When starting your fighting game journey, “frame data” is probably something that you are going to hear other people talk about. Or maybe you will hear them refer to attacks as “safe on block” or “punishable”. But when you look into this arcane frame data, what you see are giant tables filled with numbers. Suddenly you are back in math class and the panic starts to set in.
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Fear not, friends. Frame data is actually very simple. While it is intimidating at first for everyone, we assure you that within minutes this guide will have you understanding the basics. And with a solid knowledge of frame data, you will instantly have a far better understanding of literally every fighting game. Your road starts here!
While we are using Dan from Street Fighter 5 as an example in this guide, the information on frame data here applies to all fighting games.
Startup frames are, appropriately, the first frames of an attack. During these frames, you will be vulnerable. So, if your attack has twelve startup frames, any other attack that collides with your character during those first frames will interrupt your attack.
The more startup frames there are, the slower your attack. So, if you are looking for something quick and punchy, you want there to be fewer startup frames.
Active frames represent the frames where your attack can connect with and damage your opponent. If you are throwing out a big punch with your character, and your opponent comes in contact with it during the punch’s active frames, then they will be hit by the attack.
Active frames aren't unimportant, as normal attacks that have tons of active frames can be useful when interrupting attacks (think anti-air attacks).
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