Saturday, January 15, 2011

Understanding Frame Data (Part 2)


Here on part 2 I am going to teach you how to use the frame data. Right here I have it broken down to 3 main categories that you need to know about. Which is startup, frames on block, and frames on hit.

Startup - How long it takes before your move is "active"
Frames on Block - When you throw out your move and the opponent blocks it or vise versa
Frames on Hit - When you throw out your move and the opponent gets hit or vise versa

Examples
1. Chun-Li does a Close Hard Punch (-7)  in which you block it. What are ryu's options?
- Ryu could do any of the following with a red color code. Which are all less than 7 frames.
- In this example you can find ways to punish Chun-Li's attacks. 

2. Ryu does a standing far medium punch (-4) in which the opponent blocks it. What are chun-li's options?
- Chun could do any of the following moves with the orange color code. Which are all less than 4 frames.
- In this example you can figure out which moves not to use against Chun-Li.

3. Chun-Li has the super bar filled out. What are ryu's options?
- Ryu can do any of the following moves with a star
- Ryu is SUPER limited when it comes to this situation because Chun-Li's super comes out in 1 or 2 frames     depending on the situation. SHE CAN PUNISH ALMOST ANYTHING RYU DOES EVEN NORMALS YOU THOUGHT WERE CONSIDERED SAFE. So if you are able to pull out a move that  is blocked make sure that move has a frame advantage of 2 or more.




So you know the basics of frame data but i'm pretty sure you won't always have the time to sift through all the frame data that SSF4 has to offer. Even though you might not use frame data towards your advantage it is essential that you know that it exists. After everything is all said and done I am giving you this app that does all the work for you :) ENJOY

"This website will let you choose a Super Street Fighter 4 character that you are attacking or blocking with, and on that is attacking you. After you do that, it will show you all of your punish options after blocking any move, or any followup option you can link after landing a move of your own. It's an extremely smart use of the frame data, and you don't really have to know anything about frame data to use it. Check it out and see what you can learn, or load it on your phone's browser at a tournament when you need a quick answer. The more you know...!" - taken from shoryuken.com


Ryu Frame Data

MoveStartupFrame Adv. BlockFrame Adv. Hit
Close Light Punch***3+2+5
Close Medium Punch3-3+3
Close Hard Punch5-15-10
Close Light Kick5-1+2
Close Medium Kick3-7-2
Close Hard Kick8-3+2
Far Light Punch***4+2+5
Far Medium Punch5-4-1
Far Hard Punch80+4
Far Light Kick5-1+2
Far Medium Kick8-5-2
Far Hard Kick9-6-2
Crouch Light Punch3+2+5
Crouch Medium Punch***4+2+5
Crouch Hard Punch4-18-13
Crouch Light Kick4-1+2
Crouch Medium Kick5-30
Crouch Hard Kick5-14D

 Chun-Li Frame Data
MoveStartupFrame Adv. BlockFrame Adv. Hit
Close Light Punch3+2+5
Close Medium Punch4-30
Close Hard Punch4-7-3
Close Light Kick3+1+4
Close Medium Kick4-4-1
Close Hard Kick4-3+2
Far Light Punch3+3+6
Far Medium Punch7+2+5
Far Hard Punch6-1+3
Far Light Kick4-1+2
Far Medium Kick7-20
Far Hard Kick12-40
Crouch Light Punch3+3+6
Crouch Medium Punch10-30
Crouch Hard Punch7-2+2
Crouch Light Kick3-1+2
Crouch Medium Kick50+3
Crouch Hard Kick7-5D

Super Light Kick1+1-31D
Super Medium Kick1+0-44D
Super Hard Kick1+1-67D



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