LordKnight Explains: Your Frame Data Checklist

Hi everyone!

If you’ve followed me on Twitter, you know that I’ve been posting long reads on Tuesdays about fighting games. They’ve ranged from how-to guides to strategy and philosophy. This column is a continuation of that.

I want to share my experiences with both new and intermediate players who might be stuck. If you read one of these and think, “Well, that was obvious,” then good! If you take something away from these articles, then that’s good too.

For those of you who have been following these, I’ve added a section called action items at the end of the article. These are a bit like homework – it’s something you can try immediately. Let me know what you think in the comments!

If you have any questions or suggestions for topics, feel free to ask me on Twitter at @LordKnightBBPrevious articles in this series can be found here.

Underneath the flashy special effects of a fighting game are the nuts and bolts known as frame data. There’s always been a stereotype amongst fighting game players about the “nerd” who knows frame data intricately.

Frankly, frame data is important, but it’s easy to get lost in it. I approach frame data on a very need-to-know basis. To be frank, I find it quite impractical to memorize all the frame data, but often each character has some things that you absolutely need to know. If the frame data is complete, it will also give you information on invincibility and other special properties.

Most modern fighting games run at 60 frames-per-second, so it’s safe to say when people are discussing frames, they have this in mind. The things you absolutely need to know:

  • Startup: How long it takes for an attack to come out. “Fast” in fighting games is relative – in Blazblue, seven frames is very fast, but Xrd has normals that start up in three frames.
  • Active frames: How long a move can hit something. A move that’s only active for one frame is extremely short, but a move that’s active for ten frames stays out for a long time.
  • Recovery: How long it takes your character to return to a neutral state. This is important to know to optimize your punishes – a move with fifteen frames of recovery might give you a punish that you might not normally have access to.
  • Frame advantage: The amount of time (in frames) that you recover in relation to your opponent. If the data lists a move as +1, that means you recover one frame before your opponent. -1 means you recover one frame after your opponent. It’s important to note that, often, this number assumes that you hit with the first active frame of the move. As in, if you use attacks that have a high amount of active frames, and hit towards the end of the move, the frame advantage will be different.

So, as a beginner, the above information might be relatively straightforward, but if you look at any character’s moveset, they might have 50+ moves full of these same details. Ideally, a few good points of data to be familiar with would be:

  • The speed/properties of your fastest move – This should be straightforward. If you have an especially fast move, you can use it to get out of your opponent’s pressure – as in, they likely have to do something special to deal with that attack. On the other hand, if your character’s fastest move is slower than average, then you can’t really rely on mashing to escape your opponent’s offense.
  • The speed/properties of your reversal – You want to know this since it can affect what setups you could possibly escape. For example, in Persona 4 Arena, I had to know what characters possessed reversals with six frames of startup, as it would hit me out of my setup.
  • How fast your jump is (especially if you play an anime game) – This one kind of depends on the game that you’re playing, but if it has varied jump startups, that one frame could be the difference between you slipping out of your opponent’s offense. One of the many reasons Litchi was so good in BlazBlue: Continuum Shift was because her jump was three frames, while the average jump speed was four frames. That one frame let her jump out of offense easier than other characters.
  • The speed/properties of your backdash – In most games, characters tend to have similar backdashes, so here I would check whether or not your character falls into that group or not. Strong backdashes usually travel a long distance or have short recovery. If your character does have something unique, that’s another defensive tool you can add to your toolbox.
  • The speed/properties of your guard cancel – Like backdashes, these tend to be the same. I tend to make sure that my character’s guard cancel can’t be baited easily. The two easy things to check are whether or not it’s easy to low profile the guard cancel, and how easy is it to bait the guard cancel with jabs/moves with fast recovery. Occasionally, you run into characters with crazy guard cancels (I’m looking at you, CS1 Tao).
  • What attacks you have that are safe on block – Keep in mind that “safe” means different things in different games. For example, throws have one frame of startup in Guilty Gear, so if you’re too close to your opponent and you do something that’s -2, you can definitely get thrown. On the other hand, in a game that has slower attacks, a move that is -4 or -5 could be considered “safe.” Also, note that I described moves that have negative frame advantage. Just because a move is disadvantageous on paper doesn’t mean that the move is unsafe. 
  • Any moves with special properties – You want to have a clear understanding on any unique moves your character might have. This includes things like guard points, command movement (think rolls, command dashes, etc.), anti-airs, and so on.

