Frame data follows these basic rules.
0 is not a number. it is zero. Think of it as “neutral”.
Meaning, if Zangeifs crouching HK is 0 frame of advantage on block, that means the move does create any advantage or disadvantage
Negative numbers delay your ability to do an action based on the number after the “-” sign.
If Zangeifs crouching HK is -5 on block, you cannot make a “neutral action” for 5 additional frames.
Positive numbers delay your opponents ability to make an action based on the number.
If Zangeifs crouching HK is +5 on block, your opponent cannot make a “neutral action” for 5 additional frames.
Think of a neutral action like you are standing there not doing anything, and you press a button.
This can be applied to punishes also.
If Zangeifs crouching HK is -5 on block, your opponent can punish that move with a move with a startup equal to or less than that number.
I personally think of hit and block advantage as currency.
So lets say I have a move that is +10 on hit. I’ll use the Zangeif HK example again.
Zangeifs crouching HK connects on my opponent for +10 on hit.
I now have 10 dollars to spend on another attack. (I can use another move that is 10 frames or less and it will connect. )
Because my move is +10 on hit, I choose to use (spend) that advantage by using a Cr.LP which is +4 on hit and have 3 frames of startup…
The next move you use, you use the currency of THAT move for your spenditure, The advantage from the previous attack no longer exists.
Because my move is +4 on hit, I choose to use (spend) that advantage on another cr.lp which is +4 on hit and have 3 frames of startup.
This is where pushback comes in. All moves in fighting games push you back. This is so you can’t just go a crouching LP and a specific chain of moves for an infinite amount of time.
It’s a bit more complicated than that, however, I consider that the general jist. Feel free to ask questions, because this may be a little over complicated.