How to Read Frame Data
Understand "why did that hit?" at the spec level. Knowing the numbers behind the data changes the precision of your reads.
A frame is the unit of time in fighting games — 1 frame = 1/60th of a second (60fps). DOA6 is the same. A move's "speed" and "recovery" are all expressed in this unit. Once you can read Skill Info accurately, you'll be able to logically explain "why did I interrupt that?" and "why was that punish guaranteed?"
How to Display Skill Info
Settings to check frame data in Training Mode
Set Skill Info Display to "Free Training Only."
After setting, use moves in Free Training to display frame data on screen. You can switch characters with L3+L2.
How to Read Frames
What the numbers displayed in Skill Info mean
Skill Info displays move frames in the format X(Y)Z .
Time from input until the hitbox becomes active. Lower = faster. A 11F move loses to a 9F move on simultaneous input.
Number of frames the hitbox remains active. In DOA6, the startup frames themselves do not contain a hitbox — the hitbox begins at Startup F+1. Longer active frames make the move easier to land. However, for combo calculations, the effective hitbox start must be calculated as "Startup F+1."
Waiting time after a move before you can act again (vulnerability). Higher = more recovery, making it a bigger weakness when guarded.
Example of X(Y)Z notation displayed in Skill Info
| DOA6LR Fast Move Reference | Example | Notes |
|---|---|---|
| 9F | Kasumi P, NiCO P | Fastest tier. Wins outright if thrown out first. |
| 10–11F | Most characters' P | Standard speed. Core neutral tool. |
| 11–13F | Each character's 6P (mid) | Standard mid strike. Key tool for getting Criticals. |
| 6–7F | Normal throw T/6T | Faster than strikes. The main guaranteed punish option. |
Frame Advantage & Disadvantage
The number showing "who can move first" after guard or hit
The frame advantage shown in the top-right of Skill Info indicates who can move first when a move is guarded or hits.
The attacker can move first. You can throw out your next move before the opponent. Easy to continue pressure even on block.
Example: Tina's 7P is +3F even on guard. You can throw out the next strike with advantage.
The guarding opponent can move first. The larger the minus value, the faster the move the opponent can punish with.
Example: If P+K is guarded at -8F, the opponent's 7F-or-faster throw is guaranteed.
Frame advantage shown in top-right of Skill Info. The larger the minus, the wider the guaranteed punish window.
The final 1F of the frame disadvantage minus value has a buffer allowing the guarding side to input a guard action early. Because of this,to guarantee a strike, the frame disadvantage must be minuss minus value by 2F or more. Meanwhile, throws work even during guard, so a throw 1F faster than the frame disadvantage minus value is guaranteed. Remember: the threshold differs by 1F between strikes and throws.
Guaranteed Punish Thresholds
How the "guaranteed" calculation differs between strikes and throws
Due to the spec above, the guaranteed threshold differs by 1F between strikes and throws in DOA6. Learn each formula precisely.
Throw guaranteed when: Startup is 1F or more faster than opponent's frame disadvantage (minus value)
Example: Frame Advantage -8F → throws with 7F or less startup guaranteed (8−1=7)
Strike guaranteed when: Startup is 2F or more faster than opponent's frame disadvantage (minus value)
Example: Frame Advantage -13F → strikes with 11F or less startup guaranteed (13−2=11)
| Frame Advantage on Guard | Guaranteed Punish | Notes |
|---|---|---|
| -8F or more | 6T (command throw, 7F startup) guaranteed | Throws work during guard, so Frame Advantage−1F is the threshold. Most characters' 6T starts in 6–7F and cannot be escaped. |
| -13F or more | Each character's max throw (12F startup) guaranteed | High-damage throws like Hitomi's 33T and Hayabusa's 41236T |
| -15F or more | Throw guaranteed after guarding SA (Side Attack) | SA is -15F or worse on guard. Always go for a throw after blocking it. |
| All low strikes | Crouching throw (2T) guaranteed | All lows except 2P can be punished with 2T on guard. Standing lows allow standing throw punish. |
In Training Mode, set the opponent's "Punish Action" to 6T (command throw) and let them guard your moves. If 6T is guaranteed, the throw will land; if not, your mashing will be beat out. Check which moves get punished to feel which moves leave you disadvantaged on guard.
Counter Hit & Critical Stun
Damage/frame changes by hit type and combo connection math
Normal hit. Frame advantage is the base value for the move.
Occurs when hitting the opponent during their action. Damage ×1.25. Many moves gain more advantage frames on CH, allowing combos that don't connect on NH. Many moves also cause Critical Stun more easily.
Occurs when a strike hits during a throw animation, or a throw hits during a hold animation. Damage ×1.6. Critical Stun duration extends greatly, making launchers easier to land.
Combo Connection Rules During Critical Stun
To connect the next move from the hit frame advantage (+X) shown in Skill Info, a correction for the active frame hitbox entry is required.
In DOA6, the "Startup F" is the preparation frame before the hitbox appears — the hitbox actually starts at Startup F+1. Because of this, the hit frame advantage +X , to connect the next move you need:
For strikes: Startup F ≦ Frame Advantage − 2 required for guaranteed connection
Example: Frame Advantage +16 → strikes with 14F or less startup connect (16−2=14)
For throws: Startup F ≦ Frame Advantage − 1 (throws work during guard, so 1F more lenient)
Example: Frame Advantage +8 → throws with 7F or less startup guaranteed (8−1=7)
| Hit Frame Advantage Display | Max Startup for Strike to Connect | Notes |
|---|---|---|
| +16 | 14F or less startup (16−2=14) | Range where most mid strikes connect |
| +12 | 10F or less startup (12−2=10) | P (jab) class moves connect |
| +3 | 1F or less startup (3−2=1) → effectively no guaranteed option | Strike chains not possible. Throws at +3 require Startup−1=2F which is unrealistic. |
| During Critical Stun | Opponent can only Hold | While stun continues, it's launcher time. Use the same formula from frame advantage to decide connections. |
Check your main moves in Training Mode and learn both "NH frame advantage" and "CH frame advantage." Many launchers that don't connect on NH will connect on CH — deliberately fishing for counters has high reward. From frame advantageDevelop the habit of calculating whether a move connects using "Startup−2" and verifying it in Training Mode for efficient research.