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If you know startup of the move and how good/bad it is on block hit etc you can calculate with frame data when you can press or risk reward of certain moves
Can you put it in newbie language?
Anyhow, I know that each Tekken character has 100 moves, and there are like 30 characters, so that means you need to memorize the frame rate for 3,000 moves?
Am I wrong?
Game is 60 fps so if something is 30 frames it would take half a second.
Startup frames: how much from pressing a button to the move hitting.
On block frames: how long it takes to recover after said move is blocked, usually minus frames (you can't do anything for x frames so they can hit you back), sometimes +frames (the opponent is the one who has to recover even though he blocked).
On hit: similar to on block but usually more plus frames.
Punishment: when you block a move and the opponent is at minus you can answer with a fast enough move to get a guaranteed hit, ideally the biggest move you can do in those frames.
You don't need to memorize all the moves, just the most important and most used ones.
you should try to remember a couple punishes for each character.
People call it frames in reference to the fact that the game runs at 60 frames per second, so it's easy to quantify how fast a move is based on the number of frames a move takes to start up (as well as how many frames a move gets of advantage or disadvantage state on hit/block/whiff). Knowing the exact numbers of the frame data of specific moves IS very helpful to categorize different types of attacks and how to deal with them, but for now just understand that some moves will beat out others in specific situations because they will come out faster.
PhiDX has some guides on Youtube regarding basic frame data and frame traps that would be good to watch to understand what all of that means. Those guides (among others as well) would be a great place to start to understand the basic concepts (and hopefully make the numbers look less scary!)
https://youtu.be/_R0hbe8HZj0
This video explains frame data fairly well.
If you are SUPER nerdy at the game you probably could lol, but the truth is 99% of the time most characters use like 10-20 moves at most regularly (a lot of stuff is either really situational or just combo filler). It's not necessary to memorize frame data for all moves, mainly because many moves will share universal qualities (many moves will have certain start up speed or disadvantage on block).
Your opponent does a big punch on you. If it hit he would have done a combo. But you blocked it. Your opponent is now not able to block for a while because you blocked this big slow move. You can hit him with a move that is as fast as he is now slow.
The translation of that in frames is. He uses a bg llig launching punch. You block it. You are now + 16 and he is -16. This means he can't block for 16 frames. So you can hit him with any move that is 16 or faster.
You don't need to know the frames. Just understand that some moves are more punishable than others. Sometimes you have to jab.
Kinda in right direction but to a noob I think it stil sounds confusing.
You know when enemy throws out a large move that is one of those juggle starters everyone whines about?
In most cases you can block these huge juggle starters and LAUNCH the enemy into your own juggle and they are not allowed to block.
That is my explanation of how frames work to noob to jumpstart the engine for them.
This is also good to watch
Some moves have very long delay when blocked and some put more delay on the blocking character.
You don’t need to memorise everything but it’s good to know your character. If you play wisely you will always be faster than your opponent. Even if they block your certain moves you still be faster to make another attacks. This way you can put seemingly impossible to stop constant pressure.
https://youtu.be/rvQks7styUM?list=PL45-KVgrSkf6CfB30eMjvcqf8O-WTByp2&t=635