponent, potentially allowing for follow-up attacks or combos. Conversely, a negative frame advantage means the opponent can act first, possibly punishing the initial player's move. Understanding frame advantage is crucial for high-level play as it dictates strategic decisions and timing during matches.
Examples
- In 'Street Fighter V', Ryu’s standing medium punch on hit gives +7 frame advantage, allowing him to follow up with another attack before his opponent can react.
- In 'Tekken 7', Kazuya’s Electric Wind God Fist provides +5 frame advantage on block, enabling Kazuya to maintain offensive pressure while the opponent is still recovering.
Additional Information
- Frame data charts are often used by advanced players to understand the properties of each move.
- A move's frame advantage can vary depending on whether it hits, is blocked, or misses entirely.