Injustice 2 guide: frame data

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Injustice 2
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Injustice 2 has a ton of content. In our guide, we'll teach you about characters , controls , special moves , combos , gear, XP and stats and much more.In this section, we’re going to dangle a little bit of advanced theory in front of you.You may have heard about "frames" or "frame data" in fighting game discussion. It’s an advanced topic and can seem nebulous, but it’s really not that strange once you understand a few key facts.Injustice 2, like most modern fighting games, runs at 60 frames per second. This is not just a technical detail but part of the game design. Each frame is a unit of time, one 60th of a second.Over the years, fighting game players who already understood the basic concept of initiative (who moves first?) started to research the numbers to gain a more concrete understanding. This was precious information.You know that a jab is fast, but how fast exactly is it? What moves will it counter? If Superman and Batman both throw a punch at the same time, who will hit first? (Batman, by two frames.)You know that you can hit my opponent after they try that unsafe move, but how hard can you hit them? Do you need to jab them or can you use an even stronger attack?These are the questions that frame data answers, definitively. The information is precious to high-level players, who seize on the tiniest edges.Luckily for us, Injustice 2 comes with frame data information built into the game. All you need to do is check out the move list.Here’s an example, in this case Black Canary’s standing light attack. When you choose a move on this list, the table to the right displays its data. The top part shows attack level, damage and block damage.The bottom is the tricky part. Let’s take each stat one by one."Start-up" is how quickly the attack comes out from the instant you press the button. Jab class attacks like this one are the fastest, and this one is six frames (a 10th of a second!), about as fast as they come in this game.For reference, Batman’s jab is seven frames, and Superman’s is nine. If Canary and Batman jab at the exact same time (an uncommon occurrence) she lands her punch one frame earlier and thus counters Bats."Active" is the amount of frames for which the move is in effect. When Canary jabs, her hand stays out for a moment before she pulls it back, right? The active time represents that microscopic amount of time.On the other end, note Captain Cold’s "The Wall." This move has 37 active frames: It stays out for over half a second.Jumping attacks have a long active time because the character "holds that pose" for much of the time they’re airborne.Returning to the first example, here we see Canary’s jab used over and over again. It’s fast, so even when Batman blocks it and tries to counterattack, he comes up short. Of course there are plenty of ways around this, but it’s still a powerful move."Recover" refers to the amount of time it takes for Canary’s hand to snap back after the punch. In this case, that’s 12 frames. You don’t need
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Source: https://www.polygon.com/injustice-2-guide/2017/6/6/15740680/frame-data







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