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A '''frame''' is the primary unit of time in the ''{{b|Super Smash Bros.|series}}'' series. Every frame, the game reads controller input, performs calculations, and renders an image on the screen. In all the series' games so far, one frame is 1/60th of a second, meaning the game runs at 60 frames per second.
A '''frame''' is the primary unit of time in the ''{{b|Super Smash Bros.|series}}'' series. Every frame, the game reads controller input, performs calculations, and renders an image on the screen. In all the series' games so far, one frame is 1/60th of a second, meaning the game runs at 60 frames per second.


The vast majority of timing-based elements on the ''Smash Bros.'' series are measured in frames (only a few are measured in seconds, minutes, or hours). For example, Mario's forward tilt in ''Brawl'' hits on frame 5, meaning it takes about 0.08333 seconds to deal damage upon inputting the attack. Players use many terms to refer to particular frames of an attack, such as [[invincibility frame]]s. When invincibility frame are active, the character cannot be damaged when hit on a certain area. For example Donkey Kong has invincibility frames on his arms when using forward tilt, and cannot be damaged when hit there.
The vast majority of timing-based elements on the ''Smash Bros.'' series are measured in frames (only a few are measured in seconds, minutes, or hours). For example, Mario's forward tilt in ''Brawl'' hits on frame 5, meaning it takes about 0.08333 seconds to deal damage upon inputting the attack. Players use many terms to refer to particular frames of an attack, such as [[invincibility frame]]s. When invincibility frame are active, the character cannot be damaged when hit on a certain area.  


Situations can occur where the game is not capable of finishing all its calculations within one frame, resulting in a delay while it finishes up. A notable example is on [[Fountain of Dreams]]; many characters using special-effect-heavy attacks at once combined with the reflective floor can cause the game to lag as it fails to work fast enough to keep the framerate at 60FPS. This is one of the reasons the stage is banned in doubles, as even minor lag can throw off experienced players.
Situations can occur where the game is not capable of finishing all its calculations within one frame, resulting in a delay while it finishes up. A notable example is on [[Fountain of Dreams]]; many characters using special-effect-heavy attacks at once combined with the reflective floor can cause the game to lag as it fails to work fast enough to keep the framerate at 60FPS. This is one of the reasons the stage is banned in doubles, as even minor lag can throw off experienced players.