Aven Kujo-Gin
Well-Known Member
Why... that´s pretty stupid. Let´s hope they add something to compensate, maybe a new move or a buffed one who are 13 or less frames.
So applying the DOA frame data logic then after 6T with Zack P(i10), PP(i9), 2P(i11), 6P(i11), and K(i10). Kind of silly it works that way.It's because you're reading the frame data and applying it wrong.
DOA's frame data doesnt follow the frame data logic of other fighting games ..
you need to subtract 2 from the advantage frame to get the correct (guaranteed) follow up.
the game doesnt register the first frame of input (the button press) .. frame count starts right after... then, the game considers the 1st active frame to be completely seperate from the last start up frame .. thats the other missing frame..
So, if you're at +13 ... anything that is 11 frames or less would be guaranteed ...
in this case ...Zack's P (10 frame startup) or 6P (11 frame startup) would work .. nothing else would
But anything 12 frames or more.. would not be guaranteed ..which is why 6K and 9K don't work (both with a 12 frame start up)
If you want to understand it better, I suggest you check my STRIKES tutorial (Tutorial 2) in it you will see a segment called "understanding frame data" ... Skip to 6:38 for the segment.
2P is a 13 frame startup .. wont workSo applying the DOA frame data logic then after 6T with Zack P(i10), PP(i9), 2P(i11), 6P(i11), and K(i10). Kind of silly it works that way.
But it only stuns on+15 on 6T would be nice, but if 6P stuns on NH now then we should be good.
But it only stuns on.
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