How to use frame data

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virtuaPAI

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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:


  • 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 (:2:F) occur in 5 frames
    • Low blocking (using a buffered :F: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 (:3:3) 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 (:4:4) occur in ~5 frames
    • Forward dash (:6:6) 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 :p 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 :p , 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 :p, 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)
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
WHAT IS FRAME DATA

Frames in general is a measurement of game time which designates specific frames to attacks' Execution, Hit detection and Recovery. As of right now, The doa series run at 60 frames per second. Frame data is a listing of frames used to measure moves':

Execution- This is the amount of time it takes for an attack to fully extend.

Hit detection- Once the attack is fully extended, there is a few frames in which an attack is in its hit phase. This is when attacks actually make contact with your opponent.

Recovery- Once hit detection has come to an end, The attack begins to retract and movement is restricted until the attack is no longer in effect.

Duration- This is the overall length of the move..in other words, Move Execution + Hit detection + Recovery = Duration.

These transitions are used to break down every single move in the game (for the most part). When you see something like 9/2/33, that translate to:

9 Frame execution
2 frame Hit detection
33 frame recovery
Total = 44 frame duration


Hit Stun#1-Explanation

There are many different forms of stuns in dead or alive. Out of all of them, Hit stuns do not result in a *Critical state. Instead the opponent stays standing and cannot move for a few frames. The player in a hit stun is usually in a disadvantage because the attacking player recovers from the attack before his opponent recovers from the hit stun.

*Critical states result in critical stuns that are the equivalent of staggers and crumples in other major fighters.

Hit stun#2-True Combo's

Usually Hit stuns do not result in guaranteed attacks, however, there are attacks that have large enough hit stuns to allow a free attack. Sometimes there are strings that provide multiple free attacks one after the other. These are called either 2 in 1's, 3 in 1's.etc. These attacks usually have different requirements for success. ie normal hit, counter hit, high counter hit.etc.

Guard Stun

Ever wonder why you can not attack mid string when guarding,(majority of the time) while your opponent is attacking you? This is due to guard stun. Guard stun is the phase of a guard in which you cannot move or initiate any attacks Until the guard animation comes to an end. The amount of guard stun is dependent soley on the attack(string) used. This is why you usually cannot attack out of Kasumi's :p :p :p :p Strings. However, during single blows and the end of a string, the majority of the time, the guard stunned player recover before their opponent recover from their attack. This results in the advantage for the defending player during this time.

Advantages and Disadvantages

You may have noticed that the both the terms Advantage and Disadvantage were used in the earlier part of this Guide. I'm going to take a little time to explain it a little further. Disadvantage equals the amount of frames that you are in the red(Bad), while Advantage equals the amount of frames you are in the green(Good).


Disadvantage

While your opponent is in the red, your opponents actions and reactions are limited due to the options thats available to you.

Example#1

Lets say Kasumi is Fighting against Christie. Kasumi does :P:p and Christie blocks both attacks. Kasumi is now in the red with a -5 disadvantage. If both of them went to do a 9 frame jab, christie's jab will come out first. This occurs because kasumi cannot use her jab until 5 frames have passed, while Christie can do hers right after guarding. If we were to add everything up, it would be 5 frame wait, + 9 =14 frame execution, VS 0 frame wait, +9 = 9 frame attack.
The fastest attack always beat out the slower attack(there are exceptions to this rule). 9 frames > 14 frames. you can see disadvantage as adding a certain amount of frames to the execution of your attack, making the execution longer than it was originally.


Example#2


Lets say that the christie player decides to use an attack thats a lil more slower, more powerful than a jab.like :4 :p that is 14 frames in execution, against the Kasumi player that's in a disadvantage of -5. If you compare, both attacks now execute at 14 frames, which attack will succeed when both attacks are of equal execution? The more powerful attack will out prioritize the weaker attack. That Christie player can use the more powerful attack to beat out her opponents attack.


Advantage

While Your opponent is in the green(advantage), the opposite occurs of what happens when your opponent is in the Red (disadvantage). instead of you having the ability to win during attack exchanges, your opponent will gain this advantage.


Example #1

Lets say Brad Wong does :P:P :6 :K against a guarding Eliot. This leaves the Brad Wong player at +4 on block. Instead of adding frames to any of Brad's attacks, 4 frames are added to the Eliot player's guard stun, extending the execution time of his attacks by 4 frames. So instead of his jab hitting at 12(from BT stance) frames, his Jab now hit at 16 frames. When both Eliot and Brad jabs are done at the same time, Brad Wong's will hit first. If we were to add everything up, it would be 12 frame hit =12 Vs. 12 frame execution +4 frames added to Eliot's Block stun. The fastest attack always beat out the slower attack(there are exceptions to this rule). 12 frames > 16 frames. you can see advantage as adding a certain amount of frames to the execution of your opponents attack, making the execution longer than it was originally.

