Goes like this: 1 frame = 1/60 of a second, in other words there are 60 frames per second in the game. Each attack has a specific number of startup frames, active frames, and recovery frames. Startup frames are how many frames it takes for the move to ‘startup’, or how many frames before your move will actually ‘hit’. The active frames are how many frames the move is able to ‘hit’ the opponent. The recovery frames is how many frames it takes, after the move connects, for your character to reset and be able to do another move (unless you are canceling with a special move). Next, in frame data charts, you are give on guard and on hit +/-. This is simply the number of frames after your move connects (or is blocked) until your opponent resets from hit (or block) stun, minus the number of frames before your character recovers and resets. For example Rufus’s cl. lp is +2 on block and +5 on hit. This means that if you throw out a cl. lp and your opponent blocks it, you will have a 2 frame advantage (you will reset 2 frames before your opponent will). And if your attack hits, then you will have a 5 frame window after you recover, while they will still be in hit stun. This is where comboing comes into play. In order for two moves to combo, the frame advantage on hit of the first move must be greater than or equal to the startup frames of the second move. This is logical because you have a certain number of frames where you can do something (since your character has reset) and the opponent can’t (blocking included). So as long as your next move has little enough startup before it actually will ‘hit’, your opponent cannot block the attack. Also, a one frame link would be where the hit advantage of your first move is equal to the startup of the next.
I hope I explained everything well enough without rambling too much, I just wanted to make sure that what made sense in my head would make sense to you.
Oh and rock the Rufus!!