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Frame data

Also said as Startup, active, recovery

Any attack can be measured in three stretches: startup before it can hit, active frames when it can, and recovery before you can act again.

These three numbers define what a move is for. A fast start makes it safe to use at any time, a long active time makes it easy to land, and a long recovery is what your enemy punishes.

“The heavy attack should be 18 frames of startup, 4 active, 30 of recovery: strong but punishable if it misses.”

Fighting game communities publish frame data for every move, and many modern games such as Street Fighter 6 show it live in training mode.

Damage is what a move does if it lands. Frame data decides whether it lands, and what happens to you if it misses.

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