VF4 [ print friendly ] [ command view ] Frame Advantage
So you're looking at frame data and realise that your guarded
attack leaves you with 2 frames advantage. So what next?
The following list, loosely translated from the Blue Book, provides
a general rule of thumb for what is possible after X frames of
advantage.
1 frame
Having an advantage of 1 frame isn't anything to get excited over.
With your 1 frame advantage, if you attempt an elbow, your
opponent's d+P will beat you.
2 frames
With 2 frames advantage, faster elbows will beat your opponent's
d+P.
3 ~ 4 frames
With 3 to 4 frames of advantage, all elbows will beat the
opponent's d+P or standing P. But your elbow is still open to
sabaki/reversal/inashi.
5 ~ 7 frames
With 5 to 7 frames of advantage, you are in an ideal position to
force a 50/50 guessing game (nitaku). All knees will beat d+P. This
is when your opponent should be using advanced defensive techniques
(like, ETEG, etc).
8 or more frames
With 8 or more frames advantage, your opponent is throw
counterable. That is, you have a guaranteed throw opportunity, but
of course your opponent may escape it. Also, in almost every throw
counterable case, you should buffer your throw input before
you recover.
Posted by
Myke
on 10/03/2002
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Edited by
Myke
on 16/04/2005
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