How to Read Frames
Understand when attacks connect and when they don't
Frames are the numbers that represent a move's speed and recovery. Just remember 3 things and you can apply it in matches.
- Lower number = faster move (9F beats 10F)
- Minus = disadvantage (opponent moves first)
- -8F or worse means a throw is guaranteed
What Are Frames?
Numbers that represent a move's speed and recovery
1 frame = 1/60th of a second. Just like 1 minute is 1/60th of an hour, frames further divide the second into precise units.
Training Menu → "Display Settings" → Turn on "Skill Info Display"
Of the frame data displayed, the only number you need to look at first is the left value (Startup F).
| Startup F | Example | How to Remember |
|---|---|---|
| 9F | Kasumi P, NiCO P | Fastest tier. Beats any slower move on simultaneous input |
| 10–11F | Most characters' P (jab) | Standard. Use this as your baseline reference |
| 6–7F | Throw (6T) | Faster than strikes. Primary punish tool. Normal T is 4–5F but escapable. |
At first, just checking "what is my character's fastest move and what's its startup?" is enough.
What is Frame Advantage/Disadvantage?
The number showing who can move first after a move
When a move is blocked, Skill Info shows a number in the top-right. Negative means the opponent moves first (disadvantage); positive means you move first (advantage).
A negative top-right value means "disadvantage" — the opponent can act before you
You can throw out the next move first. Easy to continue offense.
Example: Blocked at +3 → You can throw out the next strike with advantage
The opponent can act first. The larger the minus, the greater the risk of being punished.
Example: Blocked at -8 → opponent's throw is guaranteed
Check in Training Mode how many frames of disadvantage your most-used moves have on guard. For moves with large minus values, just getting in the habit of stopping and watching after a block will dramatically reduce the damage you take.
Identify High-Risk Moves
In DOA6, when the opponent's blocked move leaves you at -8F or worse, 6T (command throw) is guaranteed. Know which of your moves have large disadvantage or recovery.
| Frame Disadvantage on Guard | Guaranteed Punish |
|---|---|
| -8F or worse | 6T (command throw) guaranteed |
| -13F or worse | Standard High strike (P) or max throw (12F startup high-damage throw) guaranteed |
| All Low strikes | Crouching throw (2T) guaranteed |
Set the opponent CPU's "Punish Action" to 6T and let them guard your moves. If the throw connects before you can act again, that move is -8F or worse on guard. Repeating this gives you a feel for which moves are high-risk.
Set the CPU punish action to 6T to check which moves get throw-punished
SA (Side Attack) is always -15F or worse on guard. Building the habit of immediately throwing after blocking SA strongly punishes opponents who over-use it.
Strike punish formulas, combo connection rules during Critical Stun, and other spec-level details are covered in the Analysis section. Give it a read once your win rate starts to stabilize.
Learn Frame Mechanics in Depth →