The above are just examples, but even understanding these things just for your character will put you a step ahead of most players.

Action Steps

Use the above checklist to get your basic frame data essentials together. Again, not all of the items I listed apply to every game.

(Featured image courtesy of FGC: Rise of the Fighting Game Community)

Naptown Clutch V’s King of Fighters XIII Finals Highlight Midwest Talent

While the game’s presence at major tournaments has been diminished as of late, that doesn’t mean that there isn’t an active scene for King of Fighter XIII.  The game still makes appearances at a number of regional events, such as the recently concluded Naptown Clutch V.

Held in Indianapolis, Indiana this past weekend, Naptown Clutch V featured some of the Midwest’s best King of Fighters players, culminating in a battle between hometown hero NB|MexiKen and Chicago’s James Jr.

You can watch the finals matches from the event below.

Source: NB|MexiKen via Dream Cancel

UltraChen TV Streaming Live – Cultivation, Match Analysis, Evo 2016, and More with Snake Eyez

UltraChen TV is back with yet another broadcast of their Tuesday show. Tonight, UltraDavid and James Chen have invited special guest Darryl “Snake Eyez” Lewis to discuss the first episode of the documentary series dedicated to him, analyze a few matches, look ahead to the possible Evo 2016 lineup, and more.

The stream will be live in this article, but you can also visit Twitch to join the chat.

Watch live video from ultrachentv on www.twitch.tv

Source: UltraChen TV, featured image courtesy of Kara “Karaface” Leung

Vesper Arcade Breaks Down Dhalsim’s Moveset in Street Fighter V

Capcom recently released some information surrounding Street Fighter V’s first true zoner, Dhalsim. Now that the build featuring the fighter has had some time to circulate through a handful of outlets, we’re able to get a much better idea of exactly what to expect when he makes his return.

In the video below, Vesper Arcade pieces together footage from recent Winner Stays On sessions and IGN to give viewers a look at each of Dhalsim’s normals and specials, while offering insight into how to properly apply his V-Skill, V-Trigger, and Critical Art.

If you’re looking forward to punching opponents from afar, you’ll not want to miss this breakdown.

If you’ve yet to see Dhalsim in action in an actual match, be sure to check out the massive collection of footage from Canada Cup.

Source: Vesper Arcade via UltraDavid

Smash @ Xanadu feat. Super Smash Bros. for Wii U Streaming Live

The folks over at VGBootCamp recently went live with another installment of Smash @ Xanadu from Xanadu Games in Baltimore, Maryland. These weekly broadcasts provide a great look at the region’s Smash community, with tonight’s stream focusing entirely on Super Smash Bros. for Wii U and its recent patch.

The stream is live below, but you can also head on over to Twitch to join the chat.

Watch live video from VGBootCamp on www.twitch.tv

Source: VGBootCamp

Smash @ Xanadu feat. Super Smash Bros. for Wii U Streaming Live

The folks over at VGBootCamp recently went live with another installment of Smash @ Xanadu from Xanadu Games in Baltimore, Maryland. These weekly broadcasts provide a great look at the region’s Smash community, with tonight’s stream focusing entirely on Super Smash Bros. for Wii U and its recent patch.

The stream is live below, but you can also head on over to Twitch to join the chat.

Watch live video from VGBootCamp on www.twitch.tv

Source: VGBootCamp

Lythero Lets Loose in Super Smash Bros. for Wii U

The online experience for fighting games has plenty of similarities from title to title. Sure, the way in which characters choose to cram their fists into one another’s faces differs, but once you go online, you’ll invariably run into the same sorts of players: those looking to polish specific skills for when they take the battle offline, those looking to kick back and not have to worry about the stress of tournament brackets, and those looking to dole out stylish disrespect any way they can.

