Pokkén Basics Chapter 4 Part 1 How to Read Frame Data
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Last chapter we covered field phase strategy in its entirety. In order to go into that same level of depth in duel phase, we have to learn frame data.
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4.1 What is frame data and why is it important?
4.2 Breaking it down
4.1 What is frame data and why is it important?
Frame data is the mathematics of all the attacks and movement options in a video game. Pokkén Tournament, like other fighting games, runs at 60 frames per second. Meaning 60 still images are played quickly one after another on the screen every second to give the illusion of movement. Frame data measures the speed of attacks and other actions in frames. The fastest attacks in Pokkén are 11 frames or 11/60ths of a second.
Why is frame data important? Knowing frame data is the only way to have a true understanding of what is happening on the screen. If you're blocking an attack or sequence of attacks, the best way to know what your proper response should be is to know how fast your and your opponents moves are and what their properties are on hit and block. That is what frame data tells you. So let's get into how to understand and read frame data. If you click the link at the beginning it will actually take to a key that gives a brief explanation of how to read the information, but I'll explain it here anyway because Part 2 of this chapter will get complex quickly if you don't understand how to read it.
4.2 Breaking it down
As I mentioned, every attack has a speed or startup that it comes out. Secondly, it has a set number of active frames, or the amount of time the attack has a hitbox and can damage an opponent. Lastly, there is recovery of the move. This is how long it takes the attacking character to move freely again after executing their move. How fast you can recover, or move again in relation to the opponent changes on hit or block. Recovery frames on whiff are not in the frame data document, but strong attacks generally have longer recovery animations than light attacks and therefore can be whiff punished easier. the following will be an overview of how to read the frame data spreadsheet using a local copy I have. Your values may be slightly different as values get updated regularly as errors are found.
In the frame data document, created by the AppleBOOM (the person who manages it changes periodically) you will see something like...
-The first column has the command for your attack in numpad notation. This corresponds to the numbers on a keyboard number pad so 6A for Blaziken is forward A or Blaze Kicks.
-Type is whether the attack is a normal, a grab, or a counter attack. N/A is for movement options like air dashes or things like Synergy Burst shockwaves.
-Imp is short for impact. That's the startup of your attack. So as you can see Blaziken's 6A or Blaze Kicks, starts up in 15 frames. Also written as i15.
-Blk is the frame data on block. I'll go over the numbers shortly.
-Hit F is for hit frame data in field phase and Hit D is for hit in duel phase. Here you can see all the attacks that will instantly cause a phase shift from field to duel.
In the Hit and Block columns, there are all these numbers. These numbers show how fast the attack recovers in relation to the opponent. In other words, after an attack hits or gets blocked, this information shows who gets to move first. For example, Blaziken's 5Y (listed as Y) in duel phase is -4 on block. And 0 on hit. This means that if the opponent blocks your 5Y, you won't recover (be able to move again) until 4 frames after your opponent can move. Blaziken's 5Y is also 0 on hit. So if you hit the opponent, both characters will recover at the same time.
The rest of the columns are:
-Phase shift points which I explained in chapter 1 which is an invisible counter that causes a phase shift once it hits 12.
-Damage is self explanatory,
-Height is where a move hits, explained in chapter 2, and then there's notes. This is where you'll see things like counter piercing, recoil, and other propertiers.
All of these columns are important, but where people get tripped up is trying to memorize the numbers in the hit and block sections. Or just being lazy and not even remembering the notations for all the moves. Now you know how to read frame data. In part two of this chapter, I'll explain how to properly utilize it to gain an advantage in matches.
Cool information:
Average human reaction time according to Human Benchmark Test https://www.humanbenchmark.com/tests/reactiontime/statistics is about 17 frames (283 milliseconds). Combined with Pokkén's input delay of 9 frames http://forums.shoryuken.com/discussion/comment/10974565/#Comment_10974565, it means that on average, people will be able to react to moves that are around 26 frame or slower, but moves 25 frames and faster are very difficult to interrupt on reaction.