Dead or Alive 5 Starter Guide

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
*This is a transitional guide for those who play Tekken 6(Major comparisons) and Virtua Fighter 5(Minor comparisons).

INTRODUCTION.

Do we really need this Guide?
I am coming to find out that there are many people who are very misinformed, or don't have a clue at all on how to play Doa5. This Guide Will dispel all the misinformed biasness towards Doa5,and will Help people gain a better understanding of the game. Both games happen to be good in their own right and nothing but a decent comparison will be made between the fighters. I will try my best to break down Doa5's game play so it can be understandable to the likes of those who play Tk6.


Game terminology (legends)


Stick directions:
:7:::8: :9:
:4::5::6:
:1: :2: :3:

:P: (DOA) Punch button
:K: (DOA) Kick button
:h: (DOA) Hold button (=the guard/hold)

LP or 1 (TK) left punch
RP or 2 (TK) right punch
LK or 3 (TK) left kick
RK or 4 (TK) right kick

FC = from crouch
CD = crouch dash
CB = counter blow. Interrupting your opponent’s attack
during its execution.
HCB = high counter blow. Interrupting your opponent's air attack, back dashing and throws during its execution.
CT = Counter throw. Interrupting your opponents throw
with another throw during its execution.
HCT =High counter throw. Throwing an opponent when
he/she does a counter hold.
RFF = right foot forward
LFF = left foot forward

What are the similarities between DOA5 and TK6?

Both games at their basic levels are fighters. The goal of both of these games is to deplete your opponents life bar, using punches, kicks, and throws in any order. As you may already know this since most fighters today share a similar structure. Lets get a little deeper into this shall we. In most fighters, Blocking defeats Strike, Throw defeats Blocking, and Strike defeats Throw. At a primitive level, most fighters employ the rock/paper/scissors game play mechanism. But the complexity becomes much more apparent when you add the high/mid/low/ground level strikes, priorities, high/low throws, reversals, parries, Side steps and so on. To be able to compete on higher levels successfully, you must have a decent understanding of the properties within the game as well as the individual character you use or either facing. Doa5 and Tk6 share many of these properties mentioned above. Doa5 and Tk6 characters have sets of moves that include varying level of strikes, ground attacks, holds and much more. There are juggles, stun combos (limbo stun), wall combos and tech rolls and etc. Capitalizing on your opponent mistakes, dealing the most damage in any given situation using and combining all these factors is the goal in both of these games. Lets go into the little differences between these fighters.


Basic Mechanism of poking.

Being a Tk6 player, you should know that in Tk6 poking has become much more important in game play. Poking is important for survival. The importance (and the need) for Poking in Doa5, is less significant than its use in TK6 For a better understanding, I am going to go into specifics, breaking down the uses for poking. In Doa5 just like in VF45 poking basics involves punch, low punch, mid level attacks, staggered timing(delaying different segments within a string) of some fashion, and or 2 or 3 punch string variants. The poking game is used for:
  • 1. Controlling the flow of the match. Is your opponent attacking you too much? (Do a defensive poke) Do you want to put pressure on your opponent? (Do an offensive poke.)
  • 2. This may progress into bigger damage sequences by leading your opponent into a trap, using mind games so they can make mistakes. You may see, that the fundamental ideas behind poking, is not that much different from the poking that is in Tekken 6. Now let’s see examine the details. (Before I go any further, I am going to mention the differences in the effectiveness of Holds (reversals) make in the poking game. Making it somewhat different from Tekken 6 as well as VF5(to some degree). ***NOTE***(I will continue this in the next section).
Should you use the low punch (poke)?

When fighting against an opponent attacking you with series of :P::P::P: strings, an easy way to stop this is utilizing a low punch. When defensively used, the low punch is definitely a great way to stop high attacks and can often interrupt mid attacks when timed at the right moment. In that perspective, low punches are definitely more effective than those in Tk6. This difference is very important to remember. When the low punch is used as a counter blow, you gain substantial offensive initiative in terms of frame data(light stun), and the flow of the battle can be changed. You can start attacking (or throwing) your opponent. Low punches can be both a great defensive and offensive tool, as it also allows you to execute FC moves. (Think of Julia’s use of low punch to set up mid/low guessing game).
*****Low punch is most definitely not a solution for everything. For example if you become to cocky with Low punches, the tide can be swiftly changed with a counter hold, also known as the reversal. Unlike Tk6 and Vf5, such maneuvers can easily be held. With this in mind, This is where the importance of mix-ups comes in (this will be explained later on within this Guide). Also, the range of low punches is very limited. There may not be a possible way to win with just low punches (highly unlikely in high level play), but low punches are basically used for setting up and counter attacking your opponent.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Going Beyond The Low punch.

