Frame Data

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Reading Frame Data: Keep It Simple at the Start(up)
Reading Frame Data: Keep It Simple at the Start(up)
streamed Jan. 20, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC
mario050987·youtube.com·
Reading Frame Data: Keep It Simple at the Start(up)
BossBabyFan2020 on Twitter
BossBabyFan2020 on Twitter
Hi folks,I want to share something I've been working on:A functional damage calculator for #GGST.Select an attacking and defending character, starting RISC level, a series of moves from the dropdown menus. Then the calculator will spit out your damagehttps://t.co/5cpiJwEGOu— BossBabyFan2020 (@qawmame) September 18, 2022
mario050987·twitter.com·
BossBabyFan2020 on Twitter
Gelatin on Twitter
Gelatin on Twitter
Contrary to popular belief, FD is NOT bugged!FD itself does not interact with the input buffer at all! In fact, the most likely cause of errors is mistimed tap FD inputs. And this behavior is 100% intended and is even present in Xrd.Full video below!#GGST https://t.co/XhS3dm1swj pic.twitter.com/7geWkIypRv— Gelatin (@bearhugprime) February 14, 2022
mario050987·t.co·
Gelatin on Twitter
Fighting Game Tips : FRAME TRAP
Fighting Game Tips : FRAME TRAP

Chunked Summary Chunk 1: Understanding Frame Traps

Concept: Frame traps are sequences where you intentionally leave a small gap between attacks to bait your opponent into pressing a button, which you can then punish.

Example: Using a fast jab, then waiting a frame or two before following with a combo starter.

Key Point: The goal is to make your opponent feel safe and then capitalize on their mistake.

Comprehension Questions & Answers:

Q: What is the main goal of a frame trap? A: To bait the opponent into attacking during a gap so you can punish.

Q: Why is leaving a small gap important? A: It makes the opponent think it’s safe to act, triggering a punish opportunity.

Action Steps:

Practice identifying safe gaps in your attacks.

Experiment with short delays between moves in training mode.

Chunk 2: Timing and Punishment

Concept: Success relies on precise timing; too short or too long a gap can make the trap ineffective.

Example: If the gap is too long, the opponent might block safely; if too short, they won’t press a button.

Key Point: Frame traps exploit reaction patterns, not raw speed.

Comprehension Questions & Answers:

Q: What happens if the frame gap is too long? A: The opponent can block safely and avoid punishment.

Q: What does a well-timed frame trap exploit? A: The opponent’s tendency to react automatically or press buttons impulsively.

Action Steps:

Record yourself practicing frame traps to observe timing accuracy.

Adjust frame gaps based on your character’s speed and opponent habits.

Chunk 3: Reading Opponents and Mind Games

Concept: Frame traps are as much about psychology as mechanics. Observing your opponent’s tendencies is key.

Example: If a player likes to mash buttons after a jab, a frame trap can catch them consistently.

Key Point: Customize frame traps based on the specific opponent, not just general theory.

Comprehension Questions & Answers:

Q: Why is opponent observation important for frame traps? A: To exploit predictable reactions.

Q: Can frame traps work on all opponents equally? A: No, they are more effective against players who act impulsively.

Action Steps:

Keep track of common reactions from opponents during matches.

Practice adjusting your frame trap strategy mid-game based on observations.

Super-Summary (All Chunks Combined)

Frame traps are a strategic tool in fighting games that involve intentionally leaving a small gap between attacks to bait opponents into pressing a button, which you can punish. Success depends on precise timing and reading your opponent’s tendencies. Effective frame traps blend mechanical execution with psychological insight: the gap must be just right, and the trap should target predictable behavior. Practically, you can train in practice mode, analyze opponent habits, and adjust your timing to consistently punish unsafe reactions.

Actionable Steps:

Practice short delays between attacks in training mode.

Record and review timing to refine execution.

Observe opponents to identify exploitable patterns.

Adjust frame traps dynamically during matches.

Optional 3-Day Spaced Review Plan

Day 1: Watch the video again and summarize key points in your own words.

Day 2: Practice frame traps in training mode and note timing gaps that work.

Day 3: Play casual matches applying frame traps; review which setups successfully baited opponents

