Sunday, May 16, 2010

Frame Data - Part 3

Comboing and Blockstrings

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?