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Understanding Frame Data

July 5, 2009

Understanding Frame Data

 

Frame data, some of you might have heard of it, some might even know a little about it, while most newcomers that have no fighting game background might not know anything about it. Why is frame data important? Well, I’m sure you’ve all heard the famous quote “knowledge is power,” frame data is a huge part of knowing which moves leave you vulnerable and which moves leaves your opponents vulnerable to getting punished.

Understanding frame data can open up new doors when trying to become a better player, you’ll understand what is “punishable” on block and what to maximize damage with using the right “punisher” which could make all the difference in ANY FIGHTING GAME. (Warning: Bit of a read down below, it could teach you something though, just make sure to go grab yourself a coffee or something, haha.)

I would first like you to read SDTEKKEN’s Frame Data Guide before going on. After having read the guide, you should somewhat grasp the idea of why frame data is important and how it can be useful to your game.

A couple things I would like to point out in that article. Since the guide was made back in the time of Tekken 5: DR, there used to be characters who had 8 frame jabs, this is no longer the case since Tekken 6 to T6:BR. Namco has specifically stated before Tekken 6 the arcade version was even realized that there will no longer be 8 frame jab characters, and it was made universal across the board that every character has a 10 frame jab.

Though Jack and Ganryu are the only two that do not have a standing 10f jab, since Jack’s standing 1 jab is 13f while his standing 2 jab is 11f, and Ganryu’s standing 1 jab is 12f. No worries though both have something to compensate for their lack of a 10f jab punisher. Jack’s 10f punisher is f+2, and Ganryu’s is b+1+2.

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Alright the next thing I’d like to bring up is the “Safe on block” section of that guide. In that guide it only talks about one safe-on-block scenario and that’s the “safe due to pushback” scenario. Certain moves in this game could actually be -10 on block (i.e. Bryan’s b+4 in the open), but “safe” since it’ll push the opponent away on block so that no one’s 10f punisher could reach, thus “safe due to pushback.” Though keep in mind, against the wall at certain angles moves like this some times never give pushback, and leaves them open for easy punishment. Alright, the next scenario is, well exactly what it says “safe on block” cases. Since the FASTEST move is 10f, anything -9 or less on block would be 100% safe from any type of guaranteed damage on the opponent’s part.

Optimizing Damage
One of the reasons for looking up frame data is to find which moves are punishable or not, another reason is to look up your own character’s best punishers for things that are a bit worse on block, now let me explain what I mean.

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I’ll be using Law for the example. Alright so Law has 12, 112, and 2f22 for his 10f punishers, his best option for “guaranteed damage” would be 2f22, which will give him (9+6+12) 27 dmg. For his 12f punisher he gets 4,3 and 3,4. 4,3 does 30 dmg, while 3,4 does 38 dmg AND it gives a knockdown (KND). So the best option here would clearly be 3,4 for his 12f punisher. The hard part about this is application, knowing what is -12 is fine, but if you keep punishing with just a normal 1,2 jab punish over some of the better options you’ll be missing out on a lot of free damage.

Generally the average speed of a launcher found in Tekken would be 15f, which is quite common among the cast, though keep in mind not all have 15f launchers from both standing and FC. This is how we differentiate between a character that has good vs. bad punishers. Some of the better punishers in the game like Law have a good 10f jab punisher, 12f KND punisher, 15f launcher, and from FC a 11f ws punisher, 13f knd ws punisher, and a 15f ws launcher. That’s pretty much as solid as it gets, though very few have an exceptional 14f standing or 14f FC launcher.

As I mentioned the hardest part about this is application. The problem I see with some of the new/inexperienced players is that even when they block a low that has a huge stagger on block they would still only use their ws 11f punisher, out of habit. A good player will be able to distinguish between launch punishable moves and punish accordingly, an even better player would use their optimal punisher for -12s and so on.

Tekken 6: BR Frame Data
Alright so now we know what frame data is for, but where to go find it? Unfortunately there isn’t a site where they have all the frame data listed for all the characters, though a Japanese site by the name of inatekken-wiki has some info up on their site, and for now it’s the best we’ve got.

By this point I’m going to have assumed you’ve read the notations section of the SYSTEM‘s page by now.

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You’ll notice once you open up the site if you scroll down you’ll see this grid, the big grid is the names of the characters.  Here is the grid again, translated below in english:

Lars Alisa Leo Zafina
Miguel Bob Jin Kazuya Asuka
Lili Hwoarang Xiaoyu Christie/Eddy Feng
Lei Lee Paul Law Steve
Marduk King Armor King Julia Ganryu
Nina Anna Yoshimitsu Bryan Jack-6
Kuma/Panda Roger Jr. Wang Bruce Baek
Raven Dragunov Devil Jin Heihachi Mokujin

Alright next step after clicking on the character, you’ll notice this next page.
/
This one’s of Steve, hehe.

