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A Quick Analysis on Frame Data in Fighting Games

Discussion in 'Fighting Games' started by Calidrius, Sep 29, 2016.

  1. Calidrius

    Calidrius Backers' Beta Tester
    Backers' Beta Tester

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    He didn't seem to touch on the subject about what exactly makes a move overpowered and cheap in a fighting game. However, he did do a great job explaining what Frame Data is and how studying them can benefit the player! But what does make a character feel overpowered and what can we do, as a community, to make TFH fighting mechanics feel that much better than before?
  2. CamTSB

    CamTSB 死の匂いか?
    Staff Member Mane6 QA

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    The video was discussing moves being overpowered as opposed to a whole character, so let me take this piece by piece as it happens.

    The video mentioned a couple things about a move being OP, those being bigger hitboxes, smaller hurtboxes, and faster startup and recovery frames, as well as longer hitstun/blockstun. Range and damage are more obvious (as was stated in the video) since they can be seen with the naked eye easily and without an in-depth knowledge of the game's mechanics.

    Characters being broken or overpowered usually will be caused by either exploitation of mechanics (Gil's boss fight in 3S) or a huge amount of OP moves (AE Yun/Yang, Vanilla Kokonoe, stuff like that) and that, of course, is up to the discretion of the team creating and designing these movesets as well as how they are implemented. TFH has stuff on a mechanic level that prevents things from being too broken (Stuff like the juggle meter, and limited amount of groundbounces/wallbounces/wallsplats) but as of right now in the phase we're in everything is fluctuating in terms of how fast moves are and how they are to function.

    Is there anything in particular you'd like to address or is this just as a nice little open area for how things can be taken as broken?