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Thread/video that explains how frame data works and frame trapping?

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Lavani

Indigo Destiny
Joined
Oct 24, 2014
Messages
7,256
The game runs at 60 frames per second, thus 1 frame is 1/60 of a second. Frame data is the exact measurement of how much time actions take to start, end, etc. A character with good frame data, such as Mario, has attacks that are quick to start and quick to end. A character with poor frame data, such as Dedede, has attacks that are slow to start and slow to end.

Knowing the exact amount of time actions take allows for mathematical confirmation as to what can be used to punish an attack on shield, or whether a sequence of moves can actually combo. Some examples:

- Zelda's dthrow has 18 frames of endlag, and it takes her 6 frames to jump and 14 frames to uair. At 38 frames total, this can all be done before the opponent is able to airdodge out of dthrow hitstun and confirms dthrow>uair as a combo.
- Bayonetta's nair has 6 frames of shieldstun and 10 frames of landing lag. If she lands the frame after hitting a shield she's at a 4 frame disadvantage ("-4 on block"). While the fastest grabs in the game are frame 6, if she lands in her opponent's grab range she doesn't have anything fast enough to escape an opponent's grab in those two frames she's able to act, so she can be punished for poor spacing.
- If Marth's tipper fsmash is shielded on frame 12, he's -27 on shield. This is enough time for Corrin to drop her shield (7 frames) and fsmash (17 frames; 24f total) during Marth's endlag.

Frame trapping refers to a situation where you introduce a gap in a string where you can punish your opponent for trying to mash something out. In the context of Sm4sh this would primarily involve something like slightly delaying your next fair in a :4mewtwo: fair string, so your opponent tries to double jump out but gets hit immediately after and is now offstage without a double jump.
 

Luuso

Smash Rookie
Joined
Jun 6, 2016
Messages
10
The game runs at 60 frames per second, thus 1 frame is 1/60 of a second. Frame data is the exact measurement of how much time actions take to start, end, etc. A character with good frame data, such as Mario, has attacks that are quick to start and quick to end. A character with poor frame data, such as Dedede, has attacks that are slow to start and slow to end.

Knowing the exact amount of time actions take allows for mathematical confirmation as to what can be used to punish an attack on shield, or whether a sequence of moves can actually combo. Some examples:

- Zelda's dthrow has 18 frames of endlag, and it takes her 6 frames to jump and 14 frames to uair. At 38 frames total, this can all be done before the opponent is able to airdodge out of dthrow hitstun and confirms dthrow>uair as a combo.
- Bayonetta's nair has 6 frames of shieldstun and 10 frames of landing lag. If she lands the frame after hitting a shield she's at a 4 frame disadvantage ("-4 on block"). While the fastest grabs in the game are frame 6, if she lands in her opponent's grab range she doesn't have anything fast enough to escape an opponent's grab in those two frames she's able to act, so she can be punished for poor spacing.
- If Marth's tipper fsmash is shielded on frame 12, he's -27 on shield. This is enough time for Corrin to drop her shield (7 frames) and fsmash (17 frames; 24f total) during Marth's endlag.

Frame trapping refers to a situation where you introduce a gap in a string where you can punish your opponent for trying to mash something out. In the context of Sm4sh this would primarily involve something like slightly delaying your next fair in a :4mewtwo: fair string, so your opponent tries to double jump out but gets hit immediately after and is now offstage without a double jump.
Thank you for this explanation! I will now read it.
 
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