Welcome to Helena Douglas's Frame Data Guide for Dead or Alive 5 Ultimate!
Unique Strikes
Startup: 11
Recovery: 13
Advantage: -3 on hit / -3 on block
(Can go to Back-turn/BT) (Can be delayed)
Startup: 13
Recovery: 25
Advantage: +4 on hit (+1 on hit if going to Back-turn/BT ( )) / -10 on block (-13 on block if going to BT)
(Can be delayed on all inputs)
Startup: 18
Recovery: 26
Advantage: +22 on hit / -9 on block
(Can be delayed on all inputs)
Startup: 16
Recovery: 28
Advantage: +23 on hit / -9 on block
(to Bokuho stance) (Can be delayed on all inputs)
Startup: 24
Recovery: 22
Advantage: +26 on hit / -9 on block
(Can be delayed on all inputs)
Startup: 20
Recovery: 26
Advantage: +22 on hit / -9 on block
(Can be delayed on all inputs)
Startup: 21
Recovery: 26
Advantage: +11 on hit / -10 on block
(to Back-turn/BT) (Can be delayed on all inputs)
Startup: 25
Recovery: 24
Advantage: +43 on hit / -14 on block
Startup: 10
Recovery: 29
Advantage: +21 on hit / -11 on block
(Can go to Back-turn/BT)
Startup: 14
Recovery: 25
Advantage: +4 on hit (+0 on hit if going to BT ( )) / -10 on block (-14 on block if going to BT)
(Can be delayed)
Startup: 17
Recovery: 28
Advantage: +23 on hit / -9 on block
(to Bokuho stance) (Can be delayed)
Startup: 25
Recovery: 22
Advantage: +26 on hit / -9 on block
(Can go to Back-turn/BT) (Can be delayed)
Startup: 11 (for first input ( )), 6 (for final input ( ) due to handslaps)
Recovery: 25 (21 if going to BT ( ))
Advantage: +9 on hit (+13 on hit if going to BT) / -10 on block (-6 on block if going to BT)
Startup: 22
Recovery: 25
Advantage: +13 on hit / -10 on block
(Critical Burst/CB!)
Startup: 17 for normal (20 if CB!)
Recovery: 22
Advantage: +26 on normal (+84 if CB!) / -10 on block
(Can be delayed on all inputs)
Startup: 17
Recovery: 30
Advantage: +37 on hit / -14 on block
(Can go to Back-turn/BT) (BT can be delayed)
Startup: 15
Recovery: 26 (22 if going to BT ( ), 30 if going to BT on max delay)
Advantage: - 11 on hit (-7 if going to BT, -15 if going to BT on max delay) / -12 on block (-8 if going to BT, -15 if going to BT on max delay)
(Can be delayed on all inputs)
Startup: 16 (40 on max delay for final input ( ))
Recovery: 24
Advantage: +0 on hit (in general) / -10 on block (in general)
(Can be delayed on all inputs)
Startup: 15 (for first input ( )), 16 (for second input ( ), 31 on max delay), 16 (for final input ( ), 31 on max delay)
Recovery: 26
Advantage: +2 on hit (in general) / -9 on block (in general)
(Can be delayed on all inputs)
Startup: 15 (for first input ( )), 16 (for second input ( ), 31 on max delay), 20 (for final input ( ), 38 on max delay)
Recovery: 20
Advantage: +20 on hit (in general) / -9 on block (in general)
(to Bokuho stance) (Can be delayed on all inputs)
Startup: 15 (for first input ( )), 16 (for second input ( ), 31 on max delay), 20 (for third input ( ), 38 on max delay), 23 (for final input ( ), 41 on max delay)
Recovery: 22
Advantage: +26 on hit (+16 on max delay) / -9 on block (in general)
(to Bokuho stance) (Can be delayed on all inputs)
Startup: 15 (for first input ( )), 16 (for second input ( ), 31 on max delay), 16 (for final input ( ), 16 on max delay)
Recovery: 24
Advantage: +36 on hit / -8 on block
(to Bokuho stance) (Can be delayed)
Startup: 15 (for first input ( ), 6 (for final input ( (handslaps)))
Recovery: 14
Advantage: +36 on hit (+35 on max delay) / -4 on block (in general)
(Can go to Back-turn/BT) (Can be delayed)
Startup: 16 (28 if going to BT ( ), 29 if going to BT on max delay)
Recovery: 31
Advantage: -11 on hit (in general (without going to BT)) (-7 if going to BT, -16 if going to BT on max delay) / -12 on block (-8 if going to BT, -15 if going to BT on max delay)
(Can be delayed on all inputs)
Startup: 16 (for first input ( )), 16 (for second input ( ), 28 on max delay), 16 (for final input ( ), 40 on max delay)
Recovery: 24
Advantage: +0 on hit (in general) / -10 on block (in general)
