Injustice 2 guide: frame data


In this section, we present some advanced theories.

You may have heard of “frames” or “frame data” in fighting game discussions. This is an advanced topic and it may seem nebulous, but it’s really not that strange once you understand a few key facts.

injustice 2, like most modern fighting games, runs at 60 frames per second. It’s not just a technical detail, it’s part of the game design: each frame is a unit of time, a sixtieth of a second.

Over the years, combat players who already understood the basic concept of the Initiative (who moves first?) began delving into numbers for a more concrete understanding. It was valuable information.

You know a jab is fast, but how fast is it exactly? What moves will it counter? If Superman and Batman attack at the same time, who attacks first? (Batman, by two executives.)

You know you can hit my opponent after he tries this dangerous move, but how hard can you hit him? Do you have to hit them or can you use an even more powerful attack?

These are definitely the questions that frame the data answers. The information is valuable for high-level players who grasp every nook and cranny.

Lucky for us injustice 2 contains in-game frame data information. All you have to do is check the moving list.


Here’s an example, in this case Black Canary’s standing light attack. When you select a movement from this list, the table on the right shows its data. The upper part shows attack level, damage and block damage.

The floor is the hard part. Let’s take each statistic individually.

“Start” is how quickly the attack begins from the moment you press the button. Jab class attacks like this are the fastest, and this one lasts six frames (a tenth of a second!), about as fast as they come in this game.

For reference, the Batman shot has seven frames and the Superman shot has nine frames. If Canary and Batman attack at exactly the same time (which is rare), she’ll hit one square earlier, countering the bats.

“Active” is the number of frames for which the motion is in effect. When Canary hits, her hand pauses for a moment before pulling away, right? Active time represents this microscopic amount of time.

At the other extreme is Captain Cold’s The Wall. This movement has 37 active frames: it stays longer than half a second.

Jump attacks have a long active duration because the character “holds this pose” most of the time they are in the air.

Coming back to the first example, here’s Canary’s jab being used over and over again. He’s fast, and even if Batman blocks him and tries to counter, he misses. Of course, there are many ways around this, but it’s still a powerful move.

“Recover” refers to the time it takes for Canary’s hand to recover from the blow. In this case it is 12 frames. You don’t have to worry about this number as much as you do about the next two.

Great benefit and penalty

The “Adv” numbers refer to block advantage and batting advantage. Positive numbers mean an advantage, negative numbers mean a disadvantage.

Here is a clear example of a great benefit. In this video, Batman blocks Superman’s Flying Punch, a poor choice at close range due to his -19 block disadvantage. Superman is down (bottom) by 19 frames and Batman is up (top) by 19 frames.

So 19 frames is enough to hit with almost any attack, so no need to jab here. Instead, Batman uses a powerful attack in a big combo.

When we say “safe” and “dangerous” moves, we mean exactly that. Any attack with a block disadvantage greater than -6 is potentially dangerous, depending on what character your opponent is using and how far away you are. Inside injustice 2Each hit can result in a combo, so you need to understand the risk you are taking when using a dangerous move.


A player with a two-square lead can move two squares ahead of the other. It’s a microscopic amount of time, but it doesn’t matter. The first is the first. If the player with a small advantage attacks with a quick move, the player with a small disadvantage must block or counterattack.

The favored player has the chance to force an attack and the disadvantaged player is forced to go on the defensive. Of course, players always want to be as close to the advantage as possible and avoid putting themselves at a disadvantage unless the risk is worth taking.

The hit advantage for this move is 10 frames, meaning Canary has plenty of time to set up her second attack. Aside from going on in a combo, what can she do with that time? For this we return to the list of movements.

The canary launch has a start of exactly 10 frames. If we use it right after the jab, we’ll definitely catch an opponent blocking.

Find safe moves and attack chains.

When you start playing a character, look at their image data to see what’s dangerous and what’s beneficial. If you can find a rope that gives you an advantage in bouldering, for example, why not use it a lot?

It’s science and it’s study. By understanding the numbers for a given situation, we better understand our options and those of our opponent. By understanding our options, we act smarter.

Article content is collected and compiled by:

Source :

Similar Posts