The ideas used for :P::P: or :P::P::P: plus mid level pokes variants is not that different from Tk6. The characters within the game have different variations/effectiveness in poking. In Doa5, just like in VF5, you have universal jab/low punch poke to get out of tight spots and/or to keep pressure. The term “custom string” is used within Doa5's game play terminology, as well as TK6.Unlike Doa5 and Tk6, Vf5 uses the term flow chart. The terms custom string and flow chart are synonymous with each other.

Art Of The Jab.

It is important in higher playing levels to know the “right” way to jab in Doa5 The proper way to execute a singular punch in Doa5 is not just to tap :P:, but tap :P: then tap :h:. The reason for this style of execution, explained using Tk6: With Law let’s say you do b+Lp. You know this starts dragon storm (b+LP,RP,LP) string, and you can delay the rest of the string. But what if you don’t want the rest of the string, and you immediately want to get into some other move involving RP? Since everyone in Doa5 has :P::P: or :P::K: string of some sort in which they can be delayed slightly, you need to tap :h: to cancel the string in the buffer system if you want to execute just a single jab and get into other moves as fast as possible. This technique is called Free canceling. This technique can be used for most of the strings and moves within Doa5. Some Tactics for Anti-Low Punching You can stop low punching with either a counter blow, or counter hold (reversal). But this happens only if you have the basic understandings of you and your opponents frame data(or through trial and error), you can do a nice counter attack through interruption/crushing(using an attack to stop your opponents attack). The low punch game boils down to predicting your opponent and understanding frame advantage, and the countering system. Like any move in Doa5 an expert WILL make you pay if you abuse low punch too much in a predictable manner.

BUFFERING.

In Doa5, there is a great importance in taking advantage in buffering moves while you are in recovery
from doing another move, while from a back dash, crouch dash, forward dash, running and free stepping consecutively. This can make things work better for you after you block a move, going into your poke,doing a juggle, and during the many other situations, as it lets you execute moves as fast as possible without worrying too much about timing of command input.

Canned combos and Juggles in DOA5.

Eventually, you would want to use poking techniques to lead into some more damaging moves. We will examine the ways to inflict some real damage. First, canned combos and juggles: This would be a part where the two games are quite similar and different. Both have a share of short canned strings but in Doa5 for the most part, if the first hit connects, it does not necessarily mean the rest is guaranteed. This has always seemed to be the factor that other gamers of different fighters complain about. Tk6 and Vf5 allow you to gain free hits after the first hit connects. Unlike those two games, in Doa5 you can do a Critical hold. A Critical hold is a hold that is done when your character is stunned. However, depending on the attack + hit attribute, a player will find that they can come across natural combos. This consist of 2-in-1's 3-in-1's etc. Also, not all stuns can be broken out of. One such example is The LIMBO STUN. The limbo stun is a stun that turns your opponent around(back turned), and guarantee's you a free Combo, or Juggle. Once an attack is successfully completed, the combo becomes guaranteed.


WEIGHT CLASS.

In Doa5 the heavier characters are (generally) harder to juggle, and the juggle height often varies
depending on whether it was a counter attack and what kind of move it countered and so on. This happens gradually across the characters. So compared too most juggles in Tk6, the juggles in Doa5 tend to be more or less the same. They both have situation specific juggles, such as undulated terrain, and the use of obstacles (such as walls, partition, animals, and etc).

So the following are the weight classes for Dead or Alive 5 from lightest to heaviest:

  • Feather - Eliot, Hitomi, Kokoro, Mila, Sarah
  • Light - ALPHA-152, Ayane, Kasumi
  • Welter - Leifang, Pai
  • Middle - Akira, Brad Wong, Christie, Hayate, Hayabusa, Jann Lee, Lisa, Rig, Tina, Zack
  • Cruiser - Helena
  • Heavy - Gen Fu
  • Super Heavy - Bass, Bayman
It should be noted that the weight difference between Featherweights and Heavyweights is the same difference between Heavyweights and the Super heavy weights.

Stuns, Staggers, Stumbles & Crumples.

