Considering working on a project for a fighter I've been infatuated with
as of late which involves compiling complete frame data. I understand
how frame data is used an applied for the most part but how the data is
gathered to begin with is what I haven't fully grasped yet.
using frame-by-frame advancing tools, I can record, what I consider to
be the most basic of frame data compilation, the start up of "striking"
attacks (not too sure how to go about normal and command throws though).
However, I'm not really sure what I should be looking for or at exactly
when it comes to the subjects of: Duration, Active Frames, Frame
Advantage/Disadvantage, and Recovery.
Startup This is fairly
simple to examine: Observe the character's neutral animation, execute
attack, advance frame by frame until hit spark (or some indicator of
contact) appears. The number between the neutral starting point and
where the connection/hit lies would be considered as startup. (I can't
help but feel that there are some exceptions to this that I may be
overlooking though). *Jump Startup Not too sure how to
determine this. How does one go about finding when a character has
reached what would be considered the "airborne" state?
How is normal and command throw startup determined (especially in the case where throws start in 0F)
Total Duration Total
time it takes for character to return to neutral position after
executing an attack. This one is kind of tricky for me as I've had
mentioned to me a few times that there are, in some cases, frames where a
character may seem to have returned to the neutral state but those
frames are in fact still part of the total duration.
How does one confirm when a character is absolutely and fully returned to the neutral state?
Active Frames How long an attack remains in an attacking state. Fortunately, I have a hitbox viewer that displays active frames and I can easily just frame advance and count off but...
How would/should active frames be calculated without hitbox display tools?
Frame Advantage/Disadvantage One of the easiest ways to determine frame advantage (usually guarded advantage) is to have the opponent block an attack and have both (usually mirrored) characters IMMEDIATELY JUMP upon recovery. The character leaving the ground first in that situation is considered to have advantage. However, since I'm compiling data, I'd like to have numbers to work with as reference.
How are +/- frames calculated and what factors should be considered when trying to determine the numerical value of frame advantage/disadvantage? Are there other methods of calculation aside from the "1F jump" method?
Recovery How long a character takes a character to return to the neutral state after an attack has landed(?). Not really sure how to define this but the term seems to tie closely to duration and +/- frames. Maybe someone can elaborate on this before I can consider adding this to the data.
So basically, I need to know what are the best methods of use to calculate frame data with limited tools, what tools should I consider acquiring (if available) to make the process less of a headache, and whether or not there are any unconventional methods for compiling data out there that has been overlooked.
"Regardless of what they knew and could do, the 360 d-pad undid them." - Book of Rioting Soul
**Team Grain of Salt** 7/11