DOA5LR Tips and strategies against all characters

KING JAIMY

Well-Known Member
Not trying to hijack anything, just giving out some ideas to people, because most of what I see in character boards are heavily scattered information that is not very useful and some are devoid of useful information with a lot of questions and no answers.

We also don't have info on some characters right now like Sarah and Eliot. Maybe with some better organization people can fist collect all the information and then make a shortened general tip for each character to have more compact information.
I see. However, the problem is that most of the character-specific boards are becoming a ghost town (don't know why tbh). That being said, I will definitely keep your idea in mind.
 

iHajinShinobi

Well-Known Member
Standard Donor
If an Ayane player is prioritizing 66KK4 to get in on a blocking opponent, learn how to crouch/fuzzy guard the second kick and maximize your punish. This move is really bad when utilized that way.

A lot of Ayane players love to flip over you after hard knock downs so they can try getting behind you. In cases like these, do not tech up with a wake up, just get up and block their shenanigans.

Ayane has a ton of safety but a lot of players do not know or understand how to utilize her safety. Often times they are finishing her strings, if this is the case, throw punish (except for P4P which is -5), the only string she has that gives frame advantage are 66KK4 and BTPP6KK4 which is +1.

Ayane is a defensive character, however a lot of Ayane players lack in that and will have a fixated duration (varies per player) of when they'll try to do something if they are at range. You can either wait for it and see what they do or simply run up and block and see what happens to gauge a reaction.

Never be afraid of an Ayane player trying to roll towards you from fullscreen. The throw from the roll can be smacked for free and the kick can be punished hard if it's blocked or whiffs. If Ayane is ever rolling toward you this way, seriously, hit a button and score that free counter hit.
 

Darth Lotonic X

Active Member
Using wall throws that put characters in those Doa2/3 wall crumples(Bass' 6T, Christie's 66T, etc) are not ideal against Alpha. I'm not sure of the input (might be automatic) but Alpha can just teleport out of them. It's just one of her generic hold teleports, so she is at disadvantage unless you preemptively throw something out.
 

Lulu

Well-Known Member
If an Ayane player is prioritizing 66KK4 to get in on a blocking opponent, learn how to crouch/fuzzy guard the second kick and maximize your punish. This move is really bad when utilized that way.

A lot of Ayane players love to flip over you after hard knock downs so they can try getting behind you. In cases like these, do not tech up with a wake up, just get up and block their shenanigans.

Ayane has a ton of safety but a lot of players do not know or understand how to utilize her safety. Often times they are finishing her strings, if this is the case, throw punish (except for P4P which is -5), the only string she has that gives frame advantage are 66KK4 and BTPP6KK4 which is +1.

Ayane is a defensive character, however a lot of Ayane players lack in that and will have a fixated duration (varies per player) of when they'll try to do something if they are at range. You can either wait for it and see what they do or simply run up and block and see what happens to gauge a reaction.

Never be afraid of an Ayane player trying to roll towards you from fullscreen. The throw from the roll can be smacked for free and the kick can be punished hard if it's blocked or whiffs. If Ayane is ever rolling toward you this way, seriously, hit a button and score that free counter hit.

You mean the that BT Forward Roll ?
You can Free Step Dodge both options right ? Unless if that throw tracks (jumping throws don't usually track)

Anyway, is Ayane Crouching when she does all That Spinning and does she remain in crouching stance when she attacks out of her Spinning Stance ?
Being The Grapler that I am I wana try some Low Offensive Holds..... seems to work splendidly against Christie's Shenanigans, I'm developing a habbit of instantly Low OH on reaction everytime I see a roll, I don't wana struggle against highly telegraphed moves.
 

iHajinShinobi

Well-Known Member
Standard Donor
You can free step the options however the BT6H+K can retrack at times. Ayane is in a crouching state when she does her spins, but you're never going to low OH a spin at a distance.

An Ayane should be utilizing the spin to control space and add pressure to their footsies, they are not using it correctly if they aren't. The rolls, you are actually much better off popping it with a strike rather than risking a throw/OH.

1P+K P and 1P+K K do not leave Ayane in a crouching position. BT3K and BT3P leave her in a crouching position, however BT3K is difficult to actually intercept with a low crush. You have to really know ahead of time whether Ayane will do it or not, and you don't have anyway of visually knowing until the strike animation happens. Both of Ayane's forward and back spin (even from strikes such as P+KP and 6P3) do not leave any hint of strike attempts.
 

Lulu

Well-Known Member
Damn..... shes so short that sometimes it looks like shes crouching. Oh well... no biggie, I'l just have to be very careful. Plus I still have my normal catch grabs, I should be fine if she doesn't transition from crouching to jumping.
 

Argentus

Well-Known Member
:leon:
His moves don't have a lot of range but people forget that he has surprisngly good mixup, as he can switch between sweeps and overheads easily, especially with his slow delayed kicks. I catch people with that a LOT.


:mila:
You can low grab her tackle.

Her mid kick hold leads directly into the beat down, while mid punch and low kick holds leave you open for her to followup with a down grab (the beatdown). I say this because for some reason people think the tackle is the only way milas can do her beatdown.