Staggers, Stumbles and Crumples are usually considered different class of stun types. In general Staggers are stuns where the opponent take a little step backwards, While stumbles are stuns where your opponent falls to the floor and rise again, and Crumbles are stuns where your opponent falls to the floor and are considered grounded. like most stuns in Doa5 (unlike VF5 and TK6); you can do a critical hold to escape their effects (only after the initial stun animation/duration execute. Each stun and stagger have different initiating stun animations/duration. Knowing these time frames can give you a better chance at continuing your attack on your stunned opponent). In games like VF5 and Tk6, you are vulnerable and unable to block,attack, reverse etc, when you are staggered and stunned. This aspect of these stuns, seem to confuse the players of other 3D fighters. If your opponent suspects this critical hold, they will likely choose to throw instead. A bonus damage increase is available when throwing a missed critical hold attempt (will be explained further in the holding section). The critical holds allow a different mind game set up, that is not available in other fighters. Such as tricking your opponent into doing a critical hold, or tricking your opponent into thinking you are going to do a critical hold, if quick enough, you can do a critical hold and be able to do an attack afterwards.

The importance of throwing in DOA5!

Just like in VF5, to win you have to throw. Taking a look at the command lists will make it obvious why this is true! In Tk6 most throws do around 30 points of damage and maybe a ground attack. But in Doa5 (also in Vf5) even basic (non command) throws tend to do 40-50 points, and there are also even more powerful throws(Command and Combo) for just about every Character. In Doa5 it cannot be over emphasized that throws are very important and integral part of the game play. Far more so than in Tk6. The throws in TK6 on average, do little amounts of damage and are relatively easy to defend against. The importance of throws is more prominent in Doa5 because they are much more dangerous and harder to defend against.

Throw Escaping.

Throws in Doa5 are much more dangerous than it is in other fighters. You can only throw escape chain throws (also known as link throws), and Basic non command :h::+::P: throws. Command throws are inescapable in Doa5. This measure was taken, because of the 4th factor, holds. Since Doa5 breaks away from the basic Attack>Throw>Block (rock paper scissor) factors, and employs an Attack>Throw>Reversal/block factor, the developers of Doa5 made inescapable throws to battle up against reversals. Making sure reversal happy opponents cannot throw escape all the throws.

Throw connection.

This section will examine the different properties of the throws from Tk6 and Vf5. Throws in both Tk6 and Doa5, have execution frames. In Doa5, Most throws have longer reach and a faster execution. Being a Tk6 player playing Doa5, you may find that you are being thrown from an unexpected distance in unexpected situations. In general, if you have to dash in order to do a throw, that means the throw is not guaranteed. There are also many situations in which you can guess that your opponent will block thus allowing you to dash in and execute a throw. It's very important to learn to take advantage of Doa5's longer throw ranges and speed, especially against a Hold happy opponent. As a matter of fact, throws are one of the fastest high counter mechanic in the game. Many moves (though not all) that have less than 6-9 frame disadvantages can be counter thrown if blocked. (A good example to think about is Julia’s Mad Axe throw). To use Throws as a counter, you just have to buffer in a throw command quickly after blocking. (Refer back to buffering under the “BUFFERING” subsection). It is not only important but also very useful in knowing what are throw counter-able and what are not. This is a summation of the general implications of the throw mechanism in Doa5. In Doa5, unlike Tk6, throws are an integral part of the game play at all competitive levels. Just imagine Tk6 where everyone has easy access for Julia and King’s throws . . . that should start to give you an idea. If the opponent defends standing and just blocks low attacks on reflex, you can always fall back on the throw game. This contributes to the overall game balance since not everyone needs strong and fast low attacks (Think of Mishimas and Julia in TTT) to survive. May the best player, not the strongest
character, win.

Reversal information.

In Doa5, the holds/reversals are done in this manner:
    • All the high reversals are done by :7::h:
      [*]Mid :P:-reversals done by :4::h:
    • Mid :K:-reversal :6::h:
      [*]All the low reversals done by :3::h:
Unlike VF5 and TK6, Every character has a hold on every hit level(high/mid/Low). However, not all attacks can be reversed/counter held. These moves that cannot be reversed/held are called HR moves, meaning Hold Resistant. These moves usually consist of running attacks & air attacks. Because of this inability to reverse such moves (character dependent), your opponent will receive a back turned advantage(or will be at neutral). The back turned advantage is determined by the hold's duration(total accumilated frames) subtracted from the attack's recovery frames. There is a lot of speculation that doa5 holds take out the same amount of damage for each character, and the holds themselves are just used to take out damage without any type of thought. This perception is totally false. The holds within Doa5 are optimized for the particular character you decide to use. The grappler characters have grappling holds, the ninja characters have launching holds and such that have NINJISTIC qualities, there are also holds that have environmental properties, allowing you to get environmental damage. Hold's that guarantee ground hits ..etc. The Hold system in Doa5 is the most deepest hold/reversal system out of the most popular fighters. By the way, unlike Tk6, in Doa5, hold's cannot be chickened, Also there are no universal low parry's like Tk6, however, ever character in Doa5 do get a universal counter hold (reversals).
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Parries(Inashies) & Advanced Holds(Reversals):

Like Vf5, there are characters with special holds and parries(inashis). Unlike the basic hold, the advanced hold add another direction to the already present holds, making its execution more difficult to pull off.

Button Placement:

The Button set up for Doa5 is:
  • One :P: punch button
  • One :K: kick button
  • One :h: Free button that operates as a Block button.
This unique setup in comparison to Tk6 and VF5, lets you block low without worrying about finding the :2::G: (just like in Vf5). Hold the block (:h:) button and hold down or either :1: you will be able to block low also (having the ability to block as in VF5 or as in Tk46). The punch (:P:) and kick (:K:) buttons, Unlike Tekken, Doa5 (also in VF5) always had one button for punch (:P:) and one button for kick (:K:). This has always been a very subtle, but important application in Doa5. Let’s back track a little and consider the fact that Hwoarang is one of the only Tk6 characters who fights with either left foot or right foot forward stance. And just to throw a single jab with Hwoarang, you need to watch out for the stance he is in so you know if you have to push LP or RP button. Thankfully, again Hwoarang is the only character who requires you to do this. Now back to the Doa5 world, where EVERY character can fight with either RFF or LFF(just like in Vf5). In most cases it doesn’t matter since there are no LP/RP LK/RK kick situations. Hitting :6::6::P:,:2::K:with Kasumi will give you the Muei-chishu with what ever leg you have up front. At the intermediate/advanced level this has a couple of important applications. The first is in order to dodge successfully, you have to watch out for which foot of your opponent is forward. For example, if you expect your opponent to throw out an elbow (:P: :+::K:) and you want to dodge it with a Freestep. Since most attacks such as the elbow uses whatever hand that is put forward, you need to watch his/her stance and dodge accordingly. (if your opponent has his/her left foot forward, you dodge to his right. If you opponent has right foot forward, you dodge to his left.) The fundamental idea behind sidestep is not different from Tekken. Doa5 characters often change their stance, this is something that you need to be aware of, unlike in Tekken. It’s not too difficult once you get the basic understanding of it (we will go deeper into this in the next section.

Relative stance issues:

Other terms you may run into are: “Closed stance” and “Open stance.” What this means is as follows:
the feet position of the two fighters

X X Here we have “closed stance” (1P
has RFF, 2p has . RFF)
X X

X X Here we have “open stance” (they
have different
. feet forward.
X X

The stance issue for the majority of situations, is not needed too much. But when side stepping the stance issue is very important. return the stick to neutral. Try to time your dodge, than attack so it “counters blows” the opponent’s move, giving you a critical hit/counter blow.

Crouch dashing and other special movements in DOA5:

You should know how to crouch dash in Tekken, but only for certain characters. In the Doa series, EVERY character can crouch dash. The official way to use crouch dash is to f/d, F/D to crouch dash forward. Every move that requires FC position can be done from crouch dash without any canceling technique. Most characters have useful FC move in some shape or form, having the ability to quickly buffer crouch dash can be very useful. Crouch dash can be canceled with the FREE button. There are also other movements such as dashing which is done by tapping f,f or back dashing by tapping b,b. There is also running which is done by tapping f, than holding f. Back dashing in Doa5 provides the option to avoid on coming attacks, and can be buffered into a SS (sidestep) move, the free step dodge or the free step block. Getting hit during a back dash is very punishable in Doa5. Getting hit during its execution stage can cause you to be hit with a High Counter Strike.. Throws in Doa5 definitely makes it harder to turtle in doa5. Just like in Soul caliber, movement in DOA5 extends to 8 directional angles, where as the environmental movement found in Tekken 6 allows only 4 angles of directional movement. Doa5 is the only 3d fighter in which has an 8way run that is very comparable to Soul caliber.