(to Bokuho stance) (Can be delayed)
Startup: 13 (for first input ( )), 16 (for final input ( (handslaps)), 33 on max delay)
Recovery: 14
Advantage: +35 on hit (in general) / -4 on block (in general)
(Can be delayed)
Startup: 16 (32 on max delay)
Recovery: 26
Advantage: +36 on hit (in general) / -12 on block (in general)
Startup: 14
Recovery: 20
Advantage: +0 on hit/ -4 on block
(to Bokuho stance) (Can be delayed on all inputs)
Startup: 17 (for first input ( )), 17 (for second input ( ), 41 on max delay), 21 (for final input ( ), 45 on max delay)
Recovery: 22
Advantage: +16 on hit (in general) / -9 on block (in general)
Startup: 14
Recovery: 26
Advantage: +2 on hit / -9 on block
(Can be delayed on all inputs)
Startup: 16 (for first input ( )), 17 (for second input ( ), 35 on max delay), 22 (for final input ( ), 46 on max delay)
Recovery: 29
Advantage: +34 on hit (in general) / -18 on block (in general)
(to Bokuho stance) (Can be delayed on all inputs)
Startup: 16 (for first input ( )), 17 (for second input ( ), 35 on max delay), 17 (for third input ( ), 41 on max delay), 17 (for fourth input ( ), 41 on max delay), 21 (for final input ( ), 45 on max delay)
Recovery: 22
Advantage: +17 on hit (+16 on max delay) / -9 on block (in general)
(Can be delayed on all inputs)
Startup: 19 (for first input ( )), 15 (for second input ( ), 33 on max delay), 18 (for final input ( ), 44 on max delay)
Recovery: 18
Advantage: +62 on hit (in general) / -2 on block (in general)
(Can be delayed)
Startup: 23 (for first input ( )), 23 (for final input ( ), 48 on max delay)
Recovery: 28
Advantage: +40 on hit (+38 on max delay) / -12 on block (in general)
(to Back-turn/BT) (Can be delayed)
Startup: 23 (for first input ( )), 14 (for final input ( (handslaps to BT)), 39 on max delay)
Recovery: 24
Advantage: +36 on hit (in general) / -7 on block (in general)
(to Bokuho stance) (Can be delayed)
Startup: 23 (for first input ( )), 14 (for second input ( (handslaps to BT)), 39 on max delay), 31 (for final input ( (handslaps to Bokuho stance)))
Recovery: 14
Advantage: +35 on hit (in general) / -4 on block (in general)
(Can be delayed)
Startup: 23 (for first input ( )), 23 (for final input ( ), 48 on max delay)
Recovery: 26
Advantage: +25 on hit (+11 on max delay) / -12 on block (in general)
SS (Sidestep)
Startup: 28
Recovery: 24
Advantage: +23 on hit / -10 on block
Startup: 12 (for first input ( )), 10 (for second input ( )), 10 (for final input ( ))
Recovery: 29
Advantage: +21 on hit / -11 on block
Startup: 14
Recovery: 25
Advantage: +40 on hit / -9 on block
(to Bokuho stance)
Startup: 16
Recovery: 24
Advantage: +36 on hit / -8 on block
(to Back-turn/BT)
Startup: 15
Recovery: 26
Advantage: +38 on hit / -11 on block
(Can be delayed)
Startup: 26 (for first input ( )), 26 (for final input ( ), 42 on max delay)
Recovery: 22
Advantage: +26 on hit (in general) / -5 on block
(to Bokuho stance) (Can be delayed)
Startup: 21 (for first input ( )), 20 (for final input ( ), 36 on max delay)
Recovery: 22
Advantage: +26 on hit (in general) / -9 on block (in general)
(to Back-turn/BT) (Can be delayed)
Startup: 14 (for first input ( )), 15 (for final input ( ), 27 on max delay)
Recovery: 25
Advantage: +39 on hit (in general) / -12 on block (in general)
(Can be delayed on all inputs)
Startup: 15 (for first input ( )), 10 (for second input ( ), 36 on max delay), 10 (for final input ( ), 35 on max delay)
Recovery: 27
Advantage: +22 on hit (in general) / -11 on block (in general)
(Can be delayed)
Startup: 14 (for first input ( )), 17 (for final input ( ), 34 on max delay)
Recovery: 30
Advantage: +37 on hit (in general) / -14 on block (in general)
(Can be delayed)
Startup: 20 (for first input ( )), 21 (for final input ( ), 65 on max delay)
Recovery: 25
Advantage: +44 on hit (in general) / -8 on block (+9 if fully charged with or without delay input, Guard Break/GB!)
