System Frame data of cliffhanger windows

WAZAAAAA

Well-Known Member
(TL;DR version at the bottom)



Cliffhangers have two interactable animations.

The first animation is the one where the "defender is rolling towards the cliff".
Only the defender side can interact.
If any button is pressed from frame 29 to 67 by the defender, he will successfully hang on the cliff.
What frame 27 looks like: https://i.imgur.com/Ng3Ogvz.png
What frame 65 looks like: https://i.imgur.com/YfodUXn.png

The second animation, which will only initiate if the defender has previously hung on the cliff, is the one where the "attacker is running towards the defender".
Both the attacker and the defender can interact.
The window to take a decision for both sides ranges from frame 44 to 72.
What frame 42 looks like: https://i.imgur.com/KZG016t.png
What frame 70 looks like: https://i.imgur.com/C49nLFD.png

NOTES:
- inputting a "cliffhanger outcome" is actually very lenient for both animations on both players, because the game only needs to detect if a button is being held or not during the above mentioned frame windows. Which means, for example, that the defender can hold H continously before any cliffhanger has even started, and he will still hang on the cliff + block
- the stage makes no difference, all cliffhangers act the same
- everything written in this thread only applies if the characters aren't already dead...
- I have used this method to count the frames: http://www.freestepdodge.com/threads/frame-counter-tool.6097/
- why did I include screenshots that are 2 frames earlier? That's the "true" range because almost every input is delayed in DOA. More information here: http://www.freestepdodge.com/threads/frame-counter-tool.6097/#post-285366



TL;DR: first interactable animation frame window is 29-67, second one 44-72. No need to mash buttons, just hold them to cliffhanger
 
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