Wake up games:

In all the major 3d fighters, there is some level of wake up games. What separates Doa5 from tK6, is the amount of moves used with in this system. Tech rolls are done in Doa5 by hitting the :h:, :P: or :K: button as you hit the ground. Pressing :8::h: will role towards the background, pressing :2::h: will make you roll towards the foreground. Pressing :K: will let you mid kick, pressing :2::+::K: will let you kick low. Pressing :P: when on the ground to allow you to get up at the same place. Tech rolling in Doa5 is usually safer than the ones in Tekken. When the tech rolling is over, This is where the fight begins again. The attacker CAN force brutal guessing games after tech roll. Being the victim, you must predict which way the attacker will attack. Mid? Low? Throw? If the victim guesses right, of course, s/he can turn the table around. Since you evade after tech rolling either to the background or foreground, you can dodge the oncoming attacks (if timed correctly). For some throws you can tech roll just as you hit the ground to reduce Damage. The rising attacks are basically mid-low guessing game like Tekken. Like Tk6, you can use a myraid of attacks to hit a downed opponent, however, a major difference is the use of force techs and psuedo force techs. This is often used to force your opponent to stand while looping the grounded opponent.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
The importance of wall play in Doa5(environmental
strategies):

The wall dynamics in Doa5 is quite different from both Tekken 6 and VF5. Wall combos in both games are very damaging, but there are differences between the two. There are particular forms of wall stun in Doa5 and in Tk6. Instead of sticking up against the wall, In Doa5, the wall stun causes the character to float slightly, than collapse down, allowing you to get a juggle (or wall combo) that allow you to dish out more damage. As soon as you opponent hits the wall again, you cannot hit him/her again. Your opponent will collapse to the ground. When your opponents character is on the floor, you can reposition your self to dish out more damage once they get up. But be aware of your opponent's ability to tech roll off of the floor. If you attack while your opponent tech rolls, your attack will whiff, giving your opponent the initiative to take advantage of YOU. Because of this, its up to you to find out the best possible wall combo strings. Putting your opponent into a wall stun while attacking him/her, will reset the 2 limit wall hits, and allow you to dish even more damage. This is very tricky compared to the wall combo systems in both VF5 and TK6. There are numerous amounts of moves that will cause your opponent to fly (hit) into the wall.

Multi-tiered environments:

These strategies for multi-tiered environments are very similar to the ring out strategies within Vf5.
But unlike the ring outs in Vf5, you can knock your opponent into another level, and continue the fight on that level. Not only is this interesting to look at, But it's a segment in doa5 where a lot of the depth comes in. Like Tk6, none of the stages are just alike. Some stages have undulated terrain (like vf3), walls, breakable walls, electrical fences and many other obstacles, etc. An environmental property that Doa5 has over the other fighters is the slippery surfaces. Slippery surfaces change the properties of attacks, and stuns. The slippery property causes your opponent to slip when stunned, or turn some stuns into a sit down stun, or even making moves that do not launch with out being stunned launching moves etc. The other feature that Doa5 has over Tk6 and other fighters, are the multitude of obstacles. This abundance of obstacles and the other environmental features, makes Doa5 the deepest environmental strategic fighter..

Hit Levels play an important part in all fighters, esp. 3D fighters. In T6 Hit levels mostly affect
blocking high or low and ducking. For a few characters it will affect reversals which again, occur
occasionally. The hit levels of the vast majority of moves in Tekken are also obvious very quickly.
In DOA5 Hit Levels have all the importance of other fighters but now double the importance. Due the elevated role of reversals you need to know the exact hit level of the moves and strings you are doing.
If you’re attacking you need to know the hit-levels of your attacks so you can specifically mix up the attacks to avoid your opponents counter-holds. If you’re defending you need to know the hit-level of your opponents moves so you can counter-hold effectively. In DOA5 if you don’t learn the hit-levels of your opponents moves as well as your own, you will be limited to either blocking much more than you should or throwing out more guess / luck reversals. This because it quite often is not obvious at all what the hit-level of a move / string is just by looking at it. On offense again if you are sure of the hit levels of the strings and moves you are using then you aren’t really playing the strategic game that is at the core of the DOA5 engine. How can when you are not sure what levels you are using? A few lows aren’t apparent but many Mids and Highs are very hard to pickup by eyeballing. This leaves players
used to other games feeling with the perception they are playing more by luck when they throw out their counter-holds. No wonder they think the game is about mashing. Bottom line: Knowing the specific Hit-Levels of all your moves and strings is even more critical in DOA5 than in T6.
 
Damn Helena is a Cruiser weight? Well that explains the thighs and the roundness of her lower belly.


......Good information by the way.
 