In his latest Super Smash Bros. for Wii U video, Lythero takes the fight online and taps into the power of some of the most crowd pleasing moves in the game. Falcon Punches and Ganoncides abound as he–and sometimes a partner–make quick work of all who oppose them.

Source: Lythero

It’s Mahvel Baby! Michael “IFC Yipes” Mendoza Discusses Marvel, Commentating, and More

If you pay any attention to the fighting game community, 28-year-old New York native Michael “IFC Yipes” Mendoza needs no introduction. Somewhat of a Marvel ambassador, he stormed into the scene by placing second in Marvel vs. Capcom 2 at Evo 2005, handing Justin Wong his first loss at the prestigious tournament along the way. Two years later, he won again, and consistently finished in the top eight after that. Of course, you can’t forget his countless (and oftentimes colorful) catchphrases, which still live on today.

In the Marvel vs. Capcom 3 era, Mendoza has established himself as one the best Dante players and the creator of the high-level Curleh Mustache invitationals, and is currently sponsored by The Steam Co. We recently sat down with this legend to talk about Marvel, commentating, future plans, and his thoughts on the scene.

Jason Yang: First off, how did everything start for you?

Michael “FC Yipes” Mendoza: I started off from first-person shooters. I was playing Unreal Tournament 99 for a long time. Then late 2003, my computer decided to die. I needed something else competitive so I started playing at my local arcade, Kobe’s World. I started dominating out here.

A lot of my close friends knew [Kevin “Dieminion” Landon], so he came through one time to our local arcade and he whooped my ass. I was like, “Who the *expletive* is this guy?” We became good friends from there. Then he told me I was pretty good and shouldn’t waste my talent, took me to Chinatown Fair, and the rest was history.

JY: I remember you placing second to Duc Do in Marvel vs. Capcom 2 at Evo 2005, then you won in Evo 2007. What was that like?

MM: 2005 was my first Evo, and surprisingly, I got second. I lost to Duc Do, but I beat Justin [Wong]. That was the first time Justin lost in Evo. That’s what lit the fire from there. I kept going to every Evo after that and getting top eight appearances. Every year I went, I kept getting better.

JY: What were your expectations like? Was the win unsurprising?

MM: No, it was more I can’t believe I was in Vegas. But I was 17 at the time so I couldn’t do anything. That’s when I found out being 21 was very important. In terms of the games, it was really fun. I used it as an excuse to travel for the first time in the United States.

Vegas is definitely my first place meeting all the west coast guys, because we always spoke on the Shoryuken forums and AIM. I used that as an excuse to play the west coast competition.

JY: What was the scene like back then? There was no YouTube, no live streams, and y’all had to resort to VHS.  

MM: In 2007 and 2008, the scene was lowkey. All the information was from Shoryuken. And because I’m a part of the Marvel vs. Capcom 2 crew, we used to go to zachd.com to watch our updated matches. That’s how we did our homework. The site is still up and running. Shoutout to Preppy P.

But once 2009 rolled around, that’s when we noticed YouTube and media like that. It has been growing since then. But back in the day, it was mostly holes in the wall, real underground sessions. If you wanted to get good, New York was the Mecca of Marvel 2 – and we still are in terms of Marvel. Players used to come across the state to train with us. And they got better coming to our spot. It was so underground that you wouldn’t know what was going on in the session. So it was a lot of rowdiness. Picture an underground beat boy battle. Picture that and incorporate Marvel. Except for dancing, it’s just showing off all the tricks in Marvel 2. And the difference in that time was you could get that every week, every day. And it was more exclusive.

I’ll give you an example: Season’s Beatings. There was no streaming at the time. For people to experience that energy, they had to see it live. That’s what actually delivered it. People came out from California, Canada, Texas, Detroit, New Jersey; you name it, and they came out to see it. Nowadays, you can catch it at home on stream.

JY: How has the scene changed since then?

MM: It’s a lot friendlier now. Back in the day was like a breakfast club type of thing. It was more clique-y back then, and little by little we started accepting new blood. That’s when we started to realize that this is getting big. I never expected to get this big. Before, I thought the fighting game community was more casual. But the blessing of these new games is this new blood stepping and taking interest in the games. That’s what changed the game. Of course, streaming showed the world. Before, it was a crew, beat boys battle. Now people see it for what it is.

