Terms:
Startup, Active, Recovery, Hitstun
Frame Advantage, Frame Disadvantage, Combo, Unsafe
Frame Trap
Pushback
Frame: Also called “tick”. The smallest unit of discrete time in a video game.
Startup: The period of time in an attack animation up to the first hitbox (collider that hits other objects) appearing.
Active: The period of time in an attack animation across which a hitbox is present and capable of hitting other objects.
Recovery: The period of time in an attack animation after the hitbox has disappeared, before the character returns to a state where new actions can be input, or they return to an idle state.
Hitstun: An animation that plays when a character is damaged by a hitbox, during which the character is incapable of acting until the animation has completed.
Blockstun: Like hitstun, but for blocking. The stunned animation played by a blocking character when they are hit by an attack. Usually shorter than hitstun in duration.
Advantage/Disadvantage: The difference in time between when an attacker recovers from their move, and a defender recovers from hitstun or blockstun. Establishes who gets to act first, like a head-start in a race. When a player is at advantage, it is their “turn”.
Frame Advantage: When the attacker gets to act before the defender does, allowing them to perform a move with a head-start over the defender. Also called, “plus”.
Frame Disadvantage: When the defender gets to act before the attacker does. The attacker has handed over their “turn”. Also called “minus”.
Combo: When a move has so much frame advantage on hit, that another move can hit the defender before hitstun ends. A sequence of moves that each hit the opponent while they are still stuck in hitstun.
Block String: A sequence of moves that each leave the attacker at frame advantage (plus) on block. If there is no gap, it is a “true” block string.
Unsafe: When a move has so much frame disadvantage that the defender can hit the attacker before their move recovers, punishing them.
Frame Trap: When a move leaves an attacker at frame advantage, allowing them to launch another attack that will catch any action the defender makes, besides blocking. If the defender tries to attack when the attacker is at advantage, they will get frame trapped by the attacker’s next move.
Pushback: Each attack pushes the defender backwards. Attacks tend to obey a rule where longer ranged attacks have less frame advantage, and longer startup, so frame traps get looser as the defender is pushed further back.
This Dustloop page is a helpful companion to this article.

Every attack has 3 phases, startup, active, and recovery. Startup is time before the attack has a hitbox out. Active is the time that the hitbox is out. Recovery is the time after the hitbox is out before you return to idle.
Attacks inflict a stunned animation on those that they hit, either hitstun or blockstun. This stun animation will interrupt whatever animation is currently playing, even if that animation is stun. In most games, the hitstun and blockstun animations are different durations, with hitstun being longer than blockstun.

If the hitstun animation is longer than the recovery frames of the move, then the attacker will be able to act first, before the enemy who was stunned. Frame Advantage means it’s your turn, and the amount is how much of a head start you get.
Continue reading

