DOA Q&A

akhi216

Active Member
Standard Donor
If a fighter is force teched, is there a period of time where they cannot block or hold an attack?
 

Belinea

Active Member
Do low holds take longer to start up than the other holds?

If a fighter is force teched, is there a period of time where they cannot block or hold an attack?

There's a brief period were you can't hold lows. Everything else is holdable though.
 

Kronin

Well-Known Member
I was seeing the good tutorial of Emperor Cow where about the strikes he explain, like already noticed on the site some time ago, that the info on screen of every attack' start-up must be increased of 2 frames (the imput frame and the frame of impact)

So I was asking if this "rule" must be considered also for the frame traps (the tutorial don't mention it, but I wanted be sure): after a +4 advantage on block, the video showns like a following attack with an 11 start-up is able to create a 7 frame trap. But actually the frame trap is of 9 (or 8) frames?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
no because the opponent is also suffering from the same 2 frame delay. Keeping the 7 frame difference.

The 2 frame rule is only applied to one character when the opponent remains in disadvantage during the entire move.
 

Roroko

Member
1. Can someone list all the different types of stun states and their properties?

2. How is launch height determined? Is is purely based on what state the opponent is in when hit e.g., CB_CS_NH + CH 'bonus' = launch height?

Thanks!
 

X51

Active Member
1.- The frame data shows the number of frames a strike/stuff lasts, correct?. We need to add 2 frames but are the rest of the frames active-frames? Who has the advantage in this game, the character that striked first or the character that striked last (if both strikes would "counter" each other and there is no stun/block game)? I can't understand this frame system because I'm used to startup frames, active frames and recovery frames and I allways get countered with stuffs that never counter my opponents (online).

2.- Counter holds last forever?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
2- Defensive holds occur instantly, have 18 active frames, and are followed by 12 recovery frames. If the defensive hold is performed while in critical state then the recovery frames have an additional 5 frames making them a total of 18 recovery frames.

1 - the frame data shows the last startup frame before active frame. If it says 17 then the first active frame is the 18th frame, that's why you add +1 when you are looking to see what will punish a -20 on guard attack. The system also has a 1 frame delay on input of a starting attack string which is where the other frame comes from that you have to add. Throws don't have the frame delay so you only add 1 frame to find the active frame.
 
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X51

Active Member
2- Defensive holds occur instantly, have 18 active frames, and are followed by 12 recovery frames. If the defensive hold is performed while in critical state then the recovery frames have an additional 5 frames making them a total of 18 recovery frames.

1 - the frame data shows the last startup frame before active frame. If it says 17 then the first active frame is the 18th frame, that's why you add +1 when you are looking to see what will punish a -20 on guard attack. The system also has a 1 frame delay on input of a starting attack string which is where the other frame comes from that you have to add. Throws don't have the frame delay so you only add 1 frame to find the active frame.

2.- So, if I find strikes that start at the opponent's defensive hold frame 19-30/35 I'll avoid it and start/continue the stun game, correct?

1.- Ok, shows start-up frames. And the advantage/disadvantage frames are like "recovery" frames. But how can I take a look at the active frames without buying the guide? I'm asking this because there are strkes that seem to have very long active frames and can't punish them.
 

dawnbringer

Active Member
2.- So, if I find strikes that start at the opponent's defensive hold frame 19-30/35 I'll avoid it and start/continue the stun game, correct?

You can simply delay a faster strike. Similarly, the opponent can delay hold to catch your strike.

But how can I take a look at the active frames without buying the guide?

There's no simple and reliable way to count active frames.
 

X51

Active Member
About frames, I'm used to stuffs like this. I'd wish for something alike for this game.

2.- More than once I've been defensive holded by a second spammed defensive hold online because I delayed a faster strike. Sometimes lag screws hard.
 
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