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 Post subject: Studying Frame Data
PostPosted: Fri Jan 13, 2012 7:06 am 
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I've never studied frame data before. I'm not quite sure what and how I am to learn from these numbers. I've come up with a few common sense uses out it, such as 'this move has faster startup so should be used over this in a certain situation' or 'I should use this move more to cut projectiles because of its frame duration' etc. What more should I be learning from frame data, and how do I interpret the knowledge?

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 7:23 am 
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I think somebody made a thread like this before? If somebody could find it it would help you alot

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 7:36 am 
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I'll see if I can find it :shock: sorry if I created a duplicate topic :(

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 7:50 am 
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It's all good man, don't worry about it.

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 4:46 pm 
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In case there isn't another, here's a brief example of how it kinda works.

Let's say a punch from player 1 takes 7 frames to execute, and on hit stuns for 9 frames. This leaves the attacking player 2 frames where they are free from retaliation.

Or for example if that punch was blocked and caused 4 frames of block stun, it would leave player 2 with a 3 frame advantage. This is the part where punishing happens.

This data is what gives an idea of what sets up good combos and what is punishable. I think 2-3 frame disadvantage on block is pretty much considered safe, but a longer disadvantage is more obviously punishable.

Edit: Forgot some other stuff. Just woke up. Frames can also count the length of active frames on an attack, I.E. how long the hitbox is active for. Air moves with long hitboxes are great for crossups, and ground moves with them tend to make better anti airs, assuming they attack in the right direction.

Hope that makes sense/helps.

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 5:16 pm 
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I just woke up at 2:00 PM but let's see if i can help here.



Hitboxes and stun aside i will explain the 3 most simple types of frames: startup fames, active frames and recovery frames.




Startup frames is the amount of time it takes before the move can hit the enemy. for example, Ragna's 5B has 8 startup frames, so it takes 8 frames before the move hit it's active frames. You're on a counter hit state at this time so be careful.



Active frames is the amount of time a move can hit the enemy. Ragna's 5B has 8 active frames, so between those frames anyone inside 5B's hitbox will be hit. a bit off topic but 8 active frames for a normal is godlike.



Recovery frames is the amount of time it takes for you to be able to move again after the active frames are over. Ragna's 5B has 16 recovery frames, so it will take that amount of time for him to be able to do anything again. Keep in mind a lot of moves can be cancelled in a way or another on hit to skip the recovery frames. 5B>5C is a good example.




If i am correct CS2 runs at 60 frames per second, so keep that in mind. Frames are honestly not hard to read once you take some time to understand what is what. thing is, most new players are far too scared of numbers and think frames are some sort of "pros only" thing. Knowing your character frame data goes a long way to help you, do keep that in mind.

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 5:30 pm 
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Lucalibur wrote:
-snip-


Yeah that, much more accurate description.

If you want a basic frame test on any move you can jump test it. May need 2 controllers and to play around in training settings but you want it so the opponent blocks a move on the ground then both you and he hold up to jump. You can see who has the frame advantage and how much by who goes in the air first and by how much. KoF13 has a feature built in for it but if you can set it up yourself the principle applies to any game.

http://www.youtube.com/watch?feature=pl ... rY7c#t=25s example

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 7:44 pm 
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Yeah, I already knew what the different types of frames mean, such as recovery etc etc.
OniSuika, what you were saying if I am correct, is that studying the numbers helps you know when you have a frame advantage over your opponent, so when you can counter, and with what move should you counter with?

Not to come across as over confident, but I kind of think this kind of thing comes naturally to me over time while playing the game. Like, if I instant block a certain move, I might automatically counter it through frame advantages just by reflex and being used to blocking the certain attack. Since the game is so fast paced, I don't see how I could utilize knowledge of frame data in this case. I just don't think I understand why I need to learn numbers that I won't be able to think up fast enough in a situation where I could simply rely on counter reflex and simply sinking long hours into the game.