JY: What’s your take on fighting games possibly reaching the level of other competitive games?

MM: It all depends on the presentations and productions, and how you can make the viewers understand what’s going on. Fighting games are more complex for regular gamers. They understand what’s going on in terms of energy bars, but not when it comes to frame data, how the opponents think, and meta. It all depends on how we can explain and showcase it to the public.

JY: There’s been a lot of discussion lately on what makes a good commentator. To you, what qualities does a great commentator need?

MM: A lot of great energy, a lot of knowledge to the game. Be playful with the people that are listening to the stream and just overall have fun. [Commentators] really have to do their research, in terms of like YouTube or a Brady’s Guide.

JY: Any up and coming commentators folks should look out for?

MM: Nobody really, from what I’ve seen. So far, Persia, UltraChen, Spooky. I would say Chris Matrix but he’s not in the scene no more. And Team PIE’s Sci.

JY: Another major conversation has revolved around the status of Marvel vs. Capcom 3. Is the game dying?

MM: No, not at all. Marvel vs. Capcom 3 started out with tons of hype. We waited ten years for it, and the new game brought out new blood. Now, the number is dwindling, but all the killers are staying behind. So now you are going to get nothing but top quality gameplay from here on out, because all the casual guys left. That happened with Marvel 2. It’s going down the same path as Marvel 2, and the Marvel 3 community is nice and healthy. It ain’t going nowhere.

JY: You used to say Marvel 3 is really simple. Is that why you don’t put in as much time in this game as Marvel 2?

MM: The only difference is in Marvel 2, I had a big base of players I always played with every single day. In Marvel 3, when I was grinding it, it was early on when the game came out. I was playing guys like MarlinPie, Bum, RayRay, and people who came to my house. It was very consistent. That consistency in practice is what makes me consistent. Now, I haven’t been going as hard as before. But that can always change with timing and scheduling. Marvel 3 is simpler, but it’s tough at top level.

JY: Do you think Chris G is the best Marvel player right now?

MM: The most consistent. He had a short offseason because of life, but he’s back on it. He’s looking really strong.

JY: Who’s ready to take him down?

MM: It’s kind of hard to say. I haven’t seen nobody take it to Chris besides guys like Justin. Recently, RF took him out, but I wouldn’t count RF because he travels once a year. But the players who consistently travel that can give him problems are Justin and [Ryan “Filipino Champ” Ramirez].

JY: Do you think Marvel 3 rivalries stack up to those we had in Marvel 2?

MM: Nah, not at all. There was a lot more hunger and the game was more prideful back in the day.

JY: So the guys succeeding in Marvel 3 today, would they have been successful in the Marvel 2 era?

MM: It’s two different games. Marvel 2 was execution heavy. For Marvel 3, there’s some execution there, but not to the standards you need in Marvel 2. You really need to work on your hand speed and dexterity for that game to play at a high level.

JY: Any thoughts on Marvel vs. Capcom 4?

MM: I just know it’s in Disney’s hands. Capcom is on a hot streak of putting out good products. Guys like [ Peter “Combofiend” Rosas], who comes out to the scene, he’s waiting for something to happen. In terms of versus games, if we can’t get Marvel, they should focus on what they have now, like Capcom All Stars. But it wouldn’t be the same because there aren’t any Marvel characters.

JY: What’s your relationship like with BROKENTIER these days? Still partnered?

MM: Yeah, me and Koogy are really good friends. We are working on new projects this winter. It was more so business at first, but we really got to know each other through the games. He’s an OG and used to play Guilty Gear back in the day. So what made us so comfortable working with him is because he came from that cloth — instead of a random guy who doesn’t know what FGC is, and comes and says, “Hi, I own a random business and let’s get it.”

JY: On the topic of sponsorships, what was it like being in Empire Arcadia as it developed?