Example#2


Lets say that the Brad Wong player decides to use an attack thats a lil more slower, more powerful than a jab.like :8 :p that is 16 frames in execution because the Eliot player has the disadvantage, against the Brad Wong player and 4 frames are added to his guard stun while using a 12 frame jab, making his overall execution 16 frames. If you compare, both attacks now execute at 16 frames, which attack will succeed when both attacks are of equal execution? The more powerful attack will out prioritize the weaker attack. That Brad Wong player can use the more powerful attack to beat out his opponents attack.

Counter attacks that are guaranteed

When your opponent is in a disadvantage, the disadvantage needs to be large enough to for the attack to be guaranteed. Doa is quite different than other high level fighters in this department. Doing a 14 frame attack while your opponent is at a 14 frame disadvantage do not make the attack guaranteed. Your opponent can block your attack. With every attack in the game, you will need to add at least 1 hit detection frame to determine when said move makes contact with your opponent. What if your opponent is at a 15 frame disadvantage, will that 14 frame attack be guaranteed? The answer is Yes and no. The disadvantaged player cannot move only in the state that he/she is recovering in. So if your opponent recover standing, a low attack is guaranteed. If your opponent recover crouching, than a High/mid attack is guaranteed. Absolute guarantees occur when the amount of frame advantage exceeds the amount of frames it takes for said attack to execute + enter hit detection phase. So a 14i attack is absolutely guaranteed when the frame advantage is 16 frames or more. Your opponent will not be able to block any of your attacks.

So here is recap:
  • Absolute Guarantee: When your attack is Absolutely Guaranteed no matter what your opponent tries to do. *This Requires a 1 frame Buffer*Ex. Using a 18 frame attack during a 20 frame disadvantage.
    • 18 frame attack + 1 hit detection frame - 20 frame disadvantage = -1 frame.
    • -1 frame = 1 frame inability of your opponent blocking your attack.
  • Guarantee: Your attack is only guaranteed when you attack in an area where your opponent cannot block while disadvantaged. Ex. Using a 18 frame attack during a 19 frame disadvantage.
    • 18 frame attack + 1 hit detection frame - 19 frame disadvantage = 0 frame.
    • 0 frames = 0 frame inability of your opponent blocking your attack. Meaning, your attack is guaranteed when:

      -Low attack Vs Standing state.
      -Mid attack Vs Crouching state.
      This is due to the fact that blocking takes 0 frames. as long as both players are at 0(during this situation), blocking will execute. However, since it require more frames to stand + block or Crouch + block during your opponents recovery, any attack that hit at the opposing state is guaranteed.
  • No Guarantee: Your attack is not guaranteed, because the attack impacts after the guarantee point.
    Ex. Using a 18 frame attack during an 18 frame disadvantage
    • 18 frame attack + 1 hit detection frame - 18 frame disadvantage = +1 frame.
    • +1 frames = +1 frame of your opponent blocking/holding/evading your attack. Meaning, your attack is not guaranteed
 

virtuaPAI

I am the reason why you are here!!!
Staff member
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Throws that are Guaranteed

For throws to be guaranteed, (like attacks), both the throw and your opponent's disadvantage must match, otherwise the throw will not be guaranteed. If you have a 5 frame executing throw + 1 active frame = 6 frame throw, your opponent will need to be in a 6 frame disadvantage or greater. This only applies to guard stun. Hit stun properties do not allow the attacking player to throw, just like with any other stun within the Doa series. *There are exceptions to the rules, such as specific Hit throws. These are throws that are designed to connect with a stunned opponent*

Part 2: Application Of Frame data



Move application

Now that you know what a disadvantage and advantage are, you should now be able to apply it to your game play. When looking at the move list, you now need to separate the moves into evasive properties, Damage, Execution speed, Advantages/disadvantages on block/hit, and priority. For this guide, I will only be discussing the highlighted segments.

Execution Speed

Knowing both you and your opponents attack frames are very important. Lets say that Kasumi is using alot of :P:P Strings, and for some reason Ein's :P:P strings are losing to hers. The reason for this is attack execution. The first :p in her string executes in 9 frames(+ 1 active frame), while your's execute in 10(+ 1 active frame). Like it was stated earlier, attacks that have shorter execution time beat out those with longer execution time. Learning all the characters main attack execution will allow you to know what attacks are good to poke with(usually fast executing, low recovery attacks that have frame advantage).


Advantages/disadvantages on block/hit

When looking for attacks to set up your opponent, its always best to use attacks that leave you with an advantage. This allows you to continue your offense without having to be forced to defend yourself after every blocked attack. There are a lot more attacks that leave you in a disadvantage than advantage. The attacks that leave you at an disadvantage are better used in situations in which you have enough frame advantage to execute these attacks with safety, When forced into a mix up and you used a slow executing powerful attack to counter your throwing opponent, or the attack has enough evasive properties or priority over other attacks. Overall, you would use the handful + of safe attacks(attacks with frame advantage and/or leaves you at 0 frames) to mount your offense.

