Understanding Frame Animation

This is actually an amazing reference to show people. Explaining frame advantage even to people who are willing to listen is incredibly difficult. I'm not even sure how to explain it without using examples. I think I can usually get people to understand if I take them to burger king with Cass, but it's hard to tell when they keep getting hit by it.
 
Yeah it took me quite awhile to come up with this, any suggestions on areas you may feel need more clearing up or in need of more visuals please tell me. I'm really dedicated to educating newer players on advanced concepts while giving them a reasonable learning curve.
 
Maybe put in a short description about "jailing" and the how guarding/GI work within the frame data context? It's not necessary, but it's related enough that you could talk about it if you wanted to.
 
By jailing do you mean lockdown pressure? I hadn't come across that terminology till recently and assumed by context it was the same. Sure I can explain it if I just know the meaning of the term specifically.
 
Well for example some strings will allow you enough time to GI in between hits on block, or duck a high which comes later in a string, but others won't. The latter would be "jailing" at least as I've heard it used. In a 2d game it isn't uncommon for a move to be + so much on block that a quick follow-up will force you to guard also, not even allowing a DP in. It's essentially(I think) the situation where an active hitbox comes into contact with a character already in block stun.
 
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