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The importance of data
in fighting video games
1. Introduction (who is Sowaddi?)
2. Why this presentation?
3. What is frame data?
4. Basic buttons and their (almost) universal properties
5. When is it my turn? When can I play?
6. Other frame data concepts: reactivity and frametrap
7. Conclusion and future state of frame data in fgc
8. Sources and shout out
Agenda
I am Sowaddi!
My occupation is Analytics Lead at MediaMonks (MightyHive).
My passions are
Hello and welcome!
I am a pretty happy person and proud myself to create bridges.
6 years ago, for fun, I made this Tae Kwo-Do olympic sport analysis
Today, I wanted to make something slightly
different for this MeasureCamp:
Yes you are right, this presentation.
How did I get there?
Hello and welcome!
Hello and welcome!
Dragon Ball FighterZ is the first real Dragon Ball franchise fighting game
with a lot of e-sport coverage, the game was released in January 2018.
It brought together 2 communities, the DB and FGC.
I never really took seriously a video game before, however as a fan, I got my
hands into it, reached out to the global online (Twitter, YouTube, Discord,
Twitch) and Australian offline communities (SSM, BKB, YSB and OCE)… to
sum this up “There is muuuuuuuch more than I initially thought”.
Very interesting journey, and I was especially delighted to realise the
importance of the data in the game. Yes, Data!
A Frame will be the fundamental metric for measurement.
A fighting game usually runs in 60fps.
Yes, 60 frames or images per second. Please remember this!
In a fighting game, we like to press buttons to melt our opponent
lifebar. Fighting games usually go with those 3 buttons:
1. Light
2. Medium
3. Heavy
Data, yes Frame data!
1. Let’s broke down their properties below
Buttons Frame data properties
Attack Startup Recovery Speed Damage Reach
Light 6 -3 fast low low
Medium 12 -4 good good good
Heavy 15 -8 slow strong long
L M H
If you want to learn and take the game seriously, learning frame data is
inevitable.
Knowing when to block patiently and when you can get your turn to press
buttons to pressure your opponent will make a massive difference in your
game play.
Once you understand those frame data, incorporate them in your strategy,
the game becomes a real battle of minds:
- with multi-layers
- mixup situations
- counters
- reversals
- rps… and it is very fun! And the game is beautiful :-D
Ok so when is it my turn to play?
Frame data examples: safe and unsafe situations
Safe example with Light (6;-3):
Unsafe example with Heavy (15;-8):
X B
X
Player 1:
Player 2:
X B
X
P 1:
P 2:
:-( You just got hit by a light!
Demo with https://humanbenchmark.com/tests/reactiontime
273ms are in fgc frames vocabulary? … 6 frames is about 100ms hence 17
frames is our “limit” to react to a fgc move.
If a move is 17 frames or below you can not block it on reaction. In some
situations you would need to be aware of your opponent non-reactable
attack options and just be patient and block (safety at all cost).
The reactivity data concept
Movements in DBFZ are very important, dashes and jumps are essentials.
Jumps have 4 startup frames.
Most of the players, who are not used to patiently block (like me), would
like to escape the pressure by jumping.
From the blocking stage to the jump one, there are 4 frames of…
vulnerability.
Knowing this, the attacker would use frame-trap strategy to get an opening
in the opponent defense (mostly with a medium starter combo which will
hurt a loooooot).
The frame-trap data concept
I always knew that data is important for a business.
Same for traditional sports, but never thought about for a single game there
was so muuuuch data to get into to be just “a good player”.
The e-$port side of FGC, and the whole community really pushed game
devop$ to create efficient training space with a maximum of data.
Yes, there is also some e-sport world titles, prestiges, sponsorship and cash
prices.
To sum up:
If you have kids and they want to be good in video game, tell them to study data
;-)
Conclusion
I do not think I need to introduce Street Fighter series, the number 6 will be
out next year. I am just happy that somehow the future training mode will
be a lot more data centric than any other fighting games so far.
One more thing…
Sources and shout out
Images from Dustlook Wiki: https://www.dustloop.com/w/Dragon_Ball_FighterZ
Twitters:
● https://twitter.com/OfficialDAILOU
● https://twitter.com/TrashTierHuman
● https://twitter.com/SendoSavageCrew
● https://twitter.com/OceDBFZ
● https://twitter.com/INZEM2
● https://twitter.com/StreetFighter
YouTube videos:
● Rooflemonger
● Jmscroft
● Dekillsage
● LordKnight
Thank you and have a
great time at MC 2022.

