Quick Steps (Meeting Frame Data!)

The newbie silencer is very good, though it needs to be updated to the new game.

@EGSouthSky, you're quite right that it means that Pyrrha Ω's AA is faster than Ralph's, and that Ralph cannot block-punish Pyrrha Ω's AA. Impact generally refers to the amount of startup animation before a hit, while when you've got multiple numbers, they're the hit/block recovery for each piece. So if you do A, it's got an 8 frame recovery on block (that -8) and imposes a 2 frame recovery on the opponent if they're hit -- not enough to combo, but enough that one of your medium moves might beat out Ralph's faster moves if he attacks rather than blocking. If you do AA, it's only got a 4 frame recovery on block (enough that it's very not punishable) and imposes an 8 frame recovery on the opponent if they're hit--which isn't enought for Pyrrha Ω to combo, but is enough for a very nice frame trap or a grab/mid mixup.

Thanks a lot! That helps me understand it a lot more. I have another question, I've watched videos or heard ppl say frame data can help you create combos?? How does that work? Thanks!
 
Basically, if the advantage you get from the previous move is less than the impact of another move, you may be able to combo into that move. Longer combos take advantage of a sequence of moves, each of which lets you recover enough before the opponent does that you can perform the next move before they can block or evade. So you're looking for moves whose Impact is less or equal to the previous move's +Frame. We don't generally get frame advantage numbers on stun or knockdown moves on the framedata charts (never been sure why not, except for shakable stuns) but those tend to be where the big advantage is that lets you combo into a high impact move.
 
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