Ever wanted to decipher a character's frame data but don't know where to start? Certain things that confuse you in frame data? Maybe you just want to refresh your mind on frame data and want to see if you can get more use out of it.
NOTE: It is recommended that you have a good amount of experience and understanding of the game just from exposure and experience while playing. The more familiar you are with your character, the easier and more useful this will be for you.
This topic is for people who want to make more use out of the actual frame data given for each character. Keep the basics in mind: (just mentioning them, no explanations necessary if you read the above)
*Note - a lot of the numerical aspects are either quantified for you, or can be quantified
-Advantage
-Disadvantage
-Execution frames
-Hit frames
-Recovery frames
-Guard stun (this will be quantified later)
-Absolute guaranteed attacks vs guaranteed attacks
-Guaranteed throws
-Basic application (outspeeding the opponent and mounting a counterattack offense after blocking)
-Compound frame data
-When the frames don't add up (I'll discuss how to actually manipulate hit frames later in depth)
I'll say this again: you should at least have a good amount of experience with the game AND be familiar with the above general concepts before you go any further. Do the above first if you haven't yet.
Looking at frame data:
Things to keep in mind:
What Frame Data will tell you:
What Frame Data will not tell you:
Extras:
I know this is a lot to take in for people, but the info could be helpful to you (or not, depending on how you play). Hope it was helpful tho, because the more someone plays and wants to improve, the more someone will want to use whatever info they can to their advantage. That was why this was made; the frame data basics are already up, but many people want to learn more, and so here it is. Any questions/corrections/comments, make them public so that others can learn from the Q&A.
One more thing: knowing this is one thing, but actually putting this to good use in your game is another. You have to know how to put the big picture together, so to speak. The experience and the frame data, the general stuff and the specifics, everything intertwines together. You can use all or none of this info, it all depends on you. The most basic way frame data is used is to determine safeness and speed of moves, but you may be able to put more of the frame data to use (like in the Extras section) and step your game up that way. Explore what you know and what you have, and see what you can improve on.
Originally written by viper excess. (added frame data from VirtuaPAI)
NOTE: It is recommended that you have a good amount of experience and understanding of the game just from exposure and experience while playing. The more familiar you are with your character, the easier and more useful this will be for you.
This topic is for people who want to make more use out of the actual frame data given for each character. Keep the basics in mind: (just mentioning them, no explanations necessary if you read the above)
*Note - a lot of the numerical aspects are either quantified for you, or can be quantified
-Advantage
-Disadvantage
-Execution frames
-Hit frames
-Recovery frames
-Guard stun (this will be quantified later)
-Absolute guaranteed attacks vs guaranteed attacks
-Guaranteed throws
-Basic application (outspeeding the opponent and mounting a counterattack offense after blocking)
-Compound frame data
-When the frames don't add up (I'll discuss how to actually manipulate hit frames later in depth)
I'll say this again: you should at least have a good amount of experience with the game AND be familiar with the above general concepts before you go any further. Do the above first if you haven't yet.
Looking at frame data:
The first page details what each category in the frame data covers.
- In the Attribute category, it says that parentheses mean stable-attribute attacks. Stable-attribute attacks are 2-in-1's and the like (3-in-1's, 4-in-1's), AKA combos. What frame data does not tell you is when attacks are combos (on block? on hit?) and it won't tell you either when attacks aren't combos (maybe certain attacks are combos only on block or only on hit, for instance). Keep in mind that this is only for parentheses in the Attribute column (the column that tells you what hit level the attack has from high, middle and low).
- The Hit column indicates the amount of disadvantage the attacker has when the attack hits. An "X" in the column means that the attack either launches or knocks down the opponent. [A -1 in this column for Hitomi and Helena in specific moves means negative disadvantage AKA advantage.]
- The Guard column indicates the amount of disadvantage the attacker has after the attack is blocked. For GB attacks, frame data does not tell you is if the GB leaves the attacker at advantage or disadvantage.
- The Inactive column for throws indicates how much frame advantage a throw gives after it is successful. If there is a "/" in this column, then the first number applies to a successful normal throw, and the second number applies to a successful counter and hi-counter throw.
- A dot in the Def. Fall column means that you can techroll the throw.
- If you ever see a star (*) in any of the columns, look to the end of the particular section where the star is to see what the star signifies. For example, look for a character's slope throw and it will have a star in the Damage column. If you look at the end of the Throws section, the star means that "slope throw damage is dependent on the slope itself".
