Block Frame Advantage/Disadvantage


So I’ve encountered a problem in SFV for myself, where someone will jump in, attack, and on block, throw me. I’ve tried to jab out as I’m expecting the throw, if I don’t anti-air, and it got me wondering about the block advantage/disadvantage, for the person blocking, not attacking. Does anyone know this info? I can’t seem to find it.

Let’s say I block someone and it puts them at -4, does that give me +4 frame advantage, or is there a block disadvantage that’s supposed to be taken into account? Like, let’s say blocking a hit puts you at -2, so now you’re at a +2 advantage in the example given.

Lastly, if an attack has a recovery of 20, but on block it’s -3, does that make total recover time 23 frames, making me able to attack with anything that is 22 frames and under?



No. The recovery takes 20 frames, but your opponent will recover in 17 frames, putting you at a disadvantage of 3 frames. -3.


[quote=“AirLancer, post:2, topic:180494”]

So what you’re saying is, is that recovery times take longer when they land a hit? If so, I’ve been reading frame data wrong this whole time. It was to my knowledge that if an attack, on hit, is positive, then that means they have a frame advantage, whereas if it’s negative, that gives them frame disadvantage.

Much like the blocking question, if it’s -4, that give me +4 advantage, so wouldn’t it be the same for recovery time? Where if they’re negative on block by 4 frames, and their recovery is normally 10, wouldn’t that make them take 4 frames longer? Unless I’m missing something here.


I’m not even sure what you’re trying to ask right now.

Moves have set amounts of hitstun and blockstun. They’re separate, so a moves hit and blockstun are not necessarily the same value.

All recovery is is the length of how long it takes to go back to neutral once a move has gone through its active frames. Move frames are divided up into 3 sections, start up (how long it takes to come out), active (when it’ll hit), and recovery (how long it takes before you can do something else). Let’s say a crouching light punch has 3 active frames and 7 frames of recovery, and is +2 on block. That means when it’s blocked on the first active frame by your opponent, it’ll put them in blockstun for 11 frames. You’ll recover after 9, leaving 2 frames where you can act and your opponent can’t. If it was -2 on block, then your opponent’s blockstun lasted long enough for them to recover 2 frames faster than you. The recovery of the move however is still the same. Advantage/disadvantage is just comparison of a move’s hit/blockstun to how much recovery it has. That’s also why if an attack hits/is blocked later in its active frames, you have greater frame advantage. It does the same amount of stun, but because it hit later has less recovery to go through.


You sure? Isn’t recovery just if you whiff?




I would like to mention that I’m speaking from the blockers perspective, not the attackers, which is probably why there seems to be a bit of confusion.


“Advantage” refers to both characters, not just the attacker or blocker. If a move is +0 on block and you block it, that means that both characters will return to neutral state at the same time. If it is +3 on block, that means the attacker will return to neutral first, then 3 frames later the defender will return to neutral. If it is -3 on block, the defender returns to neutral first, then 3 frames later the attacker returns to neutral.

The plus or minus doesn’t alter recovery times at all. The plus or minus is just what you get when you subtract the attack’s recovery time from the amount of hit/block-stun the attack causes (i.e. 20 frames of recovery and 17 frames of blockstun, 17-20= -3, the attacker is at a -3 disadvantage).


THANK YOU!! This is definitely what I wanted to find out. Such a clear explanation. Thanks so much! I truly appreciate it. :smiley: