DOA5LR Danger Zone Tips, Combos, and Related Shenanigans

XZero264

FSD | Nichol
Premium Donor
Simply put, what kind of BS can Leon do?

Off a single launch he has a potential to deal over 260 points using nothing but his weakest launcher on NH andno timing air throws (see bottom of post) or 298+ off a single Critical Burst with the use of either a Power Launcher or Power Blow.

He gets guaranteed air throws (on NH) off of:
4K
KK
2H+KK
Opponent back turned 2KK/2H+K (look for 7P 2KK punishes)
Stun/CB 66K
9P
Air throw (except SH weight unless higher in threshold before air throw)
8PPP to launched opponent (stricter timing on the throw on heavier classes)
Unteched crumple stuns like stun 7P
2P+K bound stun (can't be teched)
6T, 4T,

33P 7P becomes so freaking effective if you charge P+K, they hold you burst, they don't tech they get air thrown, the tech to the side you are -2, tech back -0.

Moves that become a untechable bounce are:
46P
214P and ending variants (finicky on green, expect bounces when strike connects on blue squares)
There are more and I will add them soon
These can be followed up with 46P or running P with running P being a better option.

If unteched:
Desert Falcon can be followed up by 46P. 119 damage NH
4H+P gets a 9K except against SH weight.

6T right up against the cliff will send them hurtling down (kinda neat).


Guranteed Kill combo that MUST be executed in the green areas:
P+KT, appropriate air throw to nearest cliff, run up H+P (must go over cliff), (super launch) immediate Whiff P, 8PPP, air throw, run up air throw. 306 on NH.
Substitute the final air throw for 3PP for Super Heavies.
Note about P+KT: if used in a blue zone you won't get an air throw unless on Counter or higher.

If you get a CB at or higher than 65 damage ON NH and you have access to a Power Blow and you can aim it at a cliff you are guaranteed a kill combo using the no timing 8PPP combo into two air throws.

If you can PL without sending someone over a cliff before a second air throw timed 8PPP (WRK or 3P) into air throw into air throw again if you can manage.

The big thing with Leon is that he moves a lot of ground and despite the size of the stage he can very easily go from one end to the other in a single CB air throw combo.

Special shoutout to @Fumetsu Gaisuto for pointing out the no timing combo for the super launcher explosion. Mid or High punch hold into 8PPP as soon as you land and are able to use inputs.
If you do a timing hold you can get a WRK or 3P easily on all up through heavy weights.

Vidoes as I can upload them because I can do that stuff now and this stuff will blow you minds.

For those of you who haven't experienced it yet there is a possibility to reproduce a super launcher explosion on the first area as well as on the second area. I'm working on the most effective ways to reproduce it and so far the best ways are a CB free step 9K on BT opponent into air throw. Video soon.

Let's get cracking on some info and other bullshit to prove that this is Leon's Home away from Home.


Videos:

Inescapable Kill Combo: Alpha thorugh Gen Fu weight classes
(Old Video)
Requires the P+KT to slam the opponent into a green area zone unless you get it on counter or higher. On normal hit good on all characters but Super Heavyweights
 
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XZero264

FSD | Nichol
Premium Donor
Quick addition.

On Counter and High Counter Leon can get Air Throws off his charged P+KT in blue zones on all weight classes but Super Heavies.

 

XZero264

FSD | Nichol
Premium Donor
On Dangerzone the best followups to any stage launch is his air throw

Untechable Commands (both air and on ground unless noted): Air Throw, 4K (KK, 2H+KK), 9P. 66K (standing only), 236P, 3PP, 66PPP, 46P (and running P), 8P (Bound such as double 8P and in Air Only), Opponent BT 2KK or 2K H 2K.

Notes:
Based on launch height and opponent weight you may not get a followup after 3PP beyond a running P (even against Alpha, so use it only if you think it can get a greater knock back distance to go over a cliff when Air Throw will not).

All Air Throws require a run in before you can followup and all commands for a throw/OH (aside from lows) become a form of air throw (true on every stage)

*Best followup to Air Throw is Air Throw post CB on all but Super Heavyweights. You can get a 3P in against most of the cast at Threshold 3 but it results in more than 10 points of damage lost overall if you feel like risking a CB. So more or less if you get a CB your only option is to go in for an Air Throw.*

Against Alpha all stage launches get an air throw. At Threshold 1 and on you can get 3P beforehand. Threshold 2 66PP Air Throw. You can get P6PK/6PPK into air throw at 3 but the timing is extremely tricky (do not recommend online).

Lightweights: Theshold 2- 3 you can get 3P to Air throw after run in from air throw.

Mid- Gen Fu: Threshold 3 run in 3P to Air throw after air throw.

Super Heavyweights: At Threshold 3 you can get an Air Throw after Air Throw. Unable to get an Air Throw after an Air Throw after a CB.



Cliff Combos:

Opponent is knocked over a cliff onto an explosive super launcher.

Alpha: P (whiff) > 8PPP > 66PP > Air Throw > Air Throw. The 66PP is strictly timed. Alpha doesn't really have a no timing combo, you can substitute 66PP for WRK but you have to commit to a dash in afterwards to be able to Air Throw and you have to time the WRK as well.

Light - Gen Fu: P (whiff) > 8PPP > WRK > Air Throw > Air Throw. WRK is the only difficult part of this combo. You can substituted a 3P but you have to time it.

Super Heavyweight Cliff Combo: P (whiff) > 8PPP > 3P > Air Throw Run In > 3PP. This is a no timing combo as well as a guaranteed second cliff ON TOP of hitting the explosive floor after the 3PP. Nets 158 Damage on NH.

In all those combos you can forgo the striking followups to 8PPP just by using Air Throw.
 
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