For example, weight-based throws can animate at varying speeds, resulting in each drawn frame showing a subframe of each animation (such as frame 10.56). However, other elements utilize the concept of subframes, which allows decimal numbers of frames.
As another example, time-slowing effects in Smash 64 and Melee reduce the rendering framerate as well as the physics framerate, so using training mode to reduce game speed to 1/4x results in a noticeable drop in framerate. For example, most hitboxes take their current position and their position one frame ago into account in order to stretch between the intervening space, so a fast-moving attack cannot pass through a target without damaging it. Many mechanics are restricted to integer numbers of frames. This is one of the reasons the stage is banned in doubles in Melee and on all modes in Ultimate, as even minor lag can throw off experienced players. The disruption in framerate interferes with patterns that expect players to know exact frame times, as due to the varying framerate each frame does not always equal 1/60th of a second. A notable example is on Fountain of Dreams in both Melee and Ultimate many characters using special-effect-heavy attacks at once combined with the reflective floor can cause the game to stutter and lag as it fails to work fast enough to keep the framerate at its normal framerate. Situations can occur where the game is not capable of finishing all its calculations within one frame, resulting in a delay while it finishes up. For example, Bowser has invincibility on his legs for part of his forward smash, and on his shell for part of his up smash. When invincibility frames are active, the character cannot be damaged when hit on a certain area. Players use many terms to refer to particular frames of an attack, such as invincibility frames. For example, Mario's forward tilt in Brawl comes out on frame 5, meaning it takes about 0.08333 seconds for the first hitboxes to appear upon inputting the attack. The vast majority of timing-based elements in most fighting games, including the Smash Bros. The amount of frames the game runs at per second is referred to as the "framerate" of the game. All Smash games run at 60 frames per second (60 FPS), meaning one frame is 1/60th of a second, or 16.67 milliseconds. Every frame, the game reads controller input, performs calculations, and renders an image on the screen.
![smash ultimate frame data november smash ultimate frame data november](https://media.eventhubs.com/images/2019/01/11_rolling01.png)
A frame is the primary unit of time in all video games.