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.
Say it
“The heavy attack should be 18 frames of startup, 4 active, 30 of recovery: strong but punishable if it misses.”
Where you’ve seen it
Fighting game communities publish frame data for every move, and many modern games such as Street Fighter 6 show it live in training mode.
Not to be confused with damage
Damage is what a move does if it lands. Frame data decides whether it lands, and what happens to you if it misses.