Reading Block Strings One Frame at a Time
A closer look at how a few extra recovery frames on a mid-tier character change the entire neutral game against rushdown archetypes.
A fighting game society breaking down matchups, punish windows, and optimal routes for players who want to understand the game underneath the game.
Core pillars of our fighting game analysis, straight from the local FGC table
Startup, active, and recovery frames charted move by move, so players know exactly what's safe on block and what isn't.
Branching combo routes from basic bread-and-butter strings to meter-heavy optimal extensions, tested and documented panel by panel.
Character-versus-character breakdowns covering neutral tools, punish opportunities, and common footsies traps seen in local sets.
A rundown of which unsafe moves get punished by which characters, built from frame data instead of guesswork.
Session notes from Hurghada gathering nights, covering standout sets, tech discoveries, and community discussion points.
Ongoing debates on character standing, backed by frame data references rather than just win counts.
Recent breakdowns and session notes from the Hurghada table
A closer look at how a few extra recovery frames on a mid-tier character change the entire neutral game against rushdown archetypes.
We chart an alternate combo extension that trades damage for corner carry, and explain when it's actually worth the resources.
Recap of matchup discoveries, disputed frame counts, and the set that changed how our group thinks about a mid-tier grappler.
Frame data shows this move is minus on block by a wide margin, yet it keeps working in local sets. Here's why and how to stop it.
A breakdown of how a fast, low-damage poke can outperform a slower heavy hitter once frame advantage is factored into the neutral game.
Browse our frame data charts and combo trees to see the numbers behind the matches.
I used their frame data chart to figure out why my mid-screen combo kept dropping against faster characters. Turns out I was a frame too slow on the link the whole time.
The combo tree breakdown for my main showed a route I hadn't tried that keeps the opponent cornered without burning meter. Changed how I play whole matches now.
Their matchup notes explained a punish window I'd been missing for months. Read it once during lunch break and used it that same night in casuals.
What sets our frame data coverage apart
Every claim about safety, advantage, or punish windows is backed by actual frame counts, not general impressions.
Written by players who test these matchups in real sets at our Hurghada gatherings, not just from footage review.
Combos are mapped as branching trees showing alternate routes and their tradeoffs, not single fixed sequences.
Breakdowns get revisited as patches shift frame data or as community tech uncovers new punish opportunities.
What readers ask about our frame data and combo coverage
Frame data refers to how many frames a move takes to start up, stay active, and recover, which determines whether it's safe on block or punishable. We chart these numbers move by move for the characters we cover.
We focus on a rotating set of titles based on what our Hurghada gathering is actively playing, prioritizing depth on a few games over shallow coverage of many.
It's a branching diagram showing a starter combo along with its alternate extensions, routes, and meter-spend variations, so players can see options rather than one fixed sequence.
Yes, community input shapes a lot of our matchup breakdowns. Several of our punish window notes started as observations shared during local gathering nights.
Both. We explain frame data concepts from the ground up while also going deep enough on combo optimization and matchup theory to interest longtime competitive players.