No.
The opponent will be in block stun for the 23 recovery frames. Once those recovery frames expire then Akira is 5 additional frames of inactivity.
An easy example to see this is have the training dummy set to Akira and record
then guard it. It's 0 on block but it will
feel like it's advantage because it has a huge recovery on it and you have to wait until the recovery expires before advantage/disadvantage kicks in.
By what you're saying, Akira actually recovers after 28 frames, while the opponent still recovers in 23. I don't think this is exactly true. Why? Because the properties of the move are what they are, and the animations of the attacker are intertwined with those properties. The animations of the attacker remain the same. If the move gets an additional 5 frames of stun, we would have to see different animations between when a move hits and whiffs. In this case it's fine and probably unnoticeable by using the same, but what of moves that are -17 on block or something? Would they have the character freeze in place for all those additionally added frames? No...That's not how it works.
There's indeed this thing called a block stun, but this is for the blocking opponent, not the attacking one, unless you use it interchangeably with the recovery frames of the attacker. Just like every attack has a specific amount of recovery frames (in this case 23), every attack has a specific amount of block stun frames that leaves the opponent 'stuck'. The block stun is a constant, just like the recovery frames of the attacking move. Depending on whether the block stun is shorter or longer than the recovery frames, the attacker is either at an advantage or disadvantage. So in this case, the block stun is actually 18 frames, having Akira recovering its 23 frames. -5 means that the opponent actually recovers 5 frames faster than Akira's 23 frames, not that akira's stun is extended to 28. This also easily explains why (dis)advantage can change based on which active frame the move actually connected. Akira's
can actually be -4 rather than -5 if the move hits on its 14th frame rather than the 13th frame. It's the reason why Leifang's
can be anywhere from +4 to +11 depending on the distance, rather than a constant +4. I don't see how your version would explain this phenomenon.
Another way to confirm that this is the case is the change in Momiji's
. The move changed from -14 to -25. The frame data stayed exactly the same, the move stayed exactly the same. The only difference is that the opponent now simply recovers a LOT faster from the move, rather than Momiji recovering slower. Same goes for Kokoro's
.
As for the
explanation, well, most medium to heavy moves are around ~30fps recovery. Some a bit more, some a bit less. That's in reality about half a second or 500ms, which is actually a really long time in fighting games. Most people start complaining about too much input lag online when the delay is around 80 ms, just to give you an idea of how much 500ms recovery actually is. Akira's
recovery of 23 frames is around 383ms. The opponent in block stun can react after 18 frames, which is exactly 300 ms.
If anyone wants a slightly more detailed explanation, here's an old explanation of mine over at DOAWorld that goes a bit more in depth, but is still quite simple to understand:
http://www.doaworld.com/forums/index.php?/topic/3598-the-basics-of-frame-data-sort-of/