Great video, sir! This is the best video I've seen on frame data, and really helped to solidify the information. 10+ years from now, this video will be just as relevant as it is in 2020. Thanks a million. :-)
Why is time in fighting games measured in frames? if time was measured in proper time units, it would allow to have unlocked framerate. The biggest disadvantage of unlocked framerate I can think of is that there would be time inaccuracies of up to around 8 ms, assuming the game runs at at least 60 fps. I think that people are too inaccurate to notice the 8ms difference and to press buttons accurately enough to exploit the time inaccuracies. Why do fighting games have locked framerate?
Frames are the most accurate thing to measure fighting games from, that's why it is done. Measuring in a different time would constantly split numbers and be very messy so it is best to measure the game by it's own standards. Fighting games will go to higher frame counts in the future when it can be guaranteed to be consistent. Having fluctuating frames per second is unacceptable for fighting game play.
I never knew about animation frames until I read RUclips comments from ppl that plays fighting games lol. I love fighting games but I didn't know that the shit was that technical. I just practiced with characters I loved until I perfected his fighting style 🤷🏾♂️
Bradley Tiller Yes...kinda. The way you worded this concerns me a bit so I'll try to elaborate to make sure you understand. Catwoman's attack is -2 on block. This means that Catwoman recovers from the attack two frames AFTER the opponent that blocked the attack recovers from blocking it, this is block disadvantage. When you were adding -2 to Flash, you can think of it that way, but you should have thought -2+6=4. This answer would tell you that there are 4 frames between Catwoman recovering after her block disadvantage finishes and Flash's attack activating. This means that by the time Flash's attack activates, Catwoman has already been able to block for 4 frames. When someone talks about block advantage/disadvantage, they are referring to the advantage/disadvantage of the attacker, so keep that in mind. I think you might be associating the -2 to Flash when it actually applies to Catwoman. In the instance of Catwoman being -9 on block: It takes 9 frames for Catwoman to recover after the opponent has already recovered from blocking the attack. This means that any attack that the blocking player does that can land in that 9 frame window can not be blocked by Catwoman since she is still recovering. Just to be 100% sure that you understand, I'll explain it in one more way. When one character is positive, the other character is negative. There can only be one positive and one negative character at any given time and the combined totals will equal 0. So, if Catwoman is -2, you could think of Flash as being +2 meaning he has two frames of advantage, he recovers 2 frames before Catwoman does. If Catwoman is -9, Flash is +9. If Flash wants to use his 6 frame attack during that window, you would think 9-6=3. As long as your equation is positive (1 or more) the attack you are thinking about will land if performed correctly. If you have any other questions, feel free to ask (I'm very patient lol).
Okay this is making more sense to me now. How many frames does it take to block? I understand slightly the positive and negative analogy. So I should be thinking in terms of frame recovery= catwoman 4 frames. I think so ok= Catwoman has 4 frames to block because she gives a 2 frame advantage to flash when she attacks with her 6 frame move. Minus 2 from 6=4. Flash has to put his 6 frmae attack through that 4 frame windows=IMPOSSIBLE. So you'l have time to block for 4 frames. And at the very least you have 2 extra frames JUST INCASE. Am I in the ballpark?
Bradley Tiller In most games, blocking takes 0 frames. As soon as you press back, you are blocking (this is not true for all games though). Don't think of Catwoman's recovery as being 4 frames. Her recovery after the opponent blocks the attack is 2 more frames than the opponent. She will have recovered 4 frames before Flash's counterattack can activate. As for your clarification in the second paragraph, yes you're correct.
I don't understand frame data in terms of block advantage and disadvantage. Hw come when you attacked with 6 frame move, 20 frames to recover and a -2 block disadvantage and flash's auto move is 6 frames. Doesn't the -2 frames get added to flash's 6? Why were you able to block in time? Aren't you still recovering from 6 frame move= 20 frame recovery.
No. I'm not quite sure where you got 10 frames from. At 0:47 I explain that most modern fighting games run at 60 frames per second. If you have any further questions, don't be afraid to let me know and I'll do my best to answer them.
I think I've misunderstood what you meant by the 20 frame recovery. When you walked backwards, after pressing the 6 frame attack; I thought it took 2 seconds to recover or 20 frames. That's where I came up with the 1 seconds for every 10 frames (20 divided by 2) I didn't take into consideration the 60fps.
The length of time in a frame depends on the FPS(Frames per second) the game is running at. As he mentioned, most games run at 60FPS , meaning that there are 60 frames of animation in a second. So that would mean in that example, each frame is 1/60th of a second, and so 10 frames would be 1/6th of a second and 20 would be 1/3rd of a second and so on. Hope this helps you understand.
Great video, sir! This is the best video I've seen on frame data, and really helped to solidify the information. 10+ years from now, this video will be just as relevant as it is in 2020. Thanks a million. :-)
Facey Neck Thanks for the kind words!
Thank you so much I’ve been playing fighting games for years and never understood this topic.
Great intro into frame data. I thought I got the jist of it now I definitely do.
Clear, concise, and thorough explanation. Thank you
Hey man! I really liked ur explanation! It really help me a lot!
great stuff
I don't normally subscribe, but this was very well done. Thank you.
Subscribed, thumbs up and hit the bell :)
Amazing theorycrafting
This helped alot
now i Know! Thanks!
