Mortal Kombat 11 General Frame Data Information

For a more in-depth explanation on frame data, please read the Frame Data Tutorial.

Frame Data Terminology


Start-up: The amount of frames a move takes to become active. This does not include the first active frame of a move.

Active: The amount of frames a move has while it is active.

Recovery: The amount of frames a move has after being used for a character to be able to move again. This usually applies when a move is done on whiff and not on hit or block.

Cancel Advantage: The amount of frames a move gives when cancelled into another move. This is different from the Move List cancel advantage, which is the first frame in which a cancel occurs.

Hit Advantage: The amount of frames a move gives after hitting the opponent.

Block Advantage: The amount of frames a move gives after it is blocked.

Flawless Block Advantage: The amount of frames a move gives after it is Flawless Blocked.

Gap Data


To calculate the gap between two moves, take the start-up of the 2nd move and subtract the cancel advantage of the 1st move, then subtract 1.

For example, the cancel advantage on block for Scorpion’s F4 is 14, and the start-up of Scorpion’s F42 is 22. There is a 7 frame gap between Scorpion’s F4 and F42. This is calculated as 22 – 14 – 1 = 7. This means that you can interrupt this string with a move that has a start-up of 6 frames, or trade with a move that has a start-up of 7 frames.

Gap = 2nd Move Start-up – 1st Move Cancel Advantage – 1

Cancel Data


To calculate the advantage from cancels, take the cancel advantage of the 1st move and subtract the start-up + recovery of the 2nd move, then add 1.

For example, the cancel advantage on block for Kabal’s F4 is 21, the start-up of Kabal’s Nomad Dash Cancel is 17 and the Recovery of Kabal’s Nomad Dash Cancel is 4. This means that the block advantage for Kabal’s F4 Nomad Dash Cancel is 1. This is calculated as 21 – (17 + 4) + 1 = 1.

Cancel = 1st Move Cancel Advantage – (2nd Move Start-up + 2nd Move Recovery) + 1

Move Data


A move becomes active immediately after its start-up. For example, a move that has a start-up of 12 frames will become active on frame 13. For moves done as a Reversal, 1 frame is shaven off. This means that a Reversal that has a start-up of 12 frames will become active on frame 12 instead of frame 13.

First Active Frame = Start-up + 1
First Active Frame (Reversal) = Start-up

Block Data


Blocking and Flawless Blocking have a start-up of 0 frames, or instant.

Block Start-up = 0
Flawless Block Start-up = 0

Flawless Block Data


There is a 3 frame window to perform a Flawless Block. For example, if a move connects on frame 10, blocking on frame 8, 9, or 10 will count as a Flawless Block.

Flawless Block Window = 3

If you are already blocking, then there is a cooldown period before you can perform a Flawless Block. If an attack is not blocked, the cooldown window is 10 frames. If an attack is blocked, the cooldown window is 5 frames. This means that there must be at least a 5 frame gap in a string in order to Flawless Block.

Flawless Block Cooldown Window (Neutral) = 10
Flawless Block Cooldown Window (Blockstun) = 5

The cooldown period starts after releasing block from blockstun when you recover. If you wait too long to release block after the blockstun has worn off, then the cooldown window will be considered as “Neutral” instead of “Blockstun”.

Fatal Blow Data


Fatal Blows gain armor on frame 7. If a Fatal Blow is done as a Reversal, then it will gain armor on frame 6. This means that there must be at least a 5 frame gap in a string in order to use a Fatal Blow. Fatal Blows have armor for 29 frames.

First Fatal Blow Armor Frame = 7
First Fatal Blow Armor Frame (Reversal) = 6
Fatal Blow Armor Duration = 29

Interactable Data


Interactables gain armor on frame 3. If an Interactable is done as a Reversal, then it will gain armor on frame 2. This means that there must be at least a 1 frame gap in a string in order to use armor from an Interactable.

First Interactable Armor Frame = 3
First Interactable Armor Frame (Reversal) = 2

Certain Interactables gain invincibility on frame 2. If an Interactable is done as a Reversal, then it will gain invincibility on frame 1. This means that there must be at least a 0 frame gap in a string in order to use invincibility from an Interactable.

First Interactable Invincibility Frame = 2
First Interactable Invincibility Frame (Reversal) = 1

Throw Escape Data


The earliest you can perform a Throw Escape is on frame 12. The latest you can perform a Throw Escape is on frame 24. This means there is a 13 frame window to tech a throw. If a throw is done as a Reversal, then the earliest you can perform a Throw Escape is on frame 11 and the latest you can perform a Throw Escape is on frame 23.

First Throw Escape Frame = 12
Last Throw Escape Frame = 24
Throw Escape Window = 13

First Throw Escape Frame (Reversal) = 11
Last Throw Escape Frame (Reversal) = 23
Throw Escape Window (Reversal) = 13

Jump / Hop Data


Jumps and Hops have a start-up of 2 frames before a character becomes airborne. For Forward and Backward Jumps, the start-up becomes 4 frames.

Neutral Jump Start-up = 2
Forward Jump Start-up = 4
Backward Jump Start-up = 4
Hop Start-up = 2

Jump Attack Data


The earliest you can perform a Jump Attack is on frame 6. Jump Attacks can be delayed, allowing for the total start-up to be greater than or equal to an early Jump Attack.

Jump Attack Total Start-up >= Jump Attack Start-up + 6

Hop Attack Data


The earliest you can perform a Hop Attack is on frame 14. Hop Attacks can be delayed, allowing for the total start-up to be greater than or equal to an early Hop Attack.

Hop Attack Total Start-up >= Hop Attack Start-up + 14

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leon333idasRaptorAnonymous Recent comment authors
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leon333idas
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leon333idas

raptor can I add you a play a set sometimes?

leon333idas
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leon333idas

good question

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any way to find out the individual frames of a dash? when you combine a dash with a normal you add up the two startups together?