Dead or Alive 6 Last Round Frame Data Cheat Sheet

Frame data is the competitive language of Dead or Alive 6 Last Round. Every attack has startup frames, active frames, recovery frames, and advantage on hit or block. This cheat sheet distills the concepts you need before diving into character-specific numbers: how frames translate to real-time advantage, why throw punishment dominates DOA's meta, and how to configure Training mode for live feedback. Use it alongside our full frame data basics guide and the triangle system reference for complete defensive coverage.

Frames at Sixty Per Second

DOA runs at sixty frames per second. One frame equals roughly 16.7 milliseconds. If your jab starts in ten frames and an opponent's move is minus eleven on block, your jab wins after blocking—they cannot act before you hit. If their move is minus four, a five-frame throw might not reach, but a ten-frame mid will. These calculations happen constantly in high-level play, often subconsciously after enough practice.

Key Frame Data Terms

Startup frames count from input until the attack becomes active. Active frames are when the move can hit. Recovery frames follow after active frames end. Advantage on block tells you who recovers first after a blocked attack—negative values mean you are unsafe and may be punished.

Safe moves are typically minus zero to minus few on block; opponents cannot guaranteed punish. Unsafe moves are minus enough that a faster attack or throw interrupts your recovery. Learn your character's fastest mid poke and forward throw speed first—see main selection guide for archetype differences.

Training Mode Setup

Pause in Training, navigate to fight screen info, and enable frame display for your character (left side by default). Block the dummy's moves to see advantage on block. The display also shows Break Gauge gain per move, connecting to our Break Gauge guide. Record which blocked moves your throw punishes and which require strike punishes instead.

Throw Punishment Priority

DOA uses throw punishment more aggressively than strike combos for punishing unsafe moves. Learn your character's fastest forward throw and which minus values it catches. Grapplers like Honoka punish situations faster strikers cannot. This is why character choice affects defense—triangle holds complement but do not replace frame-based punishes covered in our triangle system guide.

Safe Moves and Neutral

Top players structure neutral around safe pokes like Hayate's down punch (minus four) and mix throws or highs afterward. When you block safe moves, expect pressure and consider fuzzy guard to defend against throw and high mixups. Frame advantage tells you when you can interrupt versus when you must defend.

Stun and Stage Interactions

Critical Stun and Fatal Stun change frame interactions—some launchers fail against stunned opponents at certain frame disadvantages. Test your stun starters on different stages; wall splats near Danger Zones alter combo routes and effective punish windows after blocked moves.

Online Considerations

Last Round uses delay-based netcode like original DOA6. Added input delay affects tight frame punishes and hold reactions online. Read our rollback netcode guide for Last Round online expectations and platform limitations—each platform has a separate player pool with no crossplay.

Practice Checklist

  1. Identify your fastest mid poke and its frame speed.
  2. Record which blocked moves your throw punishes.
  3. Learn one guaranteed punish for common unsafe moves in your rank.
  4. Study opponent character safe strings through replay theater.
  5. Graduate to hold reads once punishes become automatic.

Frequently Asked Questions

What is frame advantage in Dead or Alive 6?

Frame advantage measures how many frames sooner you recover than your opponent after an attack connects or is blocked. Positive advantage means you act first; negative advantage means they act first.

How do I read frame data in Training mode?

Pause in Training, open fight screen info, and enable frame display for your character. Block or hit with moves to see advantage values in real time alongside Break Gauge gain.

Why is throw punishment more important than combos in DOA6?

Many unsafe blocked moves are minus enough for throw punishes but not fast enough for strike combos. DOA's defensive meta centers on throw punishment more than other fighting games.

Does frame data work the same online in Last Round?

Delay-based netcode affects tight frame punishes online. Moves punishable offline may not be online and vice versa. See our rollback netcode guide and platform limitations for online expectations.