"Promise me, you won't tell anyone" Honoka General Discussion

CookingMama

Active Member
3K is Honoka's best move in my honest opinion so if you have the stun I'd for sure look for an opportunity to use it. It opens up the mix-game so much and causes a force-guess into what she is going to do. Just don't get too predictable with it. I, too, like it after 6T once you got the read that they are either going to mash or hold some other direction.

Only use 2P+K46P in juggles. It isn't good enough to bother using outside. There is no mixup, so at a higher level people will hold you without a care. Using it after a force tech is somewhat okay too, but usually there are better options. It has nice unholdables and force techs from the wall though after a wallsplat so it has that use.
 

illninofan

Well-Known Member
Force techs are like forced recovery frames, which means you can keep the pressure on, right?

Pretty sure I've caused a few of those by accident in a wall situation and then followed up with her P+KPP or 66P+K:5: (playing the temple of the dragon or home will make you get good at fighting in close).
 
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Onryoki

Well-Known Member
Standard Donor
Force techs are like forced recovery frames, which means you can keep the pressure on, right?

Pretty sure I've caused a few of those by accident in a wall situation and then followed up with her P+KPP or 66P+K:5: (playing the temple of the dragon or home will make you get good at fighting in close).
Force techs are moves that tech up opponents that lie on the ground. Honoka's 66P+K is a force tech, You got that part right.
 

Nikotsumi

Well-Known Member
FHonoka's 66P+K is a force tech
66P+K is not a force tech (I'm sure you probably meant another move).
Force techs are like forced recovery frames, which means you can keep the pressure on, right?

Pretty sure I've caused a few of those by accident in a wall situation and then followed up with her P+KPP or 66P+K:5: (playing the temple of the dragon or home will make you get good at fighting in close).
Following up with P+K is not bad, though I wouldn't really use 66P+K after a force tech, unless you're really sure it is gonna hit, since it is throw punishable on block.

After a force tech I usualy just do a guard break (46P), 4K, 3H+K or dash into quick pokes (P, 6K, 6P....), H+K for tracking, also... 6T.
 

Bacaww

Well-Known Member
66P+K is not a force tech (I'm sure you probably meant another move).

Following up with P+K is not bad, though I wouldn't really use 66P+K after a force tech, unless you're really sure it is gonna hit, since it is throw punishable on block.

After a force tech I usualy just do a guard break (46P), 4K, 3H+K or dash into quick pokes (P, 6K, 6P....), H+K for tracking, also... 6T.

I think he meant Running 66P+K the butt attack
 

Onryoki

Well-Known Member
Standard Donor
66P+K is not a force tech (I'm sure you probably meant another move).

Following up with P+K is not bad, though I wouldn't really use 66P+K after a force tech, unless you're really sure it is gonna hit, since it is throw punishable on block.

After a force tech I usualy just do a guard break (46P), 4K, 3H+K or dash into quick pokes (P, 6K, 6P....), H+K for tracking, also... 6T.
Oh shit i mixed up the input of Zacks move my bad :(
 

illninofan

Well-Known Member
I think he meant Running 66P+K the butt attack

Nope, this one: :6::6::P+K:

The Geimon, Sanfuko Heichu. The variant that ends in P+K (Heichu, Soyoshu- Hissatsu No Kamae) causes a wall splat. I followed up with that one (Heichu, HNK) after an accidental force tech. Opponent rolled right into it. XD
 
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Onryoki

Well-Known Member
Standard Donor
Nope, this one: :6::6::P+K:

The Geimon, Sanfuko Heichu. The variant that ends in P+K (Heichu, Soyoshu- Hissatsu No Kamae) causes a wall splat. I followed up with that one (Heichu, HNK) after an accidental force tech. Opponent rolled right into it. XD
66P+K is not a force tech, her 236P+K is though
 

illninofan

Well-Known Member
66P+K is not a force tech, her 236P+K is though

I understand that. I was saying I followed-up with the Heichu...HNK (66P+K :5: P+K) after a move which caused a force tech (come to think of it, it might have actually been the 236P+K, which I affectionately and informally refer to as "the walker" XD).

Anyway, still working on force techs. I finally see the usefulness now.
 
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illninofan

Well-Known Member
66P+K is not a force tech (I'm sure you probably meant another move).

Following up with P+K is not bad, though I wouldn't really use 66P+K after a force tech, unless you're really sure it is gonna hit, since it is throw punishable on block.

After a force tech I usualy just do a guard break (46P), 4K, 3H+K or dash into quick pokes (P, 6K, 6P....), H+K for tracking, also... 6T.

Thanks for the heads up. Luckily the people I'm playing (my roommates and friends) are all just as inexperienced as I am. You only have a split second to respond, and that day I had been trying out the 66P+K(P+K) near walls and it seemed like a good time to roll it out. As usual, I'll add these tips into my experiments so that I don't get (completely) owned by more experienced players such as yourselves later on down the line. :oops:
 
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illninofan

Well-Known Member
Hey guys, I've been practicing on level 8, looking for more feedback on progress:


I'm sure I made a lot of mistakes here.
 

Lulu

Well-Known Member
Hey guys, I've been practicing on level 8, looking for more feedback on progress:


I'm sure I made a lot of mistakes here.

