Free Step Dodge

DestructionBomb
DestructionBomb
For an i13, it has a string yes, yet the game states he's able to be thrown from it without the string. There is a bit of nuts in that department that results in more of prediction or expect to catch that on point. Same as Hayate's wind dash forward. That move can be low thrown up close but that has to be on point reaction.
DestructionBomb
DestructionBomb
@Force_of_Nature Know how many times I tried to throw Akira's 46P+K uncharged? it's -10 but throwing that within battles is a heavy risk with a fast recovery. Even worse if it's within internet battles of even a slightly good connection. I took it upon myself to say "Know what? might as well not throw it since he's going to attack after it." Free launch for me I guess.
Force_of_Nature
Force_of_Nature
It's pretty much the reason why I don't punish things like Momiji's 8P or Bass' P+K. The risk/reward is too slanted with the risk of being hi-counter blown. Also Kokoro's 9P has 14 recovery frames and it's a lift stun on NH lol. 9P~jab comes out almost as fast as 9PP.
DestructionBomb
DestructionBomb
I just find it hilarious people say they can throw it on reaction "all" the time, people are more tempted to attack after recovery that fast, shit I would attack too. I mean if I spammed the hell out of the move over and over again and you caught it to throw then you deserved it for sure since I made it obvious. No complaints there.
Forlorn Penguin
Forlorn Penguin
Bro, fight me in DOA4 and every time I get my totally awesome -51 advantage, I better get thrown.
DestructionBomb
DestructionBomb
How's the recovery off those particular moves? might have to say it's pretty bad on that department too right? I mean with a move that unsafe, you might as well make the recovery super bad too.
Forlorn Penguin
Forlorn Penguin
You mean on whiff instead of on block? If it completely whiffs, it has 78 recovery frames.
DestructionBomb
DestructionBomb
Youch, yeah that's bad lol. Oh man.
Darkslay
Darkslay
Very much agree with this post. That's essentially Jann Lee's 9P/PP6P/SS P. It recovers in 15, just to put you in perspective, his jab recovers in 13. It's often believed pressing a button after SS P is not real, since it's -4, but with that recovery, it may as well be real, 9P is -1, so that's not even a question.
Darkslay
Darkslay
That's why I've always said Bass' 3KP is an amazing poke in any situation as well, it recovers in 16, his jab recovers in 14, lol.
Nikotsumi
Nikotsumi
A perfect example I can provide is Honoka's Bokuho K (not Helena's). It's a 12 frames move, -13 on block, but it recovers in 15 frames (Helena recovers in 30~ frames). Literally never got it throw punished, despite leaving her in Dokuritsu-Ho, even those who (I suppose) know her frame data. People often keep blocking like I'm at advantage so I keep pressing buttons lol.
I pretty much treat it like a safe move now.
Tenro
Tenro
I don't know about this one, DOA contradicts it's own frame data system in this aspect cause if a move is negative (safe or unsafe ) it should still make you block.
and any player who actually plays offline can tell you that these " might as well be safe " moves is a complete load of BS cause even if you don't get thrown, you bet ur ass you'll get hit in the mouth if you try to hit a button afterward.
Tenro
Tenro
so id say if anybody has an offline scene to play, don't use these online habits there cause I understand if it's abare at -4 like SS , crushes , holds but mash is complete no no bruh .
DestructionBomb
DestructionBomb
See like here's where I'm getting it. There's the net battles, strictly away from the net (offline), and then move specifics that affects those criteria mentioned.
DestructionBomb
DestructionBomb
There are moves that you can adapt to properly off the net that becomes an issue on the net. Particularly ones that are standard such as a random i11 mid on block and then into a jab. You block the i11 mid and then you proceed with your mid but get hit with a jab afterwards.
DestructionBomb
DestructionBomb
That type of stuff is what triggers most of the players who strictly play offline that hops on the online going with the delays. Reasonable to say the least, and even worse if it has strings attached or free cancelling absurd strings that generally shouldn't really work.
DestructionBomb
DestructionBomb
But then you also have moves that are actually based on the recovery on it, not by how disadvantage it is. The disadvantage numbers on their end will just become positive numbers on your end with what moves you can do that can win the trade. The issue is that people tried to throw such moves knowing the risk of the recovery and clearly believing they can score such things on their first try.
DestructionBomb
DestructionBomb
If it's anything slower than 22, sure. I'll probably believe they could of had it. "Maybe". They could probably take pills to slow down time to properly throw the move as intended if it recovers within the 12 range, see the local doctor for the dose then.
DestructionBomb
DestructionBomb
I've seen tons of moves that weren't punished by the best offline players because the risk behind it on doing so. You might as well take advantage for free CH damage if the opponent who did the move with insane recovery is going to attack for sure, so you strike back rather than throw it.
  • Like
Reactions: Tenro
Tenro
Tenro
you're right about ppl trying to throw mindlessly without knowing the info of the move on the screen but when we consider knowledgeable players they'll throw the strikes out first as their first reaction but when even when like when I'm retaliating with a 12 frame mid at -4 and it still gets beat out that thing is a trigger automatically.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top