Step 1: Deconstruct the Three Phases of Every Move (Startup, Active, Recovery)
Every attack consists of Startup frames (the animation before the hitbox appears), Active frames (when the attack can damage the opponent), and Recovery frames (vulnerable cooldown after the hit). At 60 FPS, 1 frame equals exactly 16.6 milliseconds.
Step 2: Calculate On-Block Frame Advantage (Attacker Recovery vs Defender Stun)
Frame advantage equals Defender Block Stun minus Attacker Recovery. If your attack causes 18 frames of block stun and takes 22 frames to recover, you are -4 frames on block. If your move causes 24 frames of block stun and takes 20 frames to recover, you are +4 frames (plus on block).
Step 3: Memorize Safe vs Unsafe Thresholds for Your Game
In Tekken 8, the fastest universal move is a 10-frame high jab (1 or 2). Therefore, any move that is -9f or better on block is completely 'safe'. Any move between -10f and -14f is subject to guaranteed jab punishes, and moves at -15f or worse can be full launch combo punished.
Step 4: Set Up Plus-on-Block Frame Traps to Beat Enemy Mashers
When you hit an opponent with a move that leaves you +3 on block, your subsequent 10-frame jab will connect on frame 7 from your opponent's perspective. Even if they mash their fastest 10-frame jab, yours lands 3 frames earlier, yielding a guaranteed counterhit combo.