Comboing and Blockstrings
Let's take a look at some frame data for Ryu, a snippit from eventhubs.
Let's take a look at some frame data for Ryu, a snippit from eventhubs.
Let's look at the close light punch. As you can see, each field is filled in with a value. Generally, 3 frames for startup is relatively quick, and is the same speed for a throw in this game. It actively his for 3 frames, and takes 6 frames to recover. Simple so far right?
Frame advantage on block and on hit aren't too bad - but how did they get to those numbers?