Help me to understand frame data in my context

Hi.
I’m writing a very simple tool that will play sounds at specific intervals just to help me train inputting combos (and yes I know tools like that exist, but I’m doing it for fun).
However the problem is that I’m not quite sure what should be the exact delay (in frames or milliseconds) between hitting the buttons.
Let’s go with a simple case of Ryu’s combo (usf4): cr.lp, cr.lp, cr.hk.
I’m checking frame data for his cr.lp and it says it takes 11 frames from start to finish I believe. If that’s true then shouldn’t buttons be pressed 11 frames apart? When I’m playing a sound with 11 frames (assuming frame is 1/60 of a second) delay it is way too fast. Which makes me believe I interpret frame data wrong.

Please help!

Your problem might be that you are not including hitpause into your timing.

Hitpause is when the entire game freezes during a hit in order to add a sense of impact, and give you time to cancel the move. It is not included in frame data measurements because it does not effect them. It’s sort of like the characters don’t see it, but we do.

Think of the startup animation when you do an ultra. It take several seconds to do from our perspective, but in the game, it’s zero frames. That’s a similar idea. Actually you could test this theory by trying to combo into an ultra. If your timing is even farther off than it should be, that’s likely why.

Edit: I thought of another potential issue. The sample combo you said was two crouching jabs into sweep. I’m that situation, you are likely canceling one jab into another. This is referred to as chaining, and would prevent your eleven frames from passing normally. The second jab would be eleven frames, because you cannot cancel into sweep, but the initial jab would be cut short.

Yes! This is it! Thanks! It is so obvious yet I haven’t thought about it.
Now the question is: how long is the hitpause and is it constant for all the normals?

Yeah. I’m familiar with chaining and linking. I can make this combo just fine I was just curious what the exact pause should be as it is for sure longer than 11 frames.

Unfortunately, I have no idea how to measure hitpause or if anyone else has. Hopefully someone else answers.

Good luck with your project.