Click on the one I’ve circled, and it’ll open up your character’s frame data list. And there you have it, precious frame data. Though keep in mind not all of it is 100% accurate, since it’s not constantly updated, but it’s a good place to start.

After opening up the page, you’ll see columns and rows of information, just to clarify. The columns go in this order (from left to right): Move Name [技名], Command [コマンド], Hit Range [判定](high[上], mid[中], low[下], stance[特殊], unblockable[ガ不]), Damage [ダメージ], Speed the move comes out [発生], On Block [ガード], Hit [ヒット], Counter Hit [CH], and Note [備考].

*Note: Keep in mind the damage numbers listed are at 100%, though in BR (console version) they up-scaled the damage on standing opponents by 20% to compensate for the lifebar increase from Tekken 6 to BR, from 160 HP ~ 180 HP.

So, if you guys want to check out how the current scaling goes, be sure to check out my Understanding Damage Scaling article.

Whew, alright now that was a very long post, and took a hell of along time. This should be very useful information if you’ve been player looking for frame data, or if you’ve just didn’t know what frame data is. Hopefully it was somewhat enjoyable to read, and you’ve gotten something out of it.

Updated: 12/25/09

-MYK

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20 Comments leave one →
  1. ())_CRAYOLA_))> permalink
    July 5, 2009 10:28 am

    Crap… can you delete my previous comment? Looks like you’ll have to input the HTML code in your admin panel. Comment box won’t display the HTML codes for tables.

    Sorry for the inconvenience.

  2. Smackey Frost permalink
    July 5, 2009 4:10 pm

    also buktooths frame trainer guide is pretty useful in understanding the basics of frames. start up, activation, and recovery.

  3. July 6, 2009 1:43 pm

    Keep up the good work MYK!

  4. Warren permalink
    July 8, 2009 6:40 am

    good stuff myk

  5. t_s permalink
    July 28, 2009 6:27 pm

    bonus points.

  6. SITH! permalink
    August 2, 2009 11:41 pm

    Dude! This is awesome.
    Very clarifying.
    How did you write this at 6 a.m.?
    I can hardly function that early in the
    morning…

  7. visky permalink
    December 9, 2009 7:45 am

    hi, I am quiet a newbie in tekken 6 and i am trying to juggling and combos n shit (especially for law) please tell me a good place where, I can Understand and learn all about it 🙂 right now i just use the basic moves in a battle and lose to good players who can combo and juggle amazingly.

    So, please help me on this 🙂

  8. visky permalink
    December 9, 2009 8:11 am

    to learn*

  9. December 12, 2009 7:17 am

    Hey MYK =P

    It would be easier to just tell them to go to
    http://translate.google.com
    and input the site: wiki.livedoor.jp/inatekken/
    from Japanese to English
    and tell them to click on their character, then on Major or Risk (it’s different for some characters)
    and that’s that. =D

  10. Andhee permalink
    December 14, 2009 3:20 pm

    Thanks for the info!

  11. Aldo Cubas permalink
    December 26, 2009 1:21 am

    HOLA GRACIAS POR LAS TABLAS DE FRAME DATA PERO TENGO UN PROBLEMA , QUE ESTOY ACOSTUNBRADO A LEERALAS COMO 1,2,3,D/F,D/B, PUEDO DARME CUENTA QUE USAN LK(3),RK(4), PERO NO SE CUANDO SE REFIEREN A DIAGONAL PARA ATRAZ, DIAGONAL HACIA DELANTE, POR FAVOR ME PUEDES EXPLICAR ESTA MOMENCLATURA
    ( 9RK,RK,RK,6~ )

  12. Aldo Cubas permalink
    December 26, 2009 1:25 am

    HOLA THANKS FOR THE FRAME DATA TABLES BUT I HAVE A PROBLEM, I am used to read it as 1,2,3, D / F, D / B, I can tell USING LK (3), RK (4), BUT NOT WHEN IS TO REFER TO ATRAZÂ DIAGONAL, DIAGONAL FORWARD, PLEASE EXPLAIN ME THIS CAN MOMENCLATURA
    (9RK, RK, RK, 6 ~)

    • Nai permalink
      April 17, 2010 9:42 pm

      Check out the “Level up your Game” series in youtube. it would help a lot.

  13. Nai permalink
    April 17, 2010 9:44 pm

    Level up your game, episode 1. Youtube.

  14. Shayan haseeb permalink
    May 2, 2010 12:40 pm

    I want ful safe attacks of Leo and Baek in frame

  15. CassidyWuo permalink
    August 30, 2010 9:53 am

    Lovely facts! I just started to understand TEKKEN SYSTEM. I’ve always played it for fun, like hitting some buttons, but never knew there was so much MAGIC in it. Big ups to u. great job! Keep it up.

  16. October 1, 2010 1:43 pm

    I m so glad of u for hlpng me in frame…plz mail me dragunov jugles, okizemi, only my email id
    Send me faq file only..

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