Frame Data Basics [Fighting Game Mechanisms]
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- Опубліковано 21 жов 2024
- Explanation of basic frame data interactions in fighting games. Covers start up, active, recovery, block stun,. hit stun, counter hit and frame advantage/disadvantage.
Related video: Hit, hurt and collision box video
• Hit, Hurt and Collisio...
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Im currently making a fighting game in unity. And this video has been helping me tremendously. Especially the part about how the frames are calculated. I was struggling to get perfect frames but this provided me insight on how to get it.
After years of competitive fighting, I never really had a full grasp of how frame data worked...It's really nice to have something to refer to if I need a refresher on certain topics.
Very informative and easy to understand, especially with the very slowmo fighting and organized frame data. Great stuff.
This is a good video, a shame more people haven't seen it.
This is actually a good thing. It puts us at a competitive edge!
I’m 43yrs old and have been a hardcore gamer my whole life but haven’t played fighting games since I was a kid. Now I have gotten into them SUPER tough. I watch tournament vids and always hear “plus on block” and couldn’t get a genuine grasp of what they meant. This vid helped me tremendously. I play SF6 and Tekken so frame data is essential to be above average. Once this concept is grasped you can dominate the competition
I play tekken and never understood frame data. Everyone keeps saying to learn frame data and this or that move is plus on block blah blah blah... Never made sense to me.
This video was the absolute only clear explanation I found and I am very grateful. I have much to learn.
Glad it helped! Tekken is a very punish heavy game so knowing frame data is incredibly helpful. Hopefully the new frame data tool in T7 will be more useful to you now!
@@SeaLeafDojo after finally understanding how frame data works, not even mastering it just understanding the basics, I ranked up from brawler to usurper. It's crazy how much this has helped me.
Gonna echo the other comments and say "Great Video!" I'm a fan of fighting games but I've never been "good" at them. Thanks for helping to make me better!
finally, a beautiful video of fighting game mechanics. Went through several others to find this.
This video really deserves more views
Excellent video....never understood frame rates until I viewed this
Great video man, thanks for making it short and to the point. That's a sub for me!!
this is amazing info for a beginner like me. Thanks and keep up the great work!
I use to be so confused but this was a great explanation
1:12 this is true only when each frame lasts for only a single frame. in a lot of older games, they made the images last for multiple frames of gametime, an attack startup might only have 2 images but that doesn't mean it has 2 frame start-up, it might have 3 or even 4
thanks that was the most helpful video ive ever seen on this stuff.
If youre playing a fighting game Id recommend finding the quickest move for your character (usually a regular jab) after any block try to throw that jab and depending on the attack you’ll be able to punish it for free.
Sometimes it’ll work and sometimes it wont but cos the move is so quick you cant really get punished for it unless youre mashing (which you shouldnt be doing). Over time you’ll start to understand more damaging punishes for moves with longer recovery frames - it takes some research but a jab can still go a long way!
Great work with the video, very informative and the illustrations helped me a lot. Subbed, thanks!
Thank you. Really easy to understand especially for a dummy like me
Hi, what do you think about Runahead in fighting games? The people at fightcade use Runahead 2, which advances 2 frames. But I would really like to know your opinion.
Wow, this video must be watched in schools XD. Awesome job
2:17 that was smooth tho 😎
such a great video! thank you for making this easy to understand!
Amazing video!
Hey good content man. Really good content. This has helped me a lot. I watch more videos, understood it but couldnt explain it to others. Now I feel more capable of reproducing my own thoughts in a coherrent way. Thanks man!
Is crazy to think that to capitalize on frame advantage you usually have to have less than a second reaction.
Thanks for the video
this is awesome! Good work
Very well explained 😉
I’ve been playing tekken since 1994. I’m ok. I’ve never bothered to learn frame rates, but if I ever want to get better before I’m too old - I need to understand and comprehend frame-rates
Perfect!!! Love your channel!!! Subscribed
Thank you so much
Gracias amigo 👊🏽
I want to make a crossover fighting game with every single possible characters ever liv
mugen
thanks bro for this video
Very Nice Video 👏🏼👏🏼👏🏼
How to you come up with frame data for a new game? Is there a software to calculate frame data and identify hit/ hurt boxes?
Depends on the game. Some games like SFV have in game frame data while others like KI have hit/hurt/collision box viewers. For games that do not come native with these features, there may be third party programs available (most popular games do).
Sea Leaf Dojo Thank You
If I wanted to identify the frame data myself for Samurai Shodown for example, or Guilty Gear, what software should I use?
Thanks again 😊
@@BigRaZuGi If you want frame data, GGXrd has dustloop wiki (www.dustloop.com/wiki/index.php?title=Guilty_Gear_Xrd_REV_2) and apps like GunFrameZ on Android. For live hit/hurt boxes you'll need a third party program and the PC version of the game. You can find it on the dustloop forums or in most GGXrd Discords (however use it at your own digression... it is third party after all). Unfortunately we cannot help you with Samurai Shodown as we aren't too familiar with it but you can always just go to your favorite search engine and type "Samurai Shodown frame data" and check for results.
Thanks for the video, so do you reccommend to start training with a fighting game that has less frames?
You may be misinterpreting things but frames are just time units/images and has nothing to do with the difficulty of a game (I'm assuming you're asking for beginner friendly games). Can you clarify a bit more?
Thanks again!
Cultured content....
Very very Great!!
But, what engine is used here?
Are you talking about the hit and hurt box viewer? If so, it's the FTV Hit Box Viewer.
I'm curious how they program this? How or why did they make the attack plus 2 on block or why is it not more?
It's extremely complicated since there are so many variables. Hit/hurt boxes, range, push back, moves the attacker/defender can follow up with, etc.
There are certain obvious design choices though. For example, SFV's fastest normal is 3F and throws are 5F. Throws beat normals if done at the same time. If an attacker has a +2F advantage and is within throw range, they can do a button or throw mix up. If the defender decides to do a 3F normal, it will be beaten by 5F or faster attack or throw. The defender is forced to block or tech a throw (or an invincible attack if they have one available).
Thank you!!!!!!!
Ty
I kinda get it now
Well I guess the best players was cheating this whole time lol damn It took me all the way until being an adult to figure this out...no wonder I couldn’t win past normal mode and good playing humans not fair...it’s always a damn secret somewhere I always thought whoever was the fastest would win smh
This is more obvious than very before with mortal kombat 1 and Smoke char. His fwd 4 is 8 frames plus on block. So how do i counter that?
Use a move that has better reach
Bait it and counter hit
Use a move that is faster
If it's a high, you can duck it
The only flaw of this video is blue and pink chun li....since "colored advantage" is enabled, sometimes the pink chunli becomes blue and then the blue chunli becomes red. This must be a nightmare for someone starting fighting games.
You're right. Different Chun colors + explanation of what the red/blue highlights would've helped.
I dunno I mean, I just started playing, figured I'd read up on what frame data is and I could tell the blue/red in the video meant them "freezing".
I didn't understand how the combos works(
Street fight is hard because I can’t use characters I want to because I don’t know how to do there moves and the input I really hard
What will happen if a fighting game doesn't run at 60 fps? Maybe the PC is too weak (lower fps) or too over power (higher fps), or maybe the game is just very old. I'm a PC gamer and this really confuses me 🤔
The internal game logic always runs at 60 frames per second, even if the renderer can't keep up. You'll just get dropped frames and possibly inputs as well depending on the game.
@@Diandredofus thanks, this is a one year old comment, and finally someone replies, it's very informative 👍🤔
7:09 only in street fighter***
this is for 16 bit 2D fighting game??
This concept applies to all fighting games.
@@SeaLeafDojo thank you :)
im working in a 16bits 2d fighting game so...
Jesus I'm so confused. No wonder I suck at fighting games.
Can you tell us which part was confusing? Maybe I can help clear some of it up.
@@SeaLeafDojo Sorry I saw I commented a year ago and missed your reply. I've watched so many videos on this subject, but just can never grasp it completely. It's frustrating as hell for me. I've always had this problem though, since school (I'm 40 now), especially with maths. It's like my brain shuts down the harder I try to understand it. Why I feel like I can never be part of this community 😞
I honestly believe the concept displaying frame data is trash at best. Couple that with the accessible and broken nature of the game it gives room for those that simply like to button mash and do random stuff while online and gives no room for improvement. SFV despite its fixes is the absolute worst SF game ever made, I would have made a list of things I could have removed or added to make it more honest & balanced but it's too many so I won't waste my time on it, but one of them is definitely widen the skill gap.
Can't learn, Chun Li thighs too thicc and distracting 👀
Amazing video!