Why is time in fighting games measured in frames? if time was measured in proper time units, it would allow to have unlocked framerate. The biggest disadvantage of unlocked framerate I can think of is that there would be time inaccuracies of up to around 8 ms, assuming the game runs at at least 60 fps. I think that people are too inaccurate to notice the 8ms difference and to press buttons accurately enough to exploit the time inaccuracies. Why do fighting games have locked framerate?
Frames are the most accurate thing to measure fighting games from, that's why it is done. Measuring in a different time would constantly split numbers and be very messy so it is best to measure the game by it's own standards. Fighting games will go to higher frame counts in the future when it can be guaranteed to be consistent. Having fluctuating frames per second is unacceptable for fighting game play.
This was very helpful.
well explained mate.dont think people realise the fundamental basics of fighting games.at a level of understanding that kn make or break a pro career
I never knew about animation frames until I read RUclips comments from ppl that plays fighting games lol. I love fighting games but I didn't know that the shit was that technical. I just practiced with characters I loved until I perfected his fighting style 🤷🏾♂️
Facts bro you seeing niggas says -25 on block right that’s shit is so unnecessary
I think I have it= Flash's 6 frame move does not slip into the -2 window he got from blocking CATWOMAN'S hit.
Bradley Tiller Yes...kinda. The way you worded this concerns me a bit so I'll try to elaborate to make sure you understand.
Catwoman's attack is -2 on block. This means that Catwoman recovers from the attack two frames AFTER the opponent that blocked the attack recovers from blocking it, this is block disadvantage. When you were adding -2 to Flash, you can think of it that way, but you should have thought -2+6=4. This answer would tell you that there are 4 frames between Catwoman recovering after her block disadvantage finishes and Flash's attack activating. This means that by the time Flash's attack activates, Catwoman has already been able to block for 4 frames. When someone talks about block advantage/disadvantage, they are referring to the advantage/disadvantage of the attacker, so keep that in mind. I think you might be associating the -2 to Flash when it actually applies to Catwoman.
In the instance of Catwoman being -9 on block: It takes 9 frames for Catwoman to recover after the opponent has already recovered from blocking the attack. This means that any attack that the blocking player does that can land in that 9 frame window can not be blocked by Catwoman since she is still recovering.
Just to be 100% sure that you understand, I'll explain it in one more way. When one character is positive, the other character is negative. There can only be one positive and one negative character at any given time and the combined totals will equal 0. So, if Catwoman is -2, you could think of Flash as being +2 meaning he has two frames of advantage, he recovers 2 frames before Catwoman does. If Catwoman is -9, Flash is +9. If Flash wants to use his 6 frame attack during that window, you would think 9-6=3. As long as your equation is positive (1 or more) the attack you are thinking about will land if performed correctly.
If you have any other questions, feel free to ask (I'm very patient lol).
Okay this is making more sense to me now. How many frames does it take to block? I understand slightly the positive and negative analogy. So I should be thinking in terms of frame recovery= catwoman 4 frames.
I think so ok= Catwoman has 4 frames to block because she gives a 2 frame advantage to flash when she attacks with her 6 frame move. Minus 2 from 6=4. Flash has to put his 6 frmae attack through that 4 frame windows=IMPOSSIBLE. So you'l have time to block for 4 frames. And at the very least you have 2 extra frames JUST INCASE.
Am I in the ballpark?
Bradley Tiller In most games, blocking takes 0 frames. As soon as you press back, you are blocking (this is not true for all games though).
Don't think of Catwoman's recovery as being 4 frames. Her recovery after the opponent blocks the attack is 2 more frames than the opponent. She will have recovered 4 frames before Flash's counterattack can activate.
As for your clarification in the second paragraph, yes you're correct.
Thank you bro?! Niw I understand Frame data. P.s. do you know where I can find frame data for Naruto Storm Revolution Steam/PC
You probably can't find it anywhere because it is completely unnecessary for those games.
Thank u
I don't understand frame data in terms of block advantage and disadvantage. Hw come when you attacked with 6 frame move, 20 frames to recover and a -2 block disadvantage and flash's auto move is 6 frames. Doesn't the -2 frames get added to flash's 6? Why were you able to block in time? Aren't you still recovering from 6 frame move= 20 frame recovery.
I'm sure you figured this out by now, but your disadvantage is that they blocked and now it takes you 2 more frames to recover.
Thanks that very helpful! I only got 1 question, how many frames does it take to block? 1?
Jao Jester blocks dont have frame it just depends on the recovery of the previous moves you did if you want to block after throwing it out.
Let me see if I have this correct, is it 1 second per every 10 frames?
No. I'm not quite sure where you got 10 frames from. At 0:47 I explain that most modern fighting games run at 60 frames per second. If you have any further questions, don't be afraid to let me know and I'll do my best to answer them.
I think I've misunderstood what you meant by the 20 frame recovery. When you walked backwards, after pressing the 6 frame attack; I thought it took 2 seconds to recover or 20 frames. That's where I came up with the 1 seconds for every 10 frames (20 divided by 2) I didn't take into consideration the 60fps.
The length of time in a frame depends on the FPS(Frames per second) the game is running at. As he mentioned, most games run at 60FPS , meaning that there are 60 frames of animation in a second. So that would mean in that example, each frame is 1/60th of a second, and so 10 frames would be 1/6th of a second and 20 would be 1/3rd of a second and so on. Hope this helps you understand.