In the above image we see a timeline example of Yuyuko's 5A used twice against an opponent Yuyuko's 5A, which is an example of Frame Advantage. The different colors represent the different status during an action. Yellow, Red, Turquoise, Blue, and Purple represent: Start up frames, Active hit frames, Recovery frames, Block stun frames, and Frames on a timeline (respectively). If both Yuyuko's used their 5A's simultaneously then they would collide on the same frame and trade hits. However, when blocked, Yuyuko's 5A gives a +3F frame advantage, which literally means the blockstun caused from this move lasts longer than the recovery frames of this move, and therefor the Yuyuko who uses it will recover a full three frames sooner than the opponent Yuyuko. In the timeline image above we see that the top (player one) Yuyuko's second 5A begins three frames before the bottom (player two) Yuyuko's 5A. Thus, the first active hitframe from Top Yuyuko collides with the Bottom Yuyuko's startup frames on the fifth start-up frame (which is three frames before the Bottom Yuyuko's hitframes). Therefor, due to frame advantage, Top Yuyuko's 5A wins.
The exact numbers aren't particularly important though, except for very particular situations. This is because what's really important is whether a move has Frame Advantage or Frame Disadvantage, because that's generally what's going to decide who's next attack is going to win after a block or hit. Concerning yourself with the exact numbers is hardly important, unless you want to find out if something is technically possible or impossible with perfect timing (though keep in mind that perfect timing isn't practical 100% of the time, especially online).
In the above image we see something that is more along the lines of a Direct Advantage. The Yuyuko player is knocked down and Alice is clear across the screen, so it appears as though there's plenty of time for Yuyuko to get up off the ground and do some sort of movement or action, but this is not the case. As we can see in the second section of the image (center, circled yellow) Yuyuko does get up off the ground quick enough to at least fully recover before Alice is in range to do anything, but it would not be wise for Yuyuko to move or attack at this point because it will only be a few more frames before Alice's j.A connects with Yuyuko. If Yuyuko moves backwards, up+back, up, up+towards, or towards then Yuyuko won't get very far before Alice's j.A starts hitting, even if Yuyuko backdashes. Additionally, it isn't a good idea for Yuyuko to attack either because there isn't enough time for any of Yuyuko's attacks to fully animate before Alice's j.A connects, much like the timeline example in the first example above. Even Yuyuko's 6B "Flip" move which awards temporary invulnerability is not a good idea in this situation because Alice's j.A has no hittable box inside the doll. The "Flip" move would completely whiff Alice's body and do nothing against Alice's doll, so Alice is quite safe even from a Flip or bomb. Fact is, the only and thing Yuyuko can do is block, which isn't such a bad idea since blocking avoids immediate damage anyhow.
The above image is an example of Indirect Advantage. Here we see that Alice appears to be in no immediate danger and with plenty of room to move around, however despite how it looks, this is actually a disadvantageous situation for Alice. This is because there are butterfly bullets on the screen fired by Yuyuko flying right towards Alice, and Yuyuko is close by and directly in what is known as a Blind Spot for Alice. The reason this is a blind spot is because Alice has no attacks that can immediately hit the space that Yuyuko is currently in other than j.B or bombing. However, if you notice Yuyuko is not trailing blue shadows, which means Yuyuko can block both Alice's j.B or bomb. What this situation boils down to is; if Alice attempts to graze in any direction or graze attack, then the Alice player risks getting hit with Yuyuko melee (typically Yuyuko j.B or j.A in this situation). If the Alice player instead attempts to attack with a bomb or j.B, then the Yuyuko player can simply air block and allow the bullets to hit Alice, then continue with a melee afterwards. Even if Alice backs off with a backdash, the odds of escape are not in Alice's favor since both melee and bullet are going to be hitting soon. The proper action Alice should take here is to block.
General rule of thumb: When in doubt, just block.
Trying to highjump or backdash away from stuff will often get you CH, and airblocking with a normal jump will often get you guard broken in the air by an anti-air, so blocking in generally your best option. Especially if you know you can't beat an oncoming attack with a melee or bullet (normal/special), in this situation you should usually just block instead of trying to get away.
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