1. The Three Phases of Every Attack Animation
Every offensive strike in a 60 FPS fighting game engine is divided into three distinct chronological segments: Startup, Active, and Recovery. At 60 FPS, each individual frame represents approximately 16.67 milliseconds of elapsed real time.
Startup Frames (f_start): The windup period before any damage or collision can occur. During startup, your character is vulnerable to counter-hits.
Active Frames (f_active): The exact window where the attack hitbox is instantiated in engine memory. If this polygon intersects an opponent's hurtbox, a hit or block reaction is registered.
Recovery Frames (f_rec): The cooldown animation where your character resets to neutral stance. Unless canceled into a designated special or dash cancel, your character cannot block or input another normal during recovery.
| Attack Type | Typical Startup | Active Window | Typical Recovery | On-Block Status |
|---|---|---|---|---|
| Light Jab (5L) | 4–6 frames (66–100ms) | 2–3 frames | 7–9 frames | +2 to 0 (Safe) |
| Heavy Smash (5H) | 12–16 frames (200–266ms) | 4–6 frames | 18–24 frames | -8 to -14 (Punishable) |
| Directional Special | 8–14 frames | 3–8 frames | 14–20 frames | Variable (-4 to +1) |
| Super Art / Burst | 1–3 frames post-freeze | 6–10 frames | 30+ frames | -22 (Severely Punishable) |
💡 Pro Tip: A move that is "-3 on block" is completely safe against normal attacks if the fastest jab in the game starts up in 4 frames.
2. Frame Advantage and Blockstun Calculations
When an attack connects against a blocking defender, both characters are locked in place for a predetermined duration known as hitstop and blockstun. Frame Advantage measures the difference in recovery completion between the attacker and defender.
Frame Advantage Formula: Advantage = Defender Blockstun - Attacker Recovery.
If the result is positive (+), the attacker recovers first and maintains initiative (turn retention). If the result is negative (-), the defender recovers first and has an opportunity to punish or take their turn back.
3. Punish Windows and Safe Blockstrings
In Pokémon Arena 2D, understanding punish windows prevents wasted offensive momentum. When you block a heavy special that leaves the opponent at -12 frames, you have a 12-frame window to land any attack with a startup of 12 frames or faster. Executing a frame-perfect punish converts defensive patience directly into full combo damage.