![]() Phrases such as "you're only as negative as you feel," are commonly heard during tournament streams as competitors very often find themselves in situations in which odd spacing or timings see a player wind up on the short end of exchanges despite being at frame advantage. It would be remiss not to note that Street Fighter 5 is particularly known for thwarting those who depend too much on numbers. ![]() Rising star CLG|Brian_F could not help but chime in: Spend enough time in the FGC and you'll surely encounter the juxtaposition between those who tend more toward playing by feel and those who vehemently study the books. Perhaps the burden of memorizing so much information is a turn off, or analyzing the game to such a degree gives it a more sterilized feel? In a follow up comment, Punk seems to imply that he much more enjoys playing at the level of binaries: ![]() While it's easy to argue that having instincts and reactions is all but necessary while knowing the numbers is more a take it or leave it kind of tool, arguing that removing the option for the latter is generally better for the overall experience is naturally going to be a much tougher sell. His intuition for reading opponents is strong and his reactions for punishing them have been unparalleled, and he's presumably seen the immense success that he has without spending much time memorizing frame data. Punk is a player whose natural abilities far surpass almost everyone else who has played Street Fighter 5. The tweet, which has garnered over 2,500 likes in the course of about four hours, started a bit of a conversation fueled by opinions from all over the FGC. Punk, however, posted today that he feels that having knowledge of frame data "ruins fighting games," noting that the experience tends to be more fun when explored only through feeling or instinctual knowledge. As cries for frame data to be included have grown, developers have begun more and more to listen, even if it means charging for the info. Players have long hunted down this data as they strive to sharpen skills and become as knowledgeable as possible, but it's technically never been a must for people to excel, just a helpful tool. Knowing just how long it takes a given character performing a given maneuver to recover (return to a state where they can block) rapidly becomes extremely important information. Characters who have three frame attacks are regarded as having a notable advantage over those whose fastest attacks take four frames, and so one can begin to perceive just how much math starts going into analysis and strategy. In Street Fighter 5, for instance, the absolute fastest attacks come out in three frames. While a mere sixtieth of a second doesn't sound like much at all, devoted fighting game players know all too well that speeding or slowing a maneuver by even a single frame can make a world of difference in its use and effectiveness. Most fighting games run at 60 frames per second, and it's at the level of the singular frame where moves are analyzed and assessed.
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