This opening post is primarily about Mila but is a good general discussion about adding/changing frame data in the FSD Wiki.
Data as of Patch 1.03A(+)
Data gathered Via Playstation 3 and Playstation Vita systems (both up to date with latest Patches. FYI 95% of data gathered was with the Vita. It has amazing data access that the consoles just do not have).
Frame Data for Mila is in the link above. Can also be accessed by going to the character wiki and selecting Mila, it will be at the top of the Mila character description.
Able to be edited by any FSD member. If you have additional comments on moves look for sections saying | NOTES=[/template] while editing the page and add your 2 cents after the = sign but before the [/template] command. If you see something wrong about the data you will have to carefully modify the data to make it right, knowledge of terms and acronyms may be necessary.
Careful when messing around in there, you could severely cripple a section, move, or the entire page with the wrong key insertion or deletion. Use the "Preview" Button before making saves (located below the edit box).
Unfinished/Ungathered Data: Backturned and Crouching Foe being hit data. Will gather eventually.
When looking at "Execution" data there are three variables X (Y) Z.
X is Startup/Initial Frames, Y is Active Frames, Z is Recovery Frames.
There are 60 frames in one second in all versions of DOA5.
Interesting Notes About Mila:
Mila's "Wall Power Slam" can't be used against or near ropes, breakable objects, breakable walls, or rounded/odd shaped walls (although her wall hold, which is the same thing, can be used near some of these). Shame, it's her highest damage potential throw (has a mount segment and can Wall and Ground Splat at all times except for in Mount sequence) at 100 points if you get all 3 punches off. Hopefully fixed somehow by Team Ninja, something similar to Bass' . Maybe an extended running sequence for ropes?
Would be nice if her "Bass Kick" had 1 or 2 more startup frames so it is guaranteed in her force tech, currently whiffs if you use it at the fastest inputs and leaves you defenseless.
Frame Data Updates - Updated as changes are made.
4/17/2013 - Frame Data Created
Finished frame data for all "Basic Punch" Basic Attacks.
4/21/2013
Finished frame data for remaining Basic Attacks (Ks, P+Ks, and H+Ks).
4/23/2013
Finished frame data for Side Step Attacks, Wakeup Attacks, Down Attacks, Throws/OH, Mount/Side Mount/Sprawl options, Mount Breaks, Takedown options and TDFeints, Holds, and Tag Throws.
4/24/2013
Added Back-Turned attacks (check them out).
Edited some grammar.
7/05/2013
Fixed issue with data boxes being half the size of allowed space and made things prettier.
We have Mila smilies now!
Link below heads to Mila frame data.
Data as of Patch 1.03A(+)
Data gathered Via Playstation 3 and Playstation Vita systems (both up to date with latest Patches. FYI 95% of data gathered was with the Vita. It has amazing data access that the consoles just do not have).
Frame Data for Mila is in the link above. Can also be accessed by going to the character wiki and selecting Mila, it will be at the top of the Mila character description.
Able to be edited by any FSD member. If you have additional comments on moves look for sections saying | NOTES=[/template] while editing the page and add your 2 cents after the = sign but before the [/template] command. If you see something wrong about the data you will have to carefully modify the data to make it right, knowledge of terms and acronyms may be necessary.
Careful when messing around in there, you could severely cripple a section, move, or the entire page with the wrong key insertion or deletion. Use the "Preview" Button before making saves (located below the edit box).
Unfinished/Ungathered Data: Backturned and Crouching Foe being hit data. Will gather eventually.
When looking at "Execution" data there are three variables X (Y) Z.
X is Startup/Initial Frames, Y is Active Frames, Z is Recovery Frames.
There are 60 frames in one second in all versions of DOA5.
Interesting Notes About Mila:
Mila's "Wall Power Slam" can't be used against or near ropes, breakable objects, breakable walls, or rounded/odd shaped walls (although her wall hold, which is the same thing, can be used near some of these). Shame, it's her highest damage potential throw (has a mount segment and can Wall and Ground Splat at all times except for in Mount sequence) at 100 points if you get all 3 punches off. Hopefully fixed somehow by Team Ninja, something similar to Bass' . Maybe an extended running sequence for ropes?
Would be nice if her "Bass Kick" had 1 or 2 more startup frames so it is guaranteed in her force tech, currently whiffs if you use it at the fastest inputs and leaves you defenseless.
Frame Data Updates - Updated as changes are made.
4/17/2013 - Frame Data Created
Finished frame data for all "Basic Punch" Basic Attacks.
4/21/2013
Finished frame data for remaining Basic Attacks (Ks, P+Ks, and H+Ks).
4/23/2013
Finished frame data for Side Step Attacks, Wakeup Attacks, Down Attacks, Throws/OH, Mount/Side Mount/Sprawl options, Mount Breaks, Takedown options and TDFeints, Holds, and Tag Throws.
4/24/2013
Added Back-Turned attacks (check them out).
Edited some grammar.
7/05/2013
Fixed issue with data boxes being half the size of allowed space and made things prettier.
We have Mila smilies now!