The only Mistake you can make on Level 8 is not Punishing the AI's unsafe moves and not Holding Critical Burst Setups on Reaction.... any other apparent "Mistakes" is just The AI Cheating.
 

illninofan

Well-Known Member
Might be time to hop online then. :eek:

Still feels like I have so much to work on and haven't quite yet internalized ALL of her offense.
 

Lulu

Well-Known Member
Might be time to hop online then. :eek:

If you're Internet is Good Enough then that might be The Best Option. In my case the Internet is so rubbishly slow that It doesn't feel like I'm playing The Same Game.... how did it Rikuto put it again.... uhm.... "DoA Online is a turnbase RPG where it may or may not be your turn, once you accept that you'l have a significantly more enjoyable experience." LoL... I think thats how he said it... in my head I imagine he sounded like Anthony Hopkins. :)

Still feels like I have so much to work on and haven't quite yet internalized ALL of her offense.

If you have the patience for it you can Look for "Absolutes" in Training Mode... these are situations that are guaranteed happen and don't require a human opponent to figure out.
 

CookingMama

Active Member
Hey guys, I've been practicing on level 8, looking for more feedback on progress:


I'm sure I made a lot of mistakes here.

Well fighting the CPU in general is pretty bad. And you seem to be button mashing a lot, based on the missed juggles and what not. I'd say just slow it down. You don't have to go ham all the time. Try and think about what your doing as you do it. At this stage it is gonna be tough but it is what you are going to have to do to get better and improve. How you were in the last round is the road you want to go down, from what I can see. You seemed a bit more calm, and weren't randomly hitting buttons. The juggles were right and the outcome was secure.
 

illninofan

Well-Known Member
Well fighting the CPU in general is pretty bad. And you seem to be button mashing a lot, based on the missed juggles and what not. I'd say just slow it down. You don't have to go ham all the time. Try and think about what your doing as you do it. At this stage it is gonna be tough but it is what you are going to have to do to get better and improve. How you were in the last round is the road you want to go down, from what I can see. You seemed a bit more calm, and weren't randomly hitting buttons. The juggles were right and the outcome was secure.

Thank you!

I'll put in a lot more thought to my practice and building strategies to limit the mashing (sometimes it's just like that though, you run through the checklist of habits in your head and then suddenly run out of ideas and panic! lol). As to playing the computer, aside from my roomies it's about all I can do at this point. You brought up another good point which is slowing it down, and I agree. I can go back down a few levels (no less than 5 to keep the challenge up, at least at level 5 it moves fast enough to keep you thinking, and it stops hold guessing EVERYTHING) and work on the things I'm having trouble with.

Much appreciated. :)

Thanks to @Lulu as well.
 
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Bacaww

Well-Known Member
Question for the Honoka mains: When you do 6H+K and do the P+K follow up and they fall down and they tech up are you + or is it like some sort of unholdable? Also are there any more set ups where the opponent falls down while youre doing a stance and they immediately tech up?
 

CookingMama

Active Member
Question for the Honoka mains: When you do 6H+K and do the P+K follow up and they fall down and they tech up are you + or is it like some sort of unholdable? Also are there any more set ups where the opponent falls down while youre doing a stance and they immediately tech up?

Are you asking like you did 6H+K in stun then P+K and they somehow fell down? Thats a really weird scenario and you'd be plus for sure but you'd also be stuck in the HnK stance. The stance is a mix up enough I suppose but seems really weird. And there is no way to force them up if they stay on the ground, you'd be eating a wake up kick.

For your second question I actually did look into this once. At the end of some juggle, instead of doing the normal ender do 6H+K and then wait for them to hit the ground then 4P. If the 4P hits you free cancel and they are stuck on the ground long enough for you to force them up with 3H+K. If they tech up you can continue the 4P string. It isn't good really because the string gets to a high as soon as they stand up, and is unsafe. But it has a nice surprise factor since most people would assume they are in some sort of advantage situation. And Honoka can't delay the string nearly as long as Jann Lee can so it lacks a lot of the novelty.

There are also a few kinda odd force tech situations centered on PPK at the wall (or in the open I suppose) and using the brad wong stance K to force them up. It is kinda okay since if they tech you have a two safe options and a tracking option. I don't know about any unholdables though. Probably not, most likely.
 

Bacaww

Well-Known Member
Are you asking like you did 6H+K in stun then P+K and they somehow fell down? Thats a really weird scenario and you'd be plus for sure but you'd also be stuck in the HnK stance. The stance is a mix up enough I suppose but seems really weird. And there is no way to force them up if they stay on the ground, you'd be eating a wake up kick.

For your second question I actually did look into this once. At the end of some juggle, instead of doing the normal ender do 6H+K and then wait for them to hit the ground then 4P. If the 4P hits you free cancel and they are stuck on the ground long enough for you to force them up with 3H+K. If they tech up you can continue the 4P string. It isn't good really because the string gets to a high as soon as they stand up, and is unsafe. But it has a nice surprise factor since most people would assume they are in some sort of advantage situation. And Honoka can't delay the string nearly as long as Jann Lee can so it lacks a lot of the novelty.

There are also a few kinda odd force tech situations centered on PPK at the wall (or in the open I suppose) and using the brad wong stance K to force them up. It is kinda okay since if they tech you have a two safe options and a tracking option. I don't know about any unholdables though. Probably not, most likely.

Ive also seen people doing 8K into 4PK into PPP and then Jann Lee's dragon punch thingy thats the same situation as with 6H+K right?
 
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