*still confused*

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 8:21 pm 
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Knowing your frame data is like cool whip on a cake, you can use it but it isn't mandatory. It might help you against players but against people that actually know what they are doing, your frame data isn't going to do anything.

It is entirely situational and in CS2 it is alot harder to break free out of decent pressure. Delaying, baiting, jump cancelling has all to be considered and if you think of the variety of pressure you can do it is REALLY hard to know when to actually throw out a move to counter your opponent. It is alot easier to do it on really unsafe moves like Gauntlet Hades for example or Hells fang because there is NOTHING Ragna can do after it rather than rapid cancelling it. But good players aren't just gonna throw out these moves randomly for you to block them.

I suggest you just read through it, and that's about it, you can try and read it later on seriously once you gathered some basic gameplan down etc. I was playing pretty decently without knowing the frame data, and after I have read it seriously, my proficiency went up by like 1% or something.

I think if you play the game long enough, you "learn" the frame data naturally. For example do you know how you can hardly be punished after you have done Dead spike? If you keep playing and you figure that out, you figured out that Dead spike has positive frames.



For more info:

Falco wrote:
For Recovery you got it wrong


It says that he has 20 frames of recovery but, during 5Cs active frames, (alias hitstop, hitstun, or blockstun) the move can be cancelled into another move negating the full 20 frames of recovery of 5C.



Frame advantage, like the name says, gives you advantage on block and sometimes on hit (sometimes because proration plays a role in this scenario)

Frame advantage on block is imminent, if you land it, then you have advantage. HOWEVER the same does not apply when it is vice versa, in theory, since a 5B is -7 on block, the enemy can punish it with a quick jab, a DP, or anything that has under 7 frames startup (given you are in range for the move). But like I already said above, moves can be cancelled into another move during it's active frames, thus negating the -7 you had on 5B. So if you do stuff like 5B>5C or 5B>2B, it will be hard for you to get punished. (Maybe on instant block + a DP but I doubt it.)


Also the Frame advantage hit part, it is basically the same thing as Frame advantage on block. Hitstun and blockstun are the same thing, in hitstun you just take damage and are unable to do ANYTHING till the combo finishes (except burst).

In blockstun you didn't take damage(excluding Chip damage) but you are able to do stuff in certain gaps due to the mechanic "Instant blocking" since it reduces blockstun by +3 on ground and +5 in the air. Also in blockstun, Counter Assault is still possible, while in hitstun it isn't.


For frame data, you should also add the terms "hitstop" ,"proration" , "attack level" and "Untechable frames"

Hitstop is the amount of frames where the screen literally freezes for X amount of frames while that move has been performed. (Example: Each hit of Bangs Daifunka, while the last hit shows incredible amount of hitstop, or Hazamas Houtenjin when it hits on hit or block)

Proration is the term of how much more you can do combo wise and damage wise. It basically tells you, how much damage your combo will do and if it will blue beat or not. There is P1 and P2.


Ehh,I had an explanation about them, but I am not 100% sure if it was right or not, so I'll let somebody who knows it for sure, complete it. I only know that P1 is when it is the starter off a combo, but if it prorates the actual move or the upcoming move, I don't know.

And P2 is the proration value of the upcoming moves after the combo starter. The higher the number, the less it scales and more damage it does.

Which is pretty self-contradictory since it says that Ragnas 5B, has a higher value on P2 than P1, which technically means that it should do more damage if it is not the combo starter.Also note that the longer the combo, the less damage it will do and the faster the enemy will be able to tech/go into neutral stance. Which is why people should think/learn which moves to use when landing certain normals, in order to maximize damage and possibly not to blue beat the whole combo. (Example would be, if you land any hit in as Ragna and he is in crouching hitstun, try to cancel into 5C>6C fast, in order not to lose damage or blue beat the combo later on. The reason why 5C into 6C is because it is the only move that combos and cancels into 6C on actual crouching hit.) Usually alot of people think that, the more hits they throw in, the more damage it will do but this is not the case here.