mario050987·youtube.com·
Fighting Game Tips : FRAME TRAP
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】基礎データまとめ_Ver.1.007いつもの。ゴールドルイス以外は調整入ってない筈なので、据え置きです。ご了承をば。#GGST #けだこフレーム表 pic.twitter.com/vxYT9g4iA2— TRL | けだこ@野生のフレームおじさん (@kedako_faital) July 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】バーストゲージまとめ_Ver.1.005情報量が多めなので画像参照。今回は基本的に時間経過による情報しかまとめてません。攻撃を当てた際の増加量に関しては、トレモで調べても計算式でるか非常に怪しかったので今回は一旦置きにしてます。#GGST #けだこフレーム表 pic.twitter.com/pEfHl2o2CX— TRL | けだこ@野生のフレームおじさん (@kedako_faital) July 18, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
空中行動回数を使いきった後に黄色RCを食らっても空中行動回数が復活するがなんの役に立つかはまだわからない #GGST #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/Sr9r2Rx7Kw— wikiの人 (@kuroro_w) July 3, 2021
mario050987·twitter.com·
wikiの人 on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
空中黄色RCしたらJ行動回数復活した #GGST #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/nCIYbJIGf0— wikiの人 (@kuroro_w) July 3, 2021
mario050987·twitter.com·
wikiの人 on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】ガード Ver.1.003説明が長くなるので画像参照で。空中ガードは打撃攻撃と飛び道具でガードの処理が違うっぽいです。#GGST #けだこフレーム表 pic.twitter.com/3cAAgfrVrV— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Tested all buttons from 3f to upto 17f and noticed that YRC is -16 on block which means that Potemkin 5HS punishes that which is 16f startup #GGST pic.twitter.com/ceXImRDehf— TA | wauhti ❄️ (@SpiidiOnNoita) June 24, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
Frame Data and Hitbox Data Explained | Guilty Gear Strive Guide
Frame Data and Hitbox Data Explained | Guilty Gear Strive Guide
Hey all i feel like this is an important topic to cover if you want to delve deeper into understanding how moves interact in Guilty Gear Strive and how this explains some of the moves interactions that happen in matches: 00:00 - Intro 01:04 - What is Frame Data? 09:51 - How Frame Data is Balanced? 11:01 - What is Hitbox Data? 18:00 - Importance of Hitbox Knowledge 19:58 - Thank you for Watching! Please subscribe and follow me on twitter to stay up to date! ----------------------------------------------------------------------------------------------------------- Twitter: https://twitter.com/BachiruBB Twitch: https://www.twitch.tv/bachirubb #GGST #GuiltyGearStrive
mario050987·youtube.com·
Frame Data and Hitbox Data Explained | Guilty Gear Strive Guide
Richard Nguyen on Twitter
Richard Nguyen on Twitter
I finally got back to test YRC dead angle in #GGST- YRC is +10 on hit- Zato can 2D (10f) with no gap- Zato cannot 2S (11f) with no gap- Zato can run up throw even against Sol 5k, if YRC was done point-blankCorrect me if I'm wrong though. I was testing vs Sol fS https://t.co/naxZ4A2DsI— Richard Nguyen (@RichardWinz) June 22, 2021
mario050987·twitter.com·
Richard Nguyen on Twitter
Fuzzy Blocking [Fighting Game Mechanisms]
Fuzzy Blocking [Fighting Game Mechanisms]
Fuzzy blocking is a technique that can be used to consistently block high-low mix ups without guessing. This video explains how it works and how you can apply it to your game. Make your opponents work for those hits! Option Selects: https://youtu.be/rBLpz369i7Q Power of Blocking: https://youtu.be/Zrrf0ATjKIA FG essential knowledge playlist: https://www.youtube.com/playlist?list=PLugPOu6NUTaMHSyoG5n09xe6tnFxUGpsK FGC Player and Event Finder: https://www.sealeafdojo.com/ Twitter: https://twitter.com/SeaLeafDojo Twitch: https://www.twitch.tv/sealeafdojo Facebook: https://www.facebook.com/SeaLeafDojo/
mario050987·youtube.com·
Fuzzy Blocking [Fighting Game Mechanisms]
Ian Manderville on Twitter
Ian Manderville on Twitter
Quick reference list of every character's fastest button. Grabs will beat out a move if they hit on the same frame. Normal Throws are universally 2 frames. #GGST pic.twitter.com/AFYX3mtpHh— Ian Manderville (@BD_Corro) June 13, 2021
mario050987·twitter.com·
Ian Manderville on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】【日刊フレーム表】闇慈_簡易フレーム表_Ver.1.003諸事情で昨晩上げられなかった分です。https://t.co/eVDUn3yHTI#GGST #けだこフレーム表 #日刊フレーム表— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 12, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
#ky #guiltygear #ggstrive So something I talked about when the game was first announced and have continued to do so is my RC vs you etc.. and even ghetto ways of using drift RC to punish etc.. so heres a example of using it as your almost alpha counter or reversal however you want to think of it.. of course what character punish what is always different but heres a example.. normally ky cant punish this from this distance with a normal(yes you can slide but for sake of video and example throw me a bone here), and if you do the normal alpha counter in the game obviously nothing, but if you stutter, then Drift RC you can use it as a bizarre punish.. of course mid screen another example where you normally have to IB at this distance as ky vs ky to punish, but with this you can even drift rc to punish.. and finally another ghetto way of using the drift RC to punish stuff in abnormal way. Anywho on that note honestly I think kys fireballs frame data is pretty ridiculous in this game for a simple game they really went to far with toning down this move and playing it safe. Oh ya on another note I suppose in terms of punishing this and that, this game seems to have much more so than others a pretty noticeable difference in terms of blocking and standing block when it comes to how far you are pushed back as well which effects what is punishable and what not
mario050987·youtube.com·
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
Space Jam Sakuga 作画 MAD on Twitter
Space Jam Sakuga 作画 MAD on Twitter
#GGST IMPORTANT TECH, Counter slowdown is not cosmetic it functions like RC slowdown andopens up new links pic.twitter.com/oQNWXNrb8p— Space Jam Sakuga 作画 MAD (@DocChutney) June 11, 2021
mario050987·twitter.com·
Space Jam Sakuga 作画 MAD on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】攻撃Lv._Ver.1.002現在判明してる分だけ。全部埋まるかどうかはアークのみぞ知る。#GGST #けだこフレーム表 pic.twitter.com/bU00Qme2kF— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 9, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
CAG / Dogura(どぐら) on Twitter
CAG / Dogura(どぐら) on Twitter
空投げで対空しようとしたら掴めない〜ってのが昨日結構あったけど、間合い狭くなった?もしくは発生3になったから?早いキャラ相手に地対空なんてやる機会そこまで無さそうだから、空投げ周りはかなり気になる。— CAG / Dogura(どぐら) (@maneater_dgr) June 8, 2021
mario050987·twitter.com·
CAG / Dogura(どぐら) on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Didnt know frame advantage on stage transition depends on move u used. xD#ggsthttps://t.co/SFzVahcUza pic.twitter.com/VZlvmjL2lw— vryu先生 (@vryu123) June 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter