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Precise numerical properties describing the timing characteristics of every move in a fighting game, measured in video frames (typically at 60fps, so 1 frame = 16.7ms). Frame data comprises three core components: startup frames (how many frames after input before the attack hitbox becomes active, determining how quickly you can interrupt or beat an opponent); active frames (how many frames the hitbox remains active, determining the move's threat window); and recovery frames (how many frames the character remains committed to the animation after the attack ends, determining vulnerability to counter-attack). Derived concepts include 'on hit advantage' (if the move connects and hits the opponent, how many frames ahead or behind you are) and 'on block advantage' (if the opponent blocks the move, how many frames ahead or behind you are). A move that is -5 on block means the opponent has a 5-frame advantage after blocking it, if they have a 4-frame startup normal, they can punish you; if their fastest move is 6 frames, you're safe. Mastery of frame data allows competitive players to construct 'punishable on block' knowledge (which moves they can respond to), 'safe pressure' sequences (attacks that cannot be reversal-punished), and meaty setups (timing active frames to coincide with the opponent's wakeup). Most modern fighting games display frame data in training mode directly, removing the need for external resources, Street Fighter 6 and Tekken 8 both feature built-in frame data display.
For new players
Frame data tells you exactly how fast and safe every move is. A -5 on block move means the opponent can punish you if you use it carelessly, high-level players use this knowledge to know which moves are risky.