[0:00] what is Frame data and what is the frame [0:02] meter what are all these colors here [0:04] what am I supposed to do with all this [0:05] information well by the end of the video [0:07] you will have a firm understanding of [0:09] what Frame data is so that you can make [0:10] better decisions and win more games [0:12] first let's turn on the frame meter so [0:14] hit start and we're going to scroll over [0:15] to screen display settings and we're [0:17] going to turn on the frame meter we're [0:19] gonna see two rows of boxes each of them [0:21] representing a frame the top row will be [0:23] ours and the bottom will be our opponent [0:24] to understand what these funny colors [0:26] mean we must first understand a few key [0:28] points so I'm going to play a clip from [0:30] an unreleased video I did on Frame data [0:31] I recently made a video about Frame data [0:34] it is the logic and reason behind [0:36] everything in fighting games as at the [0:37] time of this recording modern fighting [0:39] games run at 60 frames a second frames [0:41] are the measurement of speed referring [0:42] to a normal or a command every second [0:45] that passes 60 frames also pass broken [0:47] down into three stages startup active [0:50] and Recovery let's first look at stage [0:52] two the active face active frames refer [0:55] to the frames in which your move can hit [0:57] an opponent we start at step two because [0:58] when we think about a move we think [1:00] about hitting the move and the only part [1:02] of the move that hits the opponent is [1:03] the active phase and the active phase is [1:05] represented on the frame meter by the [1:07] purple bars let's look at go osatsu when [1:09] I use this move she has to spin around [1:11] first and then she connects with the [1:12] opponent during these 17 frames of [1:14] startup jury cannot attack Ryu it is [1:17] only after the 17 frames during the [1:19] purple phase where she can actually [1:20] connect with Ryu let's now double back [1:23] and talk about the first stage startup [1:25] startup refers to the amount of frames [1:27] that must pass before your move becomes [1:28] active the recovery phase refers to the [1:30] amount of frames your move must complete [1:32] before you are able to act again to put [1:34] it simply startup refers to the wind-up [1:36] of the move active refers to hitting the [1:39] opponent and Recovery refers to her [1:41] reeling her arm back before she can do [1:42] her next attack jury cannot act again [1:44] until she is out of recovery or when [1:46] those blue bars pass when we collided [1:48] with Ryu we saw another bar the Bottom [1:50] bar is reusebar and the yellow bars [1:52] refer to stunned when we hit Ryu we see [1:54] startup active and stun starts on the [1:57] first frame of active Ryu was stunned [1:59] longer from the hit than jury had to [2:01] recover the difference between the [2:03] amount of hits done versus the amount of [2:04] recovery is called advantage since jury [2:07] recovers seven frames before Ryu gets [2:09] out of hit stun jury is plus seven on [2:11] advantage or you might have heard plus [2:13] seven on hit since I'm seven frames [2:15] ahead if I throw out a move after the [2:17] medium punch that's 5 frames if we look [2:19] at the fraying meter the first move [2:21] recovers the next move starts up becomes [2:24] active and then recovers and if we look [2:26] at the bottom meter where U was in [2:28] stunned the whole time he never had a [2:30] chance to recover this is called a combo [2:32] more specifically this is called a link [2:33] a link is when you use a move that [2:35] leaves you at advantage and your next [2:36] move starts up so fast your enemy never [2:39] leaves hits done your first move must [2:41] completely recover before you use the [2:43] second move but the key part is the [2:45] enemy must never leave hits done if our [2:47] second move becomes active after Ryu has [2:49] left hits done if we look at the frame [2:51] meter where you had time to recover and [2:53] he's able to block this is not a link so [2:55] how can we tell what links and doesn't [2:56] link the frame meter will tell us [2:58] startup frames and it also will tell us [2:59] Advantage if we we hit for you it tells [3:01] us stand medium punch starts up in six [3:03] frames and on hit it leaves us Advantage [3:05] by 7 frame if we use a move it tells us [3:07] startup frames or all of her moves even [3:10] on width since we're advantaged by seven [3:12] frames any move that starts up in 7 [3:13] frames or quicker will link crashing [3:15] medium punch is six frame so seven [3:18] frames Advantage six frame startup that [3:20] links stand light kick is by frame so [3:23] seven frames five frames that links [3:25] startup active recovery startup active [3:28] recovery and on the bottom we use it hit [3:31] stun the whole time what if for you is [3:33] blocking if we