Attack level indicates how "strong" a move is, the higher the attack level the "stronger" it gets (alias, more hitstun, more blockstun, more hitstop, more untechable frames and possibly more priority)

Untechable frames is pretty self explanatory, it's basically the amount of frames somebody will stay in hitstun (ground) or untechable (just flying/falling in the air). Please note that those frames obviously decrease over the time of the combo because of "proration".


I think that's all. Somebody needs to help on proration though because I don't understand it that well either.


and

Quote:
Ok... let me make up a mock battle to illustrate the different parts referenced here to see if I can clear that up for you.

Let's say two Ragnas are having a match... A White and a Red Ragna, which I'll call Ragna(w) and Ragna(r). The White Ragna is kind of a button masher spazzoid, while the Red Ragna knows what he's doing...

Let's say Ragna(w) runs up to Ragna(r) and 5B's while Ragna(r) eventually blocks it. The order of events would happen like this:

1. Ragna(w) executes the command for 5B, there's 8 frames of animation that depicts Ragna(w) bringing his leg up and forward before the attack actually accomplishes anything, Ragna(r) sees this coming and blocks during this time.

2. Ragna(w)'s 5B enters it's Active frames, which lasts an additional 8 frames past the startup. The game registers that while Ragna(r) is in the correct spot to be hit, he is already blocking before these frames started.

3. Ragna(w) proceeds into the Recovery frames of the animation, where he retracts his leg and lowers it back down to his standing animation, this takes him 16 frames. Ragna(r) is in blockstun from being hit, however the data shows that he comes out of the blockstun 7 frames before Ragna(w) finishes his recovery animation. (You could say that 5B causes 9 frames of blockstun... but it's more useful to simply note how much of a frame difference there is off the bat instead of making people work it out from the blockstun and recovery frame sections seperately)

(I want to note that at this point Ragna(r) actually has enough time to hit Ragna(w) with a 5A before Ragna(w) could do anything to stop him, but for the sake of further demonstration of the other sections I won't have that happen)

4. Ragna(r) uses these extra 7 frames on his opponent to simply back up a bit. Ragna(w) finishes his recovery frames and is back to a neutral standing position, ready to do another action.

This exchange is over, but now let's say Ragna(w) want's to 5B again because he's a spammer...

5. Ragna(w) runs up and tries 5B again, but instead of blocking during the 8 frames of startup Ragna(r) starts the C version of Inferno Divider instead. (we'll say he got the comand out after Ragna(w) was done with 4 frames of startup for 5B)

6. Ragna(r)'s Inferno Divider starts it's 7 frames of startup while Ragna(w)'s last 4 frames of 5B starup finish.

7. 4 frames later Ragna(w)'s 5B finishes it's startup, and moves on to the active hitbox part of the attack 3 frames before Ragana(r)'s Inferno Divider would finish it's startup, however Inferno Divider is completely invincible from frames 1-21... so nothing happens to Ragna(r).

8. Ragna(w)'s attack is inturrupted 3 frames later as Ragna(r)'s Inferno Divider enters it's active frames, hitting Ragna(w). This is after only 11 frames since the 5B was started, and since 5B is considered counter hit if inturrupted at the 18th frame or before, it is in fact a counter hit.

9. The animation for Inferno Divider finishes up, and Ragna(r) does not follow through with any more attacks from this point. Ragna(r) goes through 18 frames of falling back to the ground, and 19 frames of landing animation before being able to continue. Ragna(w) is forced to fly through the air for 42 frames before being able to tech away.

10. Everyone is done doing things and back to neutral, and I hope it cleared some things up instead of confusing you more.


Hope that clears stuff up

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 Post subject: Re: Studying Frame Data
PostPosted: Fri Jan 13, 2012 8:28 pm 
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Less frames = faster
More frames = slower

/thread

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