Neclord

Member
This is really helpful for a beginner like me. :3
But I have one question: Is there a difference between "holding back to block" or just pressing the hold button?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Essentially no. However, it may take additional frames to leave "backstep" motion and go into guard so you run the risk of being counter hit. This isn't the case for holding :2_: and auto-guarding a low attack.
 

Rikuto

P-P-P-P-P-P-POWER!
It's a safer way to backdash cancel into a guard when trying to avoid a wakeup kick or something.

Essentially you would backdash normally with :4::4: and then cancel with :8::7::4_: .

You could also theoretically use :2::1::4_: as the down motion could instantly block lows and operate as a kind of psuedo-fuzzy.

In this way, you avoid accidentally holding.

I do this but I don't really know anyone else who does.
 

rximmortal

Active Member
It's a safer way to backdash cancel into a guard when trying to avoid a wakeup kick or something.

Essentially you would backdash normally with :4::4: and then cancel with :8::7::4_: .

You could also theoretically use :2::1::4_: as the down motion could instantly block lows and operate as a kind of psuedo-fuzzy.

In this way, you avoid accidentally holding.

I do this but I don't really know anyone else who does.
nice one:
Is double back than just holding 7 equal to backdash 874 , cuz it seems same to me.
 

werewolfgold

Well-Known Member
Reversal information.

In Doa5, the holds/reversals are done in this manner:
    • All the high reversals are done by :7::h:
      [*]Mid :P:-reversals done by :4::h:
    • Mid :K:-reversal :6::h:
      [*]All the low reversals done by :3::h:
Uhhh... Shouldn't that be :1::h: for low reversals or am I losing it?
 

Vex

Active Member
Hello. I'm not new in DOA but still I can't understand one thing - Why sometimes u're just holding "back" or "H" when your oppenent is falling and when he wakes up and doing high or mid strikes - they're not blocked? This blows my mind and my pal's (we're playing almost everyday and meet this trouble often)
 

Force_of_Nature

Well-Known Member
Standard Donor
Hello. I'm not new in DOA but still I can't understand one thing - Why sometimes u're just holding "back" or "H" when your oppenent is falling and when he wakes up and doing high or mid strikes - they're not blocked? This blows my mind and my pal's (we're playing almost everyday and meet this trouble often)

Are you sure you're holding down Block and not pressing any other inputs at all? High or mids including mid wake-up kicks will not go through a standing guard. How much lag do you play in just to put things in perspective?
 
Last edited:

Lulu

Well-Known Member
Hello. I'm not new in DOA but still I can't understand one thing - Why sometimes u're just holding "back" or "H" when your oppenent is falling and when he wakes up and doing high or mid strikes - they're not blocked? This blows my mind and my pal's (we're playing almost everyday and meet this trouble often)

Normally you're not suppose to Hold :4: or :1: when you want guard against attacks... but I do know some people who have made clever use of that method.

As for Wake Attacks... everybody except for :alpha152: can wake up with either a Low or Mid Kick attack as Force Of Nature just said.... the only safe way to avoid them is to get outside of their range. But if you're feeling Brave you can try to guess which one your opponent is going to use and try to counter it.....

Just be warned... a wake up Kick can grant your opponent a lot of Advantage if your opponent lands a wake up Kick as a Counter Hit.
 

Vex

Active Member
Are you sure you're holding down Block and not pressing any other inputs at all? High or mids including mid wake-up kicks will not go through a standing guard. How much lag do you play in just to put things in perspective?
We're playing on the same machine. Sometimes totally weird things happen - One character is holding "back" for several seconds already and Brad wong with his "forward forward P" hits him.

Lulu I don't mean wakeup kicks. With them such troubles haven't been noticed btw). I mean - I've knockdowned opponent and standing guard, he falls, wakes up and doing high/mid attacks that hit me. We're even using various controllers each time but sometimes blocking just not work.
 

Lulu

Well-Known Member
We're playing on the same machine. Sometimes totally weird things happen - One character is holding "back" for several seconds already and Brad wong with his "forward forward P" hits him.

Lulu I don't mean wakeup kicks. With them such troubles haven't been noticed btw). I mean - I've knockdowned opponent and standing guard, he falls, wakes up and doing high/mid attacks that hit me. We're even using various controllers each time but sometimes blocking just not work.

Then I have absolutely no idea how to help... I've never encountered that problem. All I can say is try using the :h: Button when you want to guard from now on.

Goodluck & God Speed !!!
 
  • Like
Reactions: Vex
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top