[0:00] one very important tool you need to know [0:02] about that is Frame data the startup [0:05] frame is how basically how long it takes [0:08] that move to connect all right Kim's [0:10] standing light punch is it takes four [0:13] frames for that move to connect heavy [0:14] punch it takes 10 frames for that mode [0:16] to connect I.E the light punch is going [0:18] to connect faster because it is a lower [0:20] number now that's really what you need [0:22] to know about startup frames this is [0:23] going to be important when we start [0:24] talking about how to build combos you [0:26] need to know about what your moves are [0:27] on block all right when you throw out [0:30] the light punch you are negative one on [0:33] block there is not a move in this game [0:34] that is faster than four so no matter [0:36] what he does he cannot punish that [0:40] light kick cannot be punished standing [0:43] medium kick however is negative five if [0:45] I don't space this out enough I can be [0:48] punished so let me give you an example [0:49] of what that looks like standing light [0:52] punch as we saw before was negative one [0:54] on block his fastest frame which is four [0:57] frames cannot punish that the standing [1:00] medium kick is negative five on block so [1:03] where you can punish that you need to be [1:06] careful about what buttons you're [1:07] throwing out in the neutral and if you [1:10] really want to find out if you don't [1:12] want to study numbers just do that what [1:15] buttons If I space this he can't punish [1:17] you you see that it has to be space the [1:20] next thing to think about is how many [1:21] frames do you get on hit [1:24] let's see the standing light punch is [1:26] four on hit which means I can use any [1:29] move that has a startup of four or [1:32] faster which there's not in this game in [1:34] order to make that combo now the [1:36] crouching light punch has an advantage [1:39] of five frames light kick which is also [1:42] five frames so if I take this button I [1:44] link that two hits on the side that's a [1:47] combo [1:49] and then now you're getting something [1:51] like that so it's very important right [1:54] here this heavy punch is only three I [1:56] don't have anything faster than four [1:57] frames but I could take that into a [2:01] special cancel that right there [2:03] special cancel that into something else [2:07] another thing to remember when you're [2:10] looking at Frame data I talk about this [2:13] all the time when you start with the [2:15] drive Rush all your moves are plus four [2:17] so originally medium punch is four on [2:20] block you come in you hit this button [2:22] now you're eight which means you can [2:24] press any button that is eight frames or [2:28] faster [2:29] as you can see just a simple combo does [2:32] not optimize the standing medium kick is [2:35] eight frames so if I come in and start [2:38] with this button I can do the standing [2:41] medium kick Target combo delts is eight [2:43] frames Crouch heavy punch so I can come [2:45] in here cancel that go into a combo so [2:49] just remember that frames they really [2:52] are all about numbers but if you're [2:54] struggling with a character and you're [2:56] trying to figure out how do I build [2:57] these combos you just need to see [2:59] whether it's my advantage on hit and you [3:02] link that to the startup frames if you [3:05] don't want to get punished you're going [3:07] to see what is [3:09] my advantage on block [3:12] and literally you can just make him do [3:13] this and you're gonna see if I have a [3:16] move that is negative three frames or [3:19] lower that is absolutely safe on block [3:20] if it's not you just have to space it [3:23] out like against medium kick here