Frame


 * This article is about defining what a Frame is in relation to Street Fighter, for information on how attacks work see Frame Data.



A frame refers to a scene in in moving media. In Street Fighter it means a single scene in battle, In motion frames are usually used to describe how long an action takes to start, and finish.

Description
Frames are usually used to describe the lengh of an action, the most often being the startup of an attack. However every attack has a total lengh from start to finish and can vary of it is blocked ot hit. Main series console Street Fighter games tend to run at 60 FPS (frames per second) and every action is based off this number, some odd actions can occur if the machine can not handle this performance (usually poorer PC's or Laptops suffer from this issue).

Types of Frames
In Street Fighter some properties and gameplay elements have their own names.Usually these are named differently depending on what is going on at any given time during a battle.

Introduction Frames
These frames are more common on more modern games, usually after Street Fighter III. Introduction frames are the frames that play before the battle start. Usually these are meant to reflect the personality of the selected character before the battle. Some games introductions that differ depending on the two characters who are about to do battle and others (such as the one shown here) has exclusive introductions for when two default partners are selected together. Most games do not allow the player to perform any actions aside from skip. One notable exception is Urien's introduction in the V series where a button combination will make him change to his classic costume despite the outfit selected.

Gameplay Frames


These are the majority of a fight in Street Fighter. During this time both players are in full control of their characters. The only restrictions tend to be bars such as the Super and Ultra bar for instance in that certain actions can only be performed depending on how full they are. Aside from that usually both players are free to do whatever they want. Some characters might have unique restrictions such as Ibuki and her unique Kunai mechanic that prevents her from doing any Kunai related action if she runs out of all six in her inventory in Street Fighter V and the only way she can use them again is after a successful reload.

Cinematic
Usually when describing Cinematic Frames there are two accepted wording in the community. One is "Cinematic Startup" and the other is "Cinematic Frames".

Cinematic Startup


Usually when Frame Data is considered for an attack with any sort of cutscene before connecting Cinematic Startup is calculated. Cinematic Startup is the amount of time (in frames) the attack has before the actual startup of the attack begins. For example Ibuki's Yoroitoshi has a 1 frame startup but much longer cinematic startup frames. Cinematic startup frames do not add in calculation how fast or slow an attack starts up in, so in the case of Yoroitoshi after the cinematic start is over Ibuki will grab her opponent in 1 frame. This is also the reason why Ultras like Zangief's Ultimate Atomic Buster can not be escaped if the opponent was on the ground without invincibility frames as the actual startup after the cinematic is 0 frames AKA instant.

Cinematic Frames


Cinematic Frames are the frames that some attacks such as Ibuki's Critical Art after it successfully connects. Usually the connecting character will do a sequence that is suited to their fightstyle. Usually neither player has control during these style of attacks and the sequence is pre-scripted. If Camera Mods are used it can be seen in order to insure successful connection hit opponents are teleported to the character in offense to ensure the whole sequence connects. There are some sequences such as Space Opera Symphony that can drop even though the cinematic successfully connects but these tend to be rather rare. In Street Fighter X Tekken the Tekken character King actually could change the ending of his super art depending if the player does a specific combination during his Super, the regular version ending in a sharpshooter and the second one being a muscle buster.

Invincibility Frames


Invincibility Frames are frames that a character's Hurtbox disappears for a brief moment such as a Backdash or an attack with invincibility such as EX Kazekiri. Similar to how Frame Data is counted Invincibility frames are counted within the 60FPS the game runs on due to the engine and counted in how many frames has the character invincible. Ibuki's EX Kazekiri has 6 frames of invincibility as of Ultra and a startup of 5 frames meaning that it stops being invincible after the attack starts meaning Ibuki will be able to beat most non invincible attacks.Usually when two attacks with invincibility meet the one with less invincibility (or if they have the same the first one used) loses.