(Can go to Back-turn/BT or Bokuho stance)
Startup: 20 (also 20 if going to either BT or Bokuho stance ( ))
Recovery: 25 (if going to BT), or 19 (if going to Bokuho stance)
Advantage: -10 on hit (if going to BT) (or -4 if going to Bokuho stance) / -12 on block (if going to BT) (or -6 if going to Bokuho stance)
(Can be delayed)
Startup: 20 (for first input ( )), 19 (for final input ( ), 40 for max delay)
Recovery: 26
Advantage: +11 on hit (in general) / -12 on block (in general)
(Can go to Back-turn/BT or Bokuho stance)
Startup: 24 (also 24 if going to either BT or Bokuho stance ( ))
Recovery: 26 (if going to BT) (1 if going to Bokuho stance)
Advantage: -10 on hit (if going to BT) (-6 if going to Bokuho stance) / -13 on block (if going to BT) (-9 if going to Bokuho stance)
(Can be delayed on all inputs)
Startup: 19 (if normal input) (35 if final is fully charged)
Recovery: 31
Advantage: +31 on hit (in general) / -8 on block (+2 on block if final is fully charged)
SS (Sidestep) (Can go to Bokuho stance)
Startup: 32 (also 32 if going to Bokuho stance ( SS )
Recovery: 28 (22 if going to Bokuho stance)
Advantage: +13 on hit (+19 on hit if going to Bokuho stance) / -16 on block (-10 if going to Bokuho stance)
Startup: 20
Recovery: 28
Advantage: +39 on hit / -12 on block
Startup: 15
Recovery: 25
Advantage: +24 on hit / -8 on block
Startup: 18
Recovery: 28
Advantage: +44 on hit / -9 on block
(Power Blow/PB!)
Startup: 30 (if normal) (38 if PB!, 60 if PB! is fully charged)
Recovery: 28
Advantage: +31 (on normal hit) (+8 if PB!) / -10 on block (+16 if PB!, Guard Break/GB!)
(Power Launcher/PL!)
Startup: 25 (if normal) (40 if PL!)
Recovery: 33
Advantage: +51 (on normal hit) (+111 if PL!) / -15 on block (in general)
(to Bokuho stance)
Startup: 22
Recovery: 14
Advantage: +35 on hit / +1 on block
(to Bokuho stance)
Startup: 18
Recovery: 25
Advantage: +24 on hit / -10 on block
(Can go to Bokuho stance)
Startup: 25 (also 25 if going to Bokuho stance ( )
Recovery: 26 (29 if going to Bokuho stance)
Advantage: +25 on hit (in general) / +2 on block (Guard Break/GB!) (-1 if going to Bokuho stance, Guard Break/GB!)
(to Bokuho stance)
Startup: 23
Recovery: 22
Advantage: +16 on hit / -9 on block
(to Bokuho stance)
Startup: 26
Recovery: 24
Advantage: +36 on hit / -5 on block
While getting up: (to Bokuho stance)
Startup: 25
Recovery: 33
Advantage: +26 on hit / -17 on block
Back-turned (BT) attacks
BT (Can be delayed on all inputs)
Startup: 16
Recovery: 26
Advantage: +26 on hit / -17 on block
BT (to Bokuho stance) (Can be delayed on all inputs)
Startup: 23
Recovery: 22
Advantage: +26 on hit / -9 on block
BT (to Bokuho stance) (Can be delayed on all inputs)
Startup: 16
Recovery: 24
Advantage: +36 on hit / -8 on block
BT (to Bokuho stance) (Can be delayed on all inputs)
Startup: 14
Recovery: 14
Advantage: +36 on hit / -4 on block
BT
Startup: 20
Recovery: 25
Advantage: +1 on hit / -12 on block
BT
Startup: 16
Recovery: 24
Advantage: +0 on hit / -10 on block
BT (Can go to to Bokuho stance)
Startup: 21
Recovery: 26
Advantage: +28 on hit (+25 if going to Bokuho stance (BT )) (Guard Break/GB!) / +2 on block (-1 if going to Bokuho stance) (Guard Break/GB!)
BT (to Back-turn/BT)
Startup: 16
Recovery: 26
Advantage: +38 on hit / -11 on block
BT (Critial Burst/CB!)
