Now, we will focus on a very important issue, which is key to understanding the game's mechanics. What is the matter with the frames? If the game is fluent at the framerate of 60, the movement that has 30 frames, is only half a second long. One with 15 frames is only 1 of a second long, etc.
Start Up, i.e. the beginning of a given move has a specific number of frames -15, for example. This means that it requires 1 seconds before the blow is launched. The lower the value of this coefficient, the faster the move. If your Start Up is 17 frames long (just like in the case of the strike shown in the above screenshot), and the opponent's is 15 frames long, if you both attack at EXACTLY SAME MOMENT, your opponent's attack connects first, because of the faster animation.
Active - Means the length of time, during which the blow deals potential damage to the opponent. If the blow's value is 3, this means that the opponent takes damage nearly immediately after the animation.
Recover- Means the length of time required for the character to return to the neutral stance, i.e. one before the blow was landed.
Block Advantage - Penalty time that the opponent receives, after he has blocked your attack. This means that, after you make your move, you are incapable of doing anything, for some time. This is when your opponent can land his counterattack. If the value is negative, this means that the blocking fighter gets at an advantage, then, and it is him that can perform a counterattack. If the value is positive, the blocking fighter needs to remain in the defensive stance for longer, or he will take damage (rarely is this value positive).
Hit Advantage- This is the length of time that the opponent requires to return to the neutral stance, after they land a blow. If the value is high, this usually means that the opponent will be repelled or knocked to the ground.
Cancel - This is the length of time that you receive to make another move, after the current combo is cancelled, by performing another attack or combo.
It is a good idea to search for the moves with the lowest delay and with the lowest chance to be countered by the opponent. Some of the attacks may seem excellent, only because they deal high damage, but they are slow and expose you to the opponent's attack, before you can use them.