RULE.03

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.

This is all you need to know
  • Lower number = faster move (9F beats 10F)
  • Minus = disadvantage (opponent moves first)
  • -8F or worse means a throw is guaranteed
01

What Are Frames?

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 Skill Info display settings screen

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 FExampleHow to Remember
9FKasumi P, NiCO PFastest tier. Beats any slower move on simultaneous input
10–11FMost characters' P (jab)Standard. Use this as your baseline reference
6–7FThrow (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.

02

What is Frame Advantage/Disadvantage?

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).

Negative frame advantage displayed in top-right of Skill Info

A negative top-right value means "disadvantage" — the opponent can act before you

+ (Plus)
Advantage → Continue pressure

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

− (Minus)
Disadvantage → Watch for punish

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

What to check first

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.

03

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 GuardGuaranteed 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
How to check in Training Mode

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.

Training Mode punish setting screen with 6T selected

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.

Want to understand it more deeply?

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 →