The i11 should connect, the i12 should not. The only reason the i11 would miss is if the hit frame to reach the opponent's hurt box is on the 13th frame of the animation, meaning the first hit frame didn't reach the opponent's hurtbox.
An i11 attack is 11 frames of initial startup frames, you know this. It's not until the 12th frame of animation is a hit box registered. That's why the i12 would not be guaranteed and would be blockable as the 13th frame of animation is the first hit frame so that's appearing at the moment the opponent is able to guard for their first frame.
I'm aware of this, which is why I'm calling for the change. I also know that it's a system mechanic that caused the second frame of delay so that only i10 was guaranteed. I think it should be conveyed in the displayed frame data so it doesn't confuse players from other fighters. Frame data is frame data, you shouldn't have to read it differently just because it's DOA.
It'll be explained in the strategy guide, and I already conveyed that this is a minor issue. I just think it may confuse anyone who isn't on FSD or opts to pass on the strategy guide.
However, this does lead me to a rather shocking conclusion... do I take it that neither you or Dr. Dogg are aware that in DOA you can block after recovery one frame before you can do anything else? Including attack, move or crouch? I have to be honest, if you guys are suggesting changes for a game and you don't even understand the basic game system, that's kind of inexcusable. It's ridiculous.
For clarification, I helped figure out the forced tech trap in DOA4, which only works because you can block before you can do anything else.
At first, it seemed like you were curious and asking questions to better understand DOA5 and DOA in general. Now you're copping an attitude and acting like it's impossible for anyone to have a correct opinion aside from yourself.
Four people have chimed in to say that you're incorrect or they disagree with you. Not a single one of them was rude or demeaning, but you're starting to show signs of both.
You honestly don't sound like a high-level player at all with the way that you don't want anything guaranteed from stuns. I'm sure you are one, given the fact that you felt the need to point out your tournament record and the fact that you assisted with the SC5 guide... but pointing out that stuff doesn't really change your knowledge of the conversation. I've worked on significantly more guides than you have. I've probably attended significantly more tournaments than you have as well (not bragging, just assuming I've been playing competitively longer than you since I'm kind of old in a competitive gaming sense).
None of that means anything. We both understand high-level mechanics and frame data. You simply want something different out of DOA5 than I do. It's okay to disagree on what would make DOA5 a competitive fighter. However, keep in mind the fact that DOA has never had a strong competitive scene and it's played the way you want it to play for over a decade.
My goal, and the goal of many people on FSD, is to see DOA5 in a lot of major tournaments and have a scene equal to at least what MK9 is sporting. Every DOA from DOA2 to DOA4.1 (with the possible exception of DOA3.1) has already proven that something needs to change to appeal to a larger group of competitive players. You seem to want things to stay the same, which will result in a lackluster tournament scene. MK changed and is now far more accepted by competitive players. SC5 introduced big changes that were controversial at first, but have given it a better tournament life than SC3 and SC4.
If you're okay with keeping DOA the same, more power to you. But don't go off on us because we want to see DOA5 at majors.