Invincibility Frames
The animation window during which a character is immune to hits despite appearing vulnerable on screen.
Invincibility frames — i-frames — are the span of an animation during which a character cannot be hit, regardless of what the sprite or model appears to be doing. The practice predates the genres now built around it, and the name arrived long afterward, from communities fluent enough in frame counting to measure the window: arcade cabinets granted a few seconds of immunity after a continue so a respawning player was not killed on sight by an enemy still occupying the spawn point, a courtesy against unfair loss rather than a combat tool.
The dodge roll is the modern carrier. A roll's duration splits into startup, an active i-frame window, and recovery, and only the middle segment is safe — the animation looks identical from a distance whether the player is inside that window or not. Soulslike design makes the window's length a stat: equip load or point investment shortens or lengthens it, so the same roll performed by a heavy build and a light one clears a different number of frames of the same attack. Fast Roguelike runs and dodge-heavy Metroidvania traversal both lean on the same window, tuned tighter for a faster, more repeatable read.
This is why i-frames convert dodging into a timing problem rather than a spacing problem. A player reasoning about distance is solving the wrong equation — an attack's hitbox can occupy the exact space the character rolls through and still miss, provided the press landed inside the window and not a beat early or late. That precision is exactly what Frame Data formalizes, and it rewards the same read-and-react discipline as a Parry and Riposte, with the opposite risk profile: a parry cancels the attack, a dodge only cancels its consequence. Window lengths are rarely documented and get established the way Poise values were, by the Datamining community working from frame-by-frame video capture and runtime memory inspection rather than extracted files — the same discipline that lets Speedrun routes exploit windows that outlast their purpose. Game Feel governs whether the edges feel fair; Determinism lets a player trust that identical timing produces identical outcomes twice.
See also5
Hand-picked in the note itself — the neighbours worth reading next.
Frame Data
The startup, active and recovery cost of an action measured in simulation ticks, and what it predicts about a matchup.
Play & Games9 connections
Poise
A stagger-resistance stat shown as a number on the equipment screen and governed by a formula the developer never published.
Play & Games8 connections
Parry and Riposte
A timed defensive window that, met exactly, punishes the attacker instead of the defender.
Play & Games8 connections
Soulslike
A design lineage in which high difficulty is a deliberate authorial position, sustained by making every death legible.
Play & Games15 connections
Game Feel
The perceptual layer between input and simulation, and the tuning that makes a control scheme read as responsive.
Play & Games25 connections
Linked from4
Notes elsewhere in the wiki that reach for this one.
- Assist ModePlay & Games
Difficulty and accessibility settings offered as separate, combinable toggles instead of one difficulty slider.
- Frame DataPlay & Games
The startup, active and recovery cost of an action measured in simulation ticks, and what it predicts about a matchup.
- Parry and RipostePlay & Games
A timed defensive window that, met exactly, punishes the attacker instead of the defender.
- PoisePlay & Games
A stagger-resistance stat shown as a number on the equipment screen and governed by a formula the developer never published.