Startup: 23
Recovery: 28
Advantage: +21 (on normal hit) (+79 if CB!) / -13 on block
BT
Startup: 14
Recovery: 26
Advantage: +2 on hit / -9 on block
BT (to Bokuho stance) (Can be delayed on all inputs)
Startup: 22
Recovery: 14
Advantage: +35 on hit / -4 on block
BT (to Bokuho stance) (Can be delayed on all inputs)
Startup: 22
Recovery: 22
Advantage: +16 on hit / -9 on block
BT (Can be delayed on all inputs)
Startup: 17
Recovery: 29
Advantage: +30 on hit / -14 on block
BT (to Bokuho stance) (Can be delayed)
Startup: 23
Recovery: 16
Advantage: +46 on hit / -6 on block
BT
Startup: 17
Recovery: 25
Advantage: +12 on hit / -10 on block
BT (Can be delayed)
Startup: 20
Recovery: 22
Advantage: +26 on hit / -5 on block
BT (to Bokuho stance) (Can be delayed)
Startup: 20
Recovery: 22
Advantage: +26 on hit / -9 on block
BT (Can go to Bokuho stance)
Startup: 18
Recovery: 26 (if going to Bokuho stance ( )
Advantage: +11 on hit (+17 if going to Bokuho stance) / -6 on block (+0 if going to Bokuho stance)
BT
Startup: 15
Recovery: 33
Advantage: +36 on hit / -6 on block
BT
Startup: 15
Recovery: 17
Advantage: +11 on hit / -4 on block
BT (to Bokuho stance)
Startup: 22
Recovery: 14
Advantage: +35 on hit / -4 on block
Bokuho (BKO) stanced attacks
BKO (Can be delayed on all inputs)
Startup: 16
Recovery: 27
Advantage: +21 on hit / -10 on block
BKO (Can be delayed on all inputs)
Startup: 17
Recovery: 25
Advantage: +38 on hit / -9 on block
BKO (Can be delayed on all inputs)
Startup: 24
Recovery: 26
Advantage: +17 on hit / -12 on block
BKO (Can be delayed on all inputs)
Startup: 24
Recovery: 28
Advantage: +20 on hit / -5 on block
BKO (to Bokuho stance) (Can be delayed on all inputs)
Startup: 15
Recovery: 24
Advantage: +36 on hit / -8 on block
BKO (to Bokuho stance) (Can be delayed on all inputs)
Startup: 21
Recovery: 14
Advantage: +35 on hit / -4 on block
BKO (Can be delayed on all inputs)
Startup: 26
Recovery: 22
Advantage: +37 on hit / -5 on block
BKO (to Bokuho stance) (Can be delayed on all inputs)
Startup: 20
Recovery: 22
Advantage: +26 on hit / -9 on block
BKO
Startup: 18
Recovery: 23
Advantage: +42 on hit / -13 on block
BKO
Startup: 12
Recovery: 29
Advantage: +31 on hit / -13 on block
BKO (to Bokuho stance) (Can be delayed)
Startup: 23
Recovery: 22
Advantage: +26 on hit / -9 on block
BKO (Can go to Bokuho stance)
Startup:19
Recovery: 28 (22 if going to Bokuho stance (BKO ))
Advantage: +13 on hit (+19 if going to Bokuho stance) / -16 on block (-10 if going to Bokuho stance)
BKO (to Back-turn/BT)
Startup: 19
Recovery: 23
Advantage: +42 on hit / -9 on block
BKO (Critical Burst/CB!)
Startup: 20
Recovery: 22
Advantage: +27 (on normal hit) (+85 if CB!) / -11 on block (in general)
BKO
Startup: 24 (83 if fully charged)
Recovery: 29
Advantage: +59 on hit (+58 if fully charged) / -4 on block (+23 if fully charged) (Guard Break/GB!)
BKO (to Bokuho stance)
Startup: 18
Recovery: 24
Advantage: +35 on hit / -8 on block
Throws
Startup: 5
Recovery 0:
Advantage: +17 on block / -10 if throw escape
To crouching foe
Startup: 5
Recovery: 0
Advantage: +9 on hit / -5 if throw escape
Note: The rest of the upcoming throws are throws that the opponent CANNOT escape!
Startup: 7
Recovery 0:
Advantage: +0 on hit
Startup: 10
Recovery: 0
Advantage: +8 on hit
To crouching foe:
Startup: 7
Recovery: 0
Advantage: +5 on hit
Startup: 12
Recovery: 0
Advantage: +0 on hit
(to Bokuho stance)
Startup: 12
Recovery: 0
Advantage: +9 on hit
Back-turn/BT
Startup: 15
Recovery: 0
Advantage: +9 on hit
BKO
Startup: 12
Recovery: 0
Advantage: +63 on hit
To foe's back:
Startup: 5
Recovery: 0
Advantage: +0 on hit
To crouching foe's back:
Startup: 5
Recovery: 0
Advantage: +10 on hit
Next to wall (Wall behind opponent):
Startup: 7
Recovery: 0
Advantage: +20 on hit
Back facing wall:
Startup: 10
Recovery: 0
Advantage: +23 on hit
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