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Frame data in Fighting Video Games

  • 1. The importance of data in fighting video games
  • 2. 1. Introduction (who is Sowaddi?) 2. Why this presentation? 3. What is frame data? 4. Basic buttons and their (almost) universal properties 5. When is it my turn? When can I play? 6. Other frame data concepts: reactivity and frametrap 7. Conclusion and future state of frame data in fgc 8. Sources and shout out Agenda
  • 3. I am Sowaddi! My occupation is Analytics Lead at MediaMonks (MightyHive). My passions are Hello and welcome!
  • 4. I am a pretty happy person and proud myself to create bridges. 6 years ago, for fun, I made this Tae Kwo-Do olympic sport analysis Today, I wanted to make something slightly different for this MeasureCamp: Yes you are right, this presentation. How did I get there? Hello and welcome!
  • 5. Hello and welcome! Dragon Ball FighterZ is the first real Dragon Ball franchise fighting game with a lot of e-sport coverage, the game was released in January 2018. It brought together 2 communities, the DB and FGC. I never really took seriously a video game before, however as a fan, I got my hands into it, reached out to the global online (Twitter, YouTube, Discord, Twitch) and Australian offline communities (SSM, BKB, YSB and OCE)… to sum this up “There is muuuuuuuch more than I initially thought”. Very interesting journey, and I was especially delighted to realise the importance of the data in the game. Yes, Data!
  • 6. A Frame will be the fundamental metric for measurement. A fighting game usually runs in 60fps. Yes, 60 frames or images per second. Please remember this! In a fighting game, we like to press buttons to melt our opponent lifebar. Fighting games usually go with those 3 buttons: 1. Light 2. Medium 3. Heavy Data, yes Frame data!
  • 7. 1. Let’s broke down their properties below Buttons Frame data properties Attack Startup Recovery Speed Damage Reach Light 6 -3 fast low low Medium 12 -4 good good good Heavy 15 -8 slow strong long L M H
  • 8. If you want to learn and take the game seriously, learning frame data is inevitable. Knowing when to block patiently and when you can get your turn to press buttons to pressure your opponent will make a massive difference in your game play. Once you understand those frame data, incorporate them in your strategy, the game becomes a real battle of minds: - with multi-layers - mixup situations - counters - reversals - rps… and it is very fun! And the game is beautiful :-D Ok so when is it my turn to play?
  • 9. Frame data examples: safe and unsafe situations Safe example with Light (6;-3): Unsafe example with Heavy (15;-8): X B X Player 1: Player 2: X B X P 1: P 2: :-( You just got hit by a light!
  • 10. Demo with https://humanbenchmark.com/tests/reactiontime 273ms are in fgc frames vocabulary? … 6 frames is about 100ms hence 17 frames is our “limit” to react to a fgc move. If a move is 17 frames or below you can not block it on reaction. In some situations you would need to be aware of your opponent non-reactable attack options and just be patient and block (safety at all cost). The reactivity data concept
  • 11. Movements in DBFZ are very important, dashes and jumps are essentials. Jumps have 4 startup frames. Most of the players, who are not used to patiently block (like me), would like to escape the pressure by jumping. From the blocking stage to the jump one, there are 4 frames of… vulnerability. Knowing this, the attacker would use frame-trap strategy to get an opening in the opponent defense (mostly with a medium starter combo which will hurt a loooooot). The frame-trap data concept
  • 12. I always knew that data is important for a business. Same for traditional sports, but never thought about for a single game there was so muuuuch data to get into to be just “a good player”. The e-$port side of FGC, and the whole community really pushed game devop$ to create efficient training space with a maximum of data. Yes, there is also some e-sport world titles, prestiges, sponsorship and cash prices. To sum up: If you have kids and they want to be good in video game, tell them to study data ;-) Conclusion
  • 13. I do not think I need to introduce Street Fighter series, the number 6 will be out next year. I am just happy that somehow the future training mode will be a lot more data centric than any other fighting games so far. One more thing…
  • 14. Sources and shout out Images from Dustlook Wiki: https://www.dustloop.com/w/Dragon_Ball_FighterZ Twitters: ● https://twitter.com/OfficialDAILOU ● https://twitter.com/TrashTierHuman ● https://twitter.com/SendoSavageCrew ● https://twitter.com/OceDBFZ ● https://twitter.com/INZEM2 ● https://twitter.com/StreetFighter YouTube videos: ● Rooflemonger ● Jmscroft ● Dekillsage ● LordKnight
  • 15. Thank you and have a great time at MC 2022.