Many of the blog entries have a Frame Data section:
Execution - pertains to strike and throw options. Execution refers to the time it takes from the initiation of the move to when the move can make contact to the opposing character.
Active - the portion of the move that makes contact to the opposing character.
Contact Effects - The contact an attack makes to an opposing character can cause a variety of contact effects. These contact effects are usually categorized as either:
- Guard (G) - the contact effect when the opposing character successfully guards against the strike.
- Hit (H) - the contact effect when the opposing character gets hit by the strike.
- Counter Hit (CH) - the contact effect when the opposing character gets counter hit by the strike.
- Throw (T) - the contact effect when the opposing character gets successfully thrown.
- Throw Escape (TE) - the contact effect when the opposing character escapes the throw.
- Reversal (R) - the contact effect when the opposing character' move gets reversed.
Total Frames - The time it takes from the initiation of the move to complete recovery. Generally, this data represents the total frame of the move when no contact is made against the opposing character.
Version: VF5FS Version A.1
References:
1. VFDC Frames Guide (VF4) - for a detailed description on frame data.
Last Updated: September 28, 2014
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