For both Mila and Leon, always tech roll or you'll get down grabbed for a beat down.

Oh and Mila can 3T any crouching opponent to instantly go into her mounted beat down on them. Leon can do something similar. I just forget if its 3t or 1t.
 

Lulu

Well-Known Member
:alpha152:
Just block.

I played with Alpha for a short while..... I noticed that she can't just go low in one of her strings.... especially with punches..... the Kick Strings are the ones that have the potential to go low....... unfortunately I didn't play with her long enough to see where they go from there.
 

UncleKitchener

Well-Known Member
Standard Donor
Can people provide more tips against Christie?

I do know for a fact that her Jak transitions on block are punishable on reaction with a tracking mid.
 

Goarmagon

Well-Known Member
Standard Donor
Can people provide more tips against Christie?

I do know for a fact that her Jak transitions on block are punishable on reaction with a tracking mid.

Disclaimer: Take what I say with a grain of salt and verify everything for yourself.

The JAK itself is quick on startup but the moves from it believe it or not are kinda slow(Jak>P is 39 frames and that's more or less the fastest move!). The thing to keep in mind is that a lot of those moves can either extend her time crouching or rapidly shift from crouching or standing and I think that's where your misery comes from in trying to throw punish her.

If you are using Bass then understand that your low offensive holds are probably too slow to catch her due to her switching from low to high with her moves and the stance itself(13f OH IIRC vs 12f total recovery of the JAK)

After checking training mode I am going to have to advise against trying to directly punish those transitions if you are using bass but she is more than unsafe enough on block to start up your assault.
 

Lulu

Well-Known Member
Disclaimer: Take what I say with a grain of salt and verify everything for yourself.

The JAK itself is quick on startup but the moves from it believe it or not are kinda slow(Jak>P is 39 frames and that's more or less the fastest move!). The thing to keep in mind is that a lot of those moves can either extend her time crouching or rapidly shift from crouching or standing and I think that's where your misery comes from in trying to throw punish her.

If you are using Bass then understand that your low offensive holds are probably too slow to catch her due to her switching from low to high with her moves and the stance itself(13f OH IIRC vs 12f total recovery of the JAK)

After checking training mode I am going to have to advise against trying to directly punish those transitions if you are using bass but she is more than unsafe enough on block to start up your assault.

Why is Bass' s Low Offensive Hold so Slow, I think Tina and Lisa have 10 Frame Low Offensive Holds.
Obviously reacting within 2 Frames of spotting Jakeiho is Daigoesquely impossible.
 

UncleKitchener

Well-Known Member
Standard Donor
Bass has a 10i OH. JAK transitions from strings are reactable on block and punishable with :6::P:. It's better to attempt to use :6::6::h::+::P: as another JAK reaction that going for low throws or OHs. :P::K: also acts as an anti-JAK tracking string if a players doesn't do two JAK transitions. :6::K: also works on reaction too since it's a bit quicker and wins trades due to damage.

Tried these against ultima ivanov when I played against his Christie.
 

Azurik_89

New Member
Can someone help? Mila, her stupid tackle bullshit tackle how do I either prevent it or get out of it before she starts kneeing me/punching/grabbing.
 

tokiopewpew

Well-Known Member
Standard Donor
Can someone help? Mila, her stupid tackle bullshit tackle how do I either prevent it or get out of it before she starts kneeing me/punching/grabbing.

You can prevent it by using low punches or high crushes a lot. Something that puts you in a crouching state. The best way to avoid it is propably simply ducking it and then throwing her. It might take a time until you recognize the (moves) from which she can go into it.
 
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Hazard

Well-Known Member
Standard Donor
:akira:
Most moves are mids. GBs (more specifically, his GBoD) will make you question when to block, and since he doesn't have any lengthy strings, he can randomly throw them out. If you see an opening, don't hesitate at all.
 

MomijiMania

Member
:momiji:
If the kick before tenku is guarded, tenku P and tenku K can be SS ,and crouch attack will counter hit tenku K and tenku T.
Tenku T is -1 disadvantage if it whiffs.
Her almost only combo choice after 44K is 4P,because 4K leave the opponent too far to hit and P after 44K is usually not far enough in most situations.
High speed characters like kasumi,christie,genfu will screw her in close range,she has to use 2P or P after defending.
After 1.04,if she wants to play stun game in close range, she has to use 6PP or PP4P or 4P in most circumstances.Because 6K/PPK/6PK in counter hit or in stun no longer creates/keeps the stun.And 3P is linear and not fast enough.
:christie:
6PP will not cause stun in normal hit and it will cause huge disadvantage if guarded then Christie has to JAK or delay the remaining 6PPPP,which means you can either interrupt or low throw,similar as 3PP.
3P+K PP after 3P+K T can be interrupted by the fastest 11F mid punch.
If she does 2P,she has to finish 2PP in order to get the stun.Hold it .
2HK P/2HK T can be defended/avoided just pressing the down button after getting hit by 2HK.After that she can be punished.
7K can be interruped by P in close range.
After 4K2K ,there is a fixed mid-punch before high-low mixups.
 
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