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.
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.
Core Frame Data Concepts
Startup Frames
The number of frames before an attack becomes active (hits). Lower is faster.
A 5-frame startup attack is very fast. A 20-frame startup is slow.
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.
A move with 3 active frames has a small window. 10 active frames is generous.
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).
A move with 30 recovery frames leaves you open for a long time.
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.
+5 on block means you recover 5 frames before opponent can act.
Positive = your turn continues. Negative = their turn. Determines pressure.
Hitstun / Blockstun
How long the opponent is frozen after being hit or blocking your attack.
Higher hitstun allows for longer combos. Higher blockstun allows more pressure.
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.
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 Category | Startup | Recovery | Block Advantage |
|---|---|---|---|
| Light Attacks (L) | 4-6f | 10-15f | +1 to +4 |
| Medium Attacks (M) | 7-10f | 15-20f | -1 to +2 |
| Heavy Attacks (H) | 12-18f | 20-30f | -5 to 0 |
| Specials (S1/S2) | 8-20f | Varies | Varies |
| Supers | 5-15f | 30-50f | Usually - |
| Ultimates | 10-20f | 40-60f | Usually - |
Character Move Examples
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.
Shows startup, active, and recovery frames in real-time during training.
Visualize attack hitboxes (red) and vulnerable hurtboxes (green).
Shows frame advantage after each move hits or is blocked.
See exact inputs and timing for execution analysis.