- Green text indicates a change in frame data specific to 4.1.
- The rest of the first page is self-explanatory. Now you should be able to understand each column for frame data tables.
Things to keep in mind:
- Outside of frame data tables:
- Standing Block (:4 or :F)occur in 0 frame
- Low blocking (F) occur in 5 frames
- Low blocking (using a buffered pause :2 during attack recovery), occur in 2 frames
- down back Crouch (:1) occur in 5 frames
- down forward Crouch (:3) occur in 5 frames
- crouch dashing (3) at fastest exec speed takes 1 frame,
- cancelling a crouch dash at fastest exec speed is also 1 frame.
- defensive holds require at least 1 frame to perform,
- manual free cancelling takes 1 frame
- Free stepping (:8 or :2) by itself requires a minimum of ~5 frames (attacks with sidestep properties already take into account their own sidestep frames)
- Back dash (4) occur in ~5 frames
- Forward dash (6) occur in ~5 frames
- Moving Block (:7, :1 :3 :9) occur in ~7 frames
- YOU DON'T COUNT FRAMES, EVER. No one will ever do that because it is impossible for the human eye to do that. The frame data gives you the frames for each move. When talking about frames, you are using what the frame data gives you, no counting involved. You CAN perform tests to find out some specific values and to verify what frame data tells you, but it is still not counting frames. Testing for frame data is determining frames, not counting them. Frames are a unit used to describe move speeds, and frame data tables indicate move speeds. If you want to use frame data, you need to have a basis to work with, because frames are all relative. You merely work with the data given and expand from there, no counting or changing the frame data.
- To better remember what each of the three "key numbers" mean for each move, remember EHC. Execution, Hit, and Recovery. Execution = move speed, hit = how many frames in the move can connect with the opponent, recovery = inactive frames after a move.
- The priority system in DOA4 works as follows: speed > damage > hit level (this is for attacks, since attacks will clash often). Since speed is the primary way in this game to see which attack will land first in a clash and attacks have varying speeds in-game, we don't really say that attacks have priority but there is a priority system in-game that determines what attacks can beat others. Simply put, the faster attack will win. Now, if two opposing attacks have the same speed (after taking advantage/disadvantage into account), then the next level of priority would be damage (from the Damage column). The stronger attack will win with same-speed moves. If the clashing attacks both have the same speed and the same damage, then the hit level of each attack will be used to determine which attack will win the clash. For hit level priority, high > middle > low. So for example, let's say that two clashing attacks have the same speed and damage, but one attack hits high and the other hits mid. The high attack will win under normal circumstances. Now, if two clashing attacks have the same speed, same damage, and same hit level, then both opponents will get hit with a counter blow usually.
- Let's say that two attacks just happen to connect with each other's hit frames regardless of attack speed. Then speed priority will just be ignored since both attacks connected at the same time. Damage and hit level priority will still occur, however.
- Despite the priority system, there are two primary ways to "break the rules". You can use crushes to evade attacks from close range, and you can take advantage of attack hitboxes with some moves. I will cite three attacks as examples: Lei Fang's :4 :6 has a lunging-in motion that allows her to connect with her shoulder, even if she isn't right in the opponent's face. The second example is Christie's :qcb , where she takes a big step back and then comes back forward with a mid punch, so it avoids attacks and also retaliates back. The last example is Kokoro's :8 :8 , where she sidesteps and attacks. She can situationally go around some attacks to avoid them and then strike back.
- This isn't so much for frame data tables, but is still useful to know. For all critical hits, they provide advantage for the attacker. But slow escape can minimize the advantage that the attacker gains from a stun. "Stagger frame data", if you want to think of it simply, fills in all the "Cr" in the frame data with actual numbers. Stagger frame data is not released like frame data tables are; they are "determined" in a specific manner and posted in the character forums for your convenience. In the character forums, if you look for stagger frame data, it will tell you the maximum possible advantage that an attack can give upon critical hit. Slow escape will diminish those numbers, but how much isn't known. The stagger data is just to give you an idea of how much advantage you're roughly working with. +15 isn't a lot of advantage when factoring in slow escape, but +35 will still net you a lot of advantage even from slow escapers to land unblockable attacks. So make use of it.
- You can hold out of any stun in the game, but some holds have to specifically be timed correctly to avoid punishment. So sometimes frame data will not behave like it normally should. In-game situations can alter advantage/disadvantage, but it can NEVER alter hit stun and non-GB guard stun.
