Frame Data Fundamentals

Frame data is the foundation of fighting game strategy. Understanding startup, recovery, and advantage tells you exactly when you can act and when you're vulnerable.

AdvancedTechnical Knowledge

What is Frame Data?

2XKO runs at 60 frames per second. Every action in the game is measured in frames. Frame data tells you exactly how fast moves are, how long you're vulnerable, and who gets to act next.

1 Frame = 1/60th of a second ≈ 16.67 milliseconds

Core Frame Data Concepts

Startup Frames

The number of frames before an attack becomes active (hits). Lower is faster.

Example:

A 5-frame startup attack is very fast. A 20-frame startup is slow.

Why it matters:

Determines how quickly you can punish or interrupt opponent actions.

Active Frames

The number of frames during which the attack can actually hit the opponent.

Example:

A move with 3 active frames has a small window. 10 active frames is generous.

Why it matters:

More active frames = easier to hit, better for anti-airs and reactions.

Recovery Frames

The number of frames after the attack where you cannot act (vulnerable).

Example:

A move with 30 recovery frames leaves you open for a long time.

Why it matters:

High recovery = punishable on whiff or block. Low recovery = safer.

Frame Advantage

The difference in recovery between you and your opponent after a move hits or is blocked.

Example:

+5 on block means you recover 5 frames before opponent can act.

Why it matters:

Positive = your turn continues. Negative = their turn. Determines pressure.

Hitstun / Blockstun

How long the opponent is frozen after being hit or blocking your attack.

Example:

Higher hitstun allows for longer combos. Higher blockstun allows more pressure.

Why it matters:

Determines combo routes and blockstring pressure options.

Understanding Frame Advantage

+

Plus on Block

You recover before opponent. It's your turn to continue pressure. Example: +3 means you're ready 3 frames sooner.

0

Neutral

Both players recover at the same time. Neither has advantage. Whoever has the faster next move wins.

-

Minus on Block

Opponent recovers before you. Their turn to act. Example: -7 means they can punish with fast moves.

Practical Rule:

  • -6 or less: Punishable by most light attacks (5-6f startup)
  • -3 to -5: Can be punished by fast moves or throws
  • -1 to -2: Generally safe but opponent can challenge
  • 0 to +2: Safe, slight advantage or neutral
  • +3 or more: Significant advantage, can continue pressure freely

Typical Frame Data by Move Type

Move CategoryStartupRecoveryBlock Advantage
Light Attacks (L)4-6f10-15f+1 to +4
Medium Attacks (M)7-10f15-20f-1 to +2
Heavy Attacks (H)12-18f20-30f-5 to 0
Specials (S1/S2)8-20fVariesVaries
Supers5-15f30-50fUsually -
Ultimates10-20f40-60fUsually -

Character Move Examples

Yasuo

5L (Standing Light)

+3
Startup

5f

Active

3f

Recovery

10f

Very fast, safe, excellent combo starter

Darius

5H (Standing Heavy)

-7
Startup

14f

Active

4f

Recovery

25f

Slow but powerful, punishable on block

Ahri

Spirit Rush

-3
Startup

8f

Active

6f

Recovery

18f

Mobile special, relatively safe

Braum

Glacial Fissure (Super)

-20
Startup

11f

Active

10f

Recovery

45f

Fullscreen, very unsafe on block

Using Training Mode for Frame Data

2XKO's training mode has excellent frame data visualization tools. Enable them to learn each character's frame data in real-time.

Frame Data Display

Shows startup, active, and recovery frames in real-time during training.

Hitbox/Hurtbox Display

Visualize attack hitboxes (red) and vulnerable hurtboxes (green).

Advantage Display

Shows frame advantage after each move hits or is blocked.

Input Display

See exact inputs and timing for execution analysis.

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