MM: Back then, I never looked at it as a sponsorship. It was more family oriented. All my boys, SmoothViper, Kreymore, Dieminion, Chris Matrix, Executioner, Sanford, all my homies were in there. That’s what made it so comfortable for me. It was more like a prestigious club, if you will. I never considered it as a sponsorship. I actually paid for my flight and stuff like that off of my tournament winnings. The only time it took the route of sponsorship was when Empire Arcadia partnered with VxG, and for better or worse, that kind of went down the toilet.

JY: How did you first join up?

MM: It was back in 2004. I knew about these guys, because when I entered tournaments, they were the guys I was fighting against. So back in 2005, we made a crew called Dead Cell. The leaders at the time were me and SmoothViper. Basically, Triforce holla’d at SmoothViper saying he wanted Dead Cell under EMP’s umbrella. He really sold it to us, and I really liked their goal at the time. Everything just clicked at that time.

JY: Why did y’all decide to split?

MM: It’s more so the owner and I weren’t looking eye to eye. EMP was a great representation of gaming in general. But in terms of the owner’s view and the direction he was taking, it wasn’t for me.

JY: Can you share any future plans for Curleh Mustache?

MM: It’s very under wraps. There’s going to be a facelift. Be on the lookout next year.

JY: You’ve been a symbol of the fighting game community ever since you entered the scene. You’ve lived through the golden age, the 2009 resurrection, and present-day. In your mind, what do you think we need to continue being successful?

MM: Just a better representation. Always keep it fun. I never want it to be dry. I always want it to be hype. I want people to enjoy what they’re seeing, what they are watching, because obviously everybody that’s there in the flesh knows what’s up.

But the main goal is to get all the viewers at home to come and experience what the fighting game community is all about. And to really optimize that is to have positive representation. So you know, no crazy N-bombs, you know what I’m saying. You can be yourself, just more of a positive representation. That’s how I’m looking at it. I think that’ll bring in more people.

We also need to have a better understanding of how to help people at home who have nothing to do with fighting games. People watch fighting game tournaments for the hype and the energy, not knowing what’s happening on the screen. So our job is to help them understand what’s going on and have fun with it at the same time.

JY: Anything else you’d like to add?

MM: No, everything is good. The fighting game community has been treating me well ever since I started. I have no gripes. Everything is perfect for me right now. Everything is beautiful.

For more IFC Yipes, be sure to follow him on Twitter and Facebook.

Mr. Wizard Wants Your Opinions on Evo 2016’s Lineup

With a shiny announcement trailer now available, Evo 2016 planning is officially in full swing. Naturally, discussion has turned to which games should be included in the main lineup, and heated opinions on all sides are filling social media with discussion.

While specifics have yet to be announced, organizer Joey “Mr. Wizard” Cuellar has taken to Twitter to ask the community for their thoughts on three key issues: should Ultra Street Fighter IV return to Evo alongside newcomer Street Fighter V, how many Smash games deserve a spot on the main stage, and which Smash game you would include should only one be chosen.

Now, we would normally put together polls of our own to gauge public opinion, but Cuellar has made use of Twitter’s spiffy new features to let folks quickly vote on his timeline. You’ll find all three of these polls below along with a fun bonus concerning Evo’s naming structure; feel free to follow up in the comments with an explanation on why you voted the way you did.

Evo 2016 is scheduled for July 15-17 in Las Vegas, Nevada.

Source: Mr. Wizard

‘Cultivation’ Premiere Follows Darryl “Snake Eyez” Lewis from Compton to Las Vegas

Earlier today, the folks over at Red Bull dropped the very first episode of Cultivation: House of Snake Eyez. As the name would suggest, this documentary series aims to follow newly signed fighting game player Darryl “Snake Eyez” Lewis as he travels the world leveling up in Street Fighter.

This first episode opens with a bit of Lewis’ history growing up, from his beginnings in Compton to his first major tournament win at Evo 2010. While much of the fighting game lore may be old hat to frequent readers of our site, the insight this opening installment gives on the Zangief master’s background lays the foundation for a promising series.

New episodes of Cultivation: House of Snake Eyez are scheduled to debut on a weekly basis leading up to Capcom Cup, so stay tuned for more.

Source: Red Bull via UltraChen TV