hit start go to dummy [3:35] settings we can turn block all on now [3:37] when we use that same move we get a [3:39] different piece of information it says [3:41] we're advantage to frame rather than [3:43] being seven that's because the amount of [3:45] frames you get on block is different [3:47] from the amount of frames that you get [3:48] on hit so after I use stay in medium [3:50] Punch If review blocks I am only ahead [3:52] of him by two frame what does it mean to [3:54] be advantage two frames on block it [3:56] typically is referred to as plus two on [3:58] block so if you ever hear that that [4:00] means your two advantage on block plus [4:02] two I can act two frames before Ryu and [4:04] if we look at the frame meter we see it [4:06] here he recovers out of block stun and [4:08] there's two empty frames and then he [4:09] enters block stun again well what would [4:11] happen if were you hit a button we can [4:13] go into the dummy settings go over to [4:15] reversal settings and on block reversal [4:17] we can set it to be crouching light [4:19] punch we'll turn that on when I hit him [4:22] he will respond with the crouching light [4:24] pump the frame meter shows my move [4:25] startup was active for five frames and [4:28] recovered for 12 frames meanwhile Ryu [4:30] was in Block stun for 19 frames and then [4:33] he was able to start up his move became [4:35] active and then he recovered let's look [4:37] at a situation where Jerry would take [4:39] advantage of her two frame Advantage if [4:40] we were to hit medium punch and then [4:42] light kick you see here on the frame [4:44] meter startup active recovery and her [4:47] next move startup active and recovery on [4:50] reusebar he was in Blackstone this whole [4:52] time tried to start up but then my move [4:55] became active and then he was stuck in [4:57] hit stunt the logic is in the frame [4:59] meter Ryu was stuck in Block stun this [5:01] whole time tried to hit a button [5:03] afterwards and then my move became [5:04] active and stuffed his this results in a [5:07] counter hit setup or it's commonly [5:08] called a frame trap a frame trap is a [5:10] sequence of moves that leaves a small [5:11] Gap too small for the opponent's move to [5:14] become active Meanwhile my move can [5:15] become active before his and I went out [5:18] did we need to have the frame meter on [5:19] to find this out no technically we could [5:21] just press button and see what works but [5:24] why go through this trouble turn the [5:25] frame meter on We Can Make a Better plan [5:27] reuse quickest button is four frames and [5:29] we can see that on the frame meter on [5:31] here it says his startup was for frame [5:32] so if we're plus two on this situation [5:34] long as my move becomes active here my [5:37] next move will be out his startup of his [5:39] next move we can see that in action like [5:41] this [5:42] startup active recovery reuse in Block [5:46] stun my move starts up in one [5:49] two three four fifth frame becomes [5:52] active while his move is still trying to [5:54] start up his move would have become [5:56] active on this Frame here it didn't have [5:58] a chance to because my move was already [6:00] active what happens if two moves become [6:02] active on the same exact brain well that [6:04] results in a trade both of our moves [6:06] enter the active phase and we both got [6:08] hit at the same time so we both entered [6:11] stun at the same time why did Ryu [6:13] recover after I recovered if we both hit [6:15] each other at the same time Ryu use the [6:17] light attack I used a medium attack [6:19] usually mediums give more hits than [6:21] light attacks this could also lend [6:23] itself to this interesting situations [6:24] called trade combos based on what we [6:27] learned since I recovered before Ryu and [6:29] I'm Advantage 8 frames any move that is [6:31] 8 frames or quicker should be able to [6:33] combo even though we traded let's look [6:35] at another unique situation by you [6:37] standing light punch I'm disadvantage to [6:40] frame so if I hit light punch and then [6:41] hit light punch again I get beat out [6:43] because on disadvantage 2 frames and Ryu [6:45] gets to act first Ryu recovers before I [6:48] do and he recovers two frames before me [6:49] his move starts up even before I recover [6:52] from my first move his light punch [6:54] becomes active before my light punch [6:56] becomes active so what happens here [6:59] wait doesn't that disprove what I just [7:02] said let's look at these situations side [7:04] by side the situation on the left shows [7:06] startup active recovery startup and then [7:09] I got beat trying to become active the [7:12] situation on the left shows something [7:13] different startup active recovery but no [7:17] startup I go straight to the active [7:19] phase some moves can be chainable which [7:21] means there's no startup on the second [7:22] move it goes from recovery straight to [7:24] active for the second move Ryu has to [7:26] recover and tries to go start up but [7:29] gets hit and goes into recovery jury's [7:31] feng shui engine works in Reverse [7:32] instead of cutting the startup it cuts [7:35] the recovery of all of our string we [7:36] have here startup active startup active [7:39] startup active so if any of Jerry's feng [7:41] shui strings leave a big enough Gap that [7:43] Ryu tries to match through as we see [7:45] here that means he will get hit because [7:47] my moves will definitely become active [7:49] before his after my crouching medium [7:51] kick where you tries to hit a button [7:52] only gets one frame to do so which is [7:54] not quick enough and then my move [7:56] becomes active the next frame some moves [7:58] can be canceled by special moves you [7:59] look here we have the startup of light [8:01] punch it becomes active for one frame [8:03] but then we have the startup of her [8:05] fuhajin that's because standing light [8:06] punch is special cancelable we see one [8:08] empty frame here so if Ryu tries to hit [8:11] a button Ryu gets hit there's not enough [8:13] space in between those two moves let's [8:15] review every move has startup active and [8:18] recovery for all their moves some moves [8:20] can be canceled into each other which is [8:22] called a chain also some moves can be [8:24] canceled into a special move that's [8:26] called a special chance a frame trap is [8:27] when you throw at a move that's [8:29] advantage and your next move becomes [8:30] active before their move becomes active [8:32] it's a trap because they think they can [8:34] squeeze and move in and they cannot [8:36] let's look at some cases where we can [8:38] manipulate The Frame data to get even [8:39] more Advantage the first is going to be [8:41] Drive Rush Drive Rush is done by holding [8:43] down the power and dashing if we don't [8:45] use Drive rush or advantage to frame but [8:48] if we drive rush into the same button [8:49] we're Advantage six frame let's first [8:51] look at the frame meter this purple [8:53] color shows something new this is armor [8:55] which we get off of the Parry when we [8:57] hold Parry we get armor the same same [8:59] thing as if we use Drive Impact there's [9:02] a certain amount of frames that we get [9:03] that is armored sending medium punch [9:05] starts up in six frames however if we [9:07] drive rush we see the startup of the [9:10] move is now 17 frame that's because we [9:13] have to run first before the move starts [9:15] any move that you dry brush into you get [9:17] four extra frames on hit or block so [9:20] this move that is usually plus two on [9:22] block is now plus six when we use [9:24] crotchet medium punch after standing [9:25] medium punch we traded because both of [9:27] our moves became active on the same [9:29] frame however if we were to drive rush [9:31] now where you can't hit a button at all [9:32] because there's no longer a gap in [9:34] between those two but if we were to [9:36] manually leave enough space in between [9:37] those two moves we would see that it [9:39] would counter hit and if we look at the [9:41] frame meter we have just the frame there [9:44] enough so that reuse move doesn't even [9:46] start up sequences that were not [9:48] advantaged so Ryu can counter attack [9:50] before our move becomes active can now [9:52] get plus four frames and we can act [9:54] before Wii U does this could be tricky [9:56] for the opponent because if they're used [9:57] to counteracting after a certain move [9:59] after Drive rush they might fool [10:01] themselves and get hit by it or if they [10:03] don't think they can act after a drive [10:05] rush they might be susceptible to throws [10:07] dry fresh can also augment things on hit [10:09] standing medium punch is plus seven [10:11] after Drive rush it is now plus 11 any [10:13] move that's 11 frames or quicker will [10:16] now combo a really damaging combo for [10:18] jury is standing medium punch standing [10:19] heavy punch but that does not combo [10:21] dating medium punch starts up and [10:22] becomes active after it hits Ryu Ryu [10:25] enters it's done Jerry recovers and [10:28] exits recovery starting up her next move [10:30] now that move becomes active however [10:32] becomes active after reuse hitstun wears [10:36] off dry Rush will put Ryu in an extra [10:37] four frames of hit stunt so that would [10:40] have comboed and if we look at the frame [10:41] meter my move becomes active it recovers [10:44] my next move starts up becomes active [10:47] and all the while Ryu is in hit stunt [10:49] withdrive Rush adding those four extra [10:51] frames on a drive thrust normal you can [10:53] create new combos that wouldn't have [10:55] been possible and get more damage now [10:57] that we understand how the frame meter [10:58] works we can creates situations without [11:01] having to test for hours standing light [11:03] punch is 5 frames advantage on hit if we [11:05] were to drive rush we know that we can [11:06] add four frames to it so we would be 9 [11:09] frames Advantage any move that is 9 [11:10] frames or quicker with combo we could [11:13] just look at the startup here and press [11:14] buttons warframes 5 frames 6 frame six [11:18] frame 10 frame A-frame oh so if this is [11:23] eight frames and after a dry brush I'm [11:25] plus nine Advantage well that means [11:28] standing light punch on a drive brush [11:29] with a crouching heavy punch would work [11:33] standing heavy kick is advantaged by two [11:35] frames on hit so if we drive rush we add [11:37] four that gives us six so any move that [11:40] is six frames or quicker will combo [11:42] after a drive Rush standing heavy kick [11:44] since this move is six frames or quicker [11:46] we can piece together this combo here [11:51] let's look at projectiles we have the [11:53] startup phase here but we also have this [11:54] orange bar think of this projectile [11:56] phase as the active and Recovery both [11:59] together since the projectile becomes [12:01] active and it's active all the way [12:03] through and it's still active even after [12:05] this phase I can't move until I reach [12:07] this 30 frame Mark if we look at this [12:09] situation on hit we can see the story [12:11] play out so we have startup for 16 [12:13] frames one frame of the projectile phase [12:15] and then 29 frames of recovery we must [12:18] go through these 30 frame no matter what [12:20] but what if I'm far away [12:23] we have the projectile phase go through [12:25] for 27 frames and then three frames of [12:28] recovery 30 frames must pass for this [12:30] projectile but something interesting [12:32] happens I only recovered for three frame [12:35] if we look at this situation up close [12:37] Ryu must recover out of hitstand for 31 [12:39] frames and 30 frames must pass by for me [12:43] to act again which means I am one frame [12:45] of Advantage if I let the fireball [12:46] travel just a bit we see something [12:48] interesting happen the projectile [12:50] travels for 19 frames and on the 19th [12:52] frame is when Ryu starts his 31 frames [12:55] of hit stunt meanwhile I only have 11 [12:57] more frames to recover before I can act [12:59] again that means Ryu enters his hit stun [13:02] much later and I recover much sooner [13:05] which gives me Advantage 19 frames 30 [13:08] frames must pass before I act again so [13:11] if I can recover and my projectile [13:13] travels I can have Ryu start his hit [13:15] stun much later if I hit the Fireball [13:17] the closest that I can I have to recover [13:19] for 30 frames Ryu has to recover for 31 [13:22] frames putting me at one frame of [13:24] Advantage but if I can make that [13:26] fireball travel just a bit we see all of [13:28] a sudden I'm six frames of Advantage I [13:31] hit Ryu with a crouching medium punch [13:32] and special cancel that to my Fireball [13:34] the 15 frames go by and then the [13:37] projectile traveled for six frames this [13:39] is the frame where Ryu would start his [13:41] 31 frames of hit stunt it's hard to tell [13:43] because he's in hit stun throughout the [13:44] whole combo but this is the frame that [13:46] he starts his hits done on 31 frames [13:48] after I am six frames of Advantage So in [13:51] theory [13:54] I can Cobble after the fireball because [13:56] I am plus six any move that is 6 frames [13:58] or quicker will work this is a sneaky [14:01] way to augment Frame data because you [14:02] can allow your Fireball to travel and [14:04] give you bigger frame advantage in this [14:06] case here I am minus and I cannot attack [14:08] before Ryu attack however if I let my [14:11] Fireball travel just a bit [14:13] I can attack before Ryu and in some [14:15] cases leave really nasty traps wherever [14:17] you think he's free to attack and he's [14:18] actually not [14:20] all right [14:28] this was a hard task I wanted to explain [14:30] a really hard Concept in a precise and [14:33] concise way so that even beginners can [14:35] understand it there's anything you don't [14:36] understand please ask in the comments [14:38] and if this helped out in any way please [14:39] press the like button so I know that you [14:41] like content like this and I hope I did [14:43] a good job because I want you to enjoy [14:44] Street Fighter 6 because sometimes pain [14:46] points can be relieved by having more [14:48] information if you want to get better at [14:50] Street Fighter 6 subscribe to the [14:51] channel and on screen will be a video [14:52] that should help you on your journey now [14:54] that you understand Frame data and the [14:56] frame meter I'm sure you'll be able to [14:57] understand this video a lot better [14:58] hopefully you enjoy I'll see you in the [15:00] next one have a good one