Street Fighter 3: 3rd Strike/Glossary

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Frame data definitions

Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "tc": Target combo, refer to description for options.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.

Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Kara range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

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