Understanding Frame Animation

This is really good. This kind of stuff is basic knowledge for SF players (and probably other 2D games) but loads of Soul players simply don't know this stuff. Maybe this can get stickied at the top of the Strategy section?

The part about active frames is excellent, but maybe you could reword it with more basic terminology? I have a feeling the only people who'll understand your explanations of meaty and tip range etc. will be those who already knew about it.

About frame traps, again it might be good to state it more simply. E.g. In many fighting games, basic defense is about blocking a series of your opponent's attacks until you have an opening to fight back. Usually you will be able to fight back once an opponent's attack or series of quick attacks has ended (which can be explained by the concepts of frame advantage and disadvantage, as you have shown, because the recovery frames of most moves or strings will exceed the blockstun frames). A 'frame trap' is a term for a move that appears to give the opponent an opening to attack after blocking, but in fact leaves them at disadvantage because of the low recovery frames.

The examples above of frame traps at disadvantage (using fast moves like Amy 6BB) are also true, and show how the frame trap subject could be covered in some depth.

I also think you should include something about punishing. I.e. long recovery and relatively short blockstun frames. I think it's one of the most important concepts related to frame data for a player trying to enter the competitive scene. You could also explain how combos work as it's like punishing in reverse, i.e. long hitstun and relatively short receovery. With active frames / hitstun / blockstun / frametrap / punishment / combos I think that covers all the most important parts of understanding what frame data actually means.

Good work IFB, and a good follow up to your anti-Scrub guides!
 
Will do! I'm debating doing a theory fighting series that explains key mechanics in fighters such as pokes, yomi, etc... sort of a Sirlin guide of my own take (even though I'm aware my theory fighting is better than my actual fighting >_<)
 
This is some good basic info that teaches people how to better understand fighting games. I think this should get stickied somewhere...starting with your sig. LoL
 
Added a little bit more and cleared up what a frame trap is. A frame trap is only characterized by allowing the opponent to return to neutral and start a new attack, but not have the active frame kick in before yours can. So ambiguity and advantage are not needed but usually occur passively. As for jailing I put an explanation on block strings which i assume are the same thing and a more popular term.
 
Do to the success of this I'll be awaiting SC5 and becoming more active in the community again. I intend on doing 2 tutorial article series: Scrub Tactics (witty and basics summaries) and Theory Fighter (technical like this).

Any suggestions? I feel the animation helped explain a lot so I will try to do more visual layouts. I wish I could do Flash animations as opposed to low quality gifs, but I'm not sure people would want to be redirected from the site to view it since they can't be run here.

I'll be adding a lil bit more to this later (Kara cancels, other types of active frames and effects, etc...)
 
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