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The interruptibility rating of a move describes how quick the receiver has to be to interrupt it. It is similar to, but not the same as, the concept of frame advantage. It is defined as follows: for a given sequence of two attacks, the interrupbility rating of the sequence is how many frames the receiver of the attacks will spend in fully recovered position, assuming they don't try to do anything. To interrupt a move with interruptibility rating x, one must counter with a move having warmup at most x.

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