Mounting your offense: Frame Trap

Now that you have a good assortment of safe attacks at your disposal, you will now need to know how to effectively use your frame advantage. Lets say you are playing with Ayane and you decide to use her :4 :P:+:K that leaves her at +21 on block. With her +21 on block, she can at most do a 20 frame attack against 9 frame jabbers, 21 frame attack against 10 frame jabbers, 22 frame attack against 11 frame Jabbers...etc. Remember what was stated above, if both attacks have the same execution, the more powerful attack will win, This is why Ayane (or any other character) can use an attack that equals the execution of their opponents attack.

*note* All of the above is true if your opponent doesn't slow escape the guard crush.

Lets say that your opponent continues to guard, and waits for you to use that more powerful attack that puts you in a disadvantage. This is where frame traps come in. Instead of doing any attack, you can continue keeping your opponent in the red(disadvantaged) by doing something like :4:P:+:K :~ :236:F:+:K until they start to hold, now you can simply throw and continue the frame trap by doing her :4:F :+:P which gives her +5(on normal throw and +10 on counter throw) :~ :4:P:+:K :~ :236:F:+:K .rinse and repeat.

Compound Frame data:

Compound Frame data, is data of maneuvers that may have multiple hit properties for one move, or the addition of Sabaki frames.

When you see a frame combination like:

3[10]13(2)37, the 3[10] is the frame data for the Holding part of the sabaki.3 frames execution, 10 hit detection frames. The 13(2)37 part of the sabaki is the attacking section of the sabaki.

-When you see a frame combination like:

15(2)9(2)19, this means that there are two attacks within one command.
15(2)9(2)6(3)19, this means that there are three attacks within one command.etc

15(2)- Execution + Hit detection for the 1st attack.
9(2)- Execution + Hit detection for the 2nd attack.
6(3)19 Execution + Hit detection+ Recovery for the 3rd attack.

When the frames do not add up?


-There can be times when you find yourself not being able to hold/block or both, when you look at the frame data and it says you can. Lets take a look at Tina's :6:6:P:P. the :6:6:p is 19/3/25, and its follow up is 17/3/26. You will find that the second move in the string can only be blocked, and not held when Tina is up close to you. But you find yourself able to Defensive Hold the attack when she is at a distance. What is going on?

-Well, when Tina is up close, her 1st attack is hitting you on its 1st hit frame. This mean that there are 2 hit frames(left) + 25 Recovery frames = 27 total recovery frames. This attack(:6:6:p) is -9 on hit. So subtract 9 from 27, and you have 18 frames for the hit stun. Since the next attack is 17 exe frames + 1 hit frame =18 frames. You can only block the attack since you need at least 1 hit frame to hold.

-What if Tina's attack hit me during the 2nd or 3rd hit frame? Just like the above, there will be 1 hit frame (left) +25 recovery frames =26 total recovery frames. This attack (:6:6:p) is -9 on hit. So subtract 9 from 26, and you now have 17 frames for the hit stun. Since the next attack is 17 exe frames + 1 hit frame =18 frames. You can now block and hold the attack within 1 frame.

-If the attack hits on the 3rd hit frame, there will be 0 hit frames left + 25 recovery frames = 25 total recovery frames. This attack (:6:6:p) is -9 on hit. So subtract 9 from 25, and you now have 16 frames for the hit stun. Since the next attack is 17 exe frames + 1 hit frame =18 frames. You can now block and hold the attack within 2 frames.

-When an attack connects, The hit detection determine the amount of frame advantage or disadvantage that will occur. Lets say Tina's :8:P (18/2/22)hits you on normal hit, and the attack connects on the 1st hit frame. The Guide states that she is at +8. If Tina hits you on the 2nd hit frame, she is now at +9. What if the Hit detection in that move went up to 4 frames instead of 2? The amount of frame advantage will increase. Once the 3rd frame of the hit detection connect, Tina will now have +10, and if the 4th frame of the hit detection connected, Tina would now be at +11. The Same applies for disadvantage frames as well. Lets say the Last hit of Tina's :P:P:p (20/3/25)connected on the 1st hit frame, she will be at -8 . If it connected on the 2nd hit frame, she will be at -7. If it connects on the 3rd hit frame, she will be at -6.

What to do once you have obtained this info?


-When playing up close, The frame data stays the same. Once you start spacing and hitting your opponent at a distance, you need to take the above into consideration. You will find out that it is better to use certain moves at a distance, do to moves becoming safe, or moves that are already safe becoming more safe, or providing you with frame advantage.
 
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