True Combo (Unescapable)
Damage 0
Total Frames 0f
Advantage +0f
Scaling Floor 100%
F: 00 / 00
Speed:
Action Frame Timeline & Cancel Windows
Startup (Vulnerable)
Active Hitbox
Recovery
Canceled Window
Ready. Sequence moves to analyze hitstun, cancel advantage, and juggle trajectories.

Startup vs Active Hitboxes

In character action and competitive fighting mechanics, Startup frames are wind-up animations before damage occurs. Active frames instantiate collision hitboxes that connect with opponents. Low startup attacks beat heavy telegraphed strikes unless invulnerability or hyper-armor is triggered.

Cancel Windows & True Combos

Action games allow cancelling the trailing Recovery frames into a subsequent strike, dodge, or air dash. If the hitstun imposed by Move A exceeds the startup time of Move B at the cancel boundary, the sequence is a True Combo—the target has zero escape frames.

Damage Proration & Air Juggle

Successive hits in an extended chain suffer progressive damage decay (scaling down to a 30% floor) to prevent one-shot loops. Launches apply positive vertical impulse to target physics; heavy downward finishers trigger ground bounces or hard knockdowns.

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