- About memorizing frame data:
What Frame Data will tell you:
- Status of Successful Attacks are for Normal Hit
- If an attack will stun or knock down the opponent
- EHC, damage, hit level, environment interaction (does a move or throw change when near the wall or slope?)
- Does an attack GB on block?
- Does an attack stun on hit?
What Frame Data will not tell you:
- Status of attacks on counter hit and hi-counter hit
- How much advantage an attacker has after a successful stun nor what kind of knockdown an attack has (launcher? ground bounce? burst knockback? in-place knockdown?)
- Range, crushing ability, delay factor (ability and amount of delay for in-string attacks), interaction of attack with an opponent near the wall (wall-friendly attack or not?)
- Advantage/disadvantage of attacker after a GB (check character forums)
- How much advantage a stun gives the attacker (take stagger data and slow escaping into account)
Extras:
- Manipulating EHC frame data:
- Learning this actually pulls things together and can be applied directly to your game, but a few things need to be said before this is explained.
- You can never make the execution or recovery frame values smaller.
- Hit frames only make physical contact (on-screen physical contact with the opponent) with the opponent for one frame, no more and no less. The physical contact can occur on the first hit frame, or on the last hit frame. However, when the contact happens, it happens only for 1 frame.
- So what happens to the rest of the hit frames before/after the physical contact? They become idle frames (only the frame of physical contact is used to hit with an attack, all other hit frames become unused hit frames).
- Just because they are idle frames doesn't mean that they disappear. The idle frames are still present in attacks; they just won't be hit frames anymore.
- Any unused hit frames before the physical contact merely become extra execution frames (more startup to hit the opponent later). BUT, those extra execution frames could still make physical contact with the opponent as actual hit frames. Here's an example of what the previous sentence means. If you want to hit with an attack's last hit frame but the opponent runs up to you, the opponent will get hit with the first hit frame instead of the last one.
- Any unused hit frames after the physical contact become extra recovery frames.
- How do you determine which hit frame is being used? You can't tell specifically by looking at the screen (remember, we can't see nor count individual frames). But you can time an attack to hit with the first hit frame, or a later hit frame. To hit with the first hit frame, just be as close to the opponent as possible when doing an attack. To hit with a later hit frame, space and use an attack from a range.
- The DOA4 frame data assumes that all attacks will land on the first hit frame. The values in the "Hit" and "Guard" columns also assume that all attacks will land as soon as they can (on the first hit frame). The Hit and Guard values will change if a later hit frame is used to touch an opponent.
- The Hit and Guard values will decrease directly related to the hit frame that is used. Here's the way to understand it.
- If my attack touches the opponent on the second hit frame, it touched the opponent one frame later than the first hit frame. And since it touched one frame later than the first hit frame, that's one less recovery frame. One less recovery frame means that there is one less disadvantage on block and on hit. Instead of an attack being -8 on block and -3 on hit, an attack can be -7 on block and -2 on hit. If that same attack gave a critical stun of +25, it now becomes +26.
- Let's use the same example above, but instead my attack will touch the opponent on the third hit frame now. That's two frames later than the first hit frame. If we use the same numbers as above for guard, hit, and advantage (-8 for guard, -3 for hit, and stagger advantage being +25), my attack would now be -6 on guard, -1 on hit, and +27 stun.
--------------------------------------------------------------------------- - Some people wanted to know the formula for true frame advantage from forcing an opponent up form the ground (forced tech). I wasn't exactly sure, but what I was told was that when using two attacks, you had to sum up the recovery of the first attack (total recovery) and the entire frame data of the second attack (EHC) and subtrat the resulting value from the number 50. Since no one really experiments with forced tech anymore, I was not able to confirm for sure if this was the case.
I know this is a lot to take in for people, but the info could be helpful to you (or not, depending on how you play). Hope it was helpful tho, because the more someone plays and wants to improve, the more someone will want to use whatever info they can to their advantage. That was why this was made; the frame data basics are already up, but many people want to learn more, and so here it is. Any questions/corrections/comments, make them public so that others can learn from the Q&A.
One more thing: knowing this is one thing, but actually putting this to good use in your game is another. You have to know how to put the big picture together, so to speak. The experience and the frame data, the general stuff and the specifics, everything intertwines together. You can use all or none of this info, it all depends on you. The most basic way frame data is used is to determine safeness and speed of moves, but you may be able to put more of the frame data to use (like in the Extras section) and step your game up that way. Explore what you know and what you have, and see what you can improve on.
Originally written by viper excess. (added frame data from VirtuaPAI)