Ein's Hidden Tech

Zeo

Well-Known Member
I'm here to share some unearthed tech with you guys today, tech I've been holding on to for a while now.

You all know what my position on Ein has been, one of the worst characters in DOA5. Because of that I've done constant labbing excursions with the intent to find something to bring him out of bottom 5. I personally don't think I ever did but what I found does help him out a good bit and has helped me. Initially I wanted to save this tech for when I went to a tourney to surprise fellow competitors with unknown Ein strats but not only do I not know how things are going to go this year with traveling but the things I learned are subject to potentially change in LR's future, so it's best to get it out to the general public now.

There is a LOT of reading and learning to do here. But if you are serious about leveling up your Ein game, you will muddle through it, and you will absorb all the knowledge.

Keep in mind any and all of this is subject to change in future patches of DOA5: Last Round.

EIN'S HIDDEN WALL PRESSURE GAME

Everyone knows Ein's niche is spacing, whiff punishing and using the environment to his advantage, but very few know that the offensive side of this character lies in his ability to harass his opponents at the wall with an extremely brutal oki and unholdable setup game. All it takes is a splat, there's multiple setups for not only each splat but for wake up kicks and instant tech ups. Only three Ein players know about this tech, until now.

The majority of these setups involve whiffing an initial move purposefully and then following up with whatever move you intend to be hitting your opponent with, be it for a force tech, guard break or unholdable setup. Your inital move is being used to blitz through the frames in order to perfectly time the 2nd. Anyone who knows about unholdables from Master should already know how this works. It's simply being applied to force techs following wall splats as well.

Please make a crucial note that these oki setups apply to full walls only. Half walls to not give the + frame necessary to use these setups, future setups will possibly be found later on to apply to them specifically. The way to distinguish between full and half walls is that full walls cause your opponents to hit the wall straight and normally, where as half walls cause their backs to bend a bit. Additionally full walls give more then 10 frames of additional advantage which allows for Ein's wall oki game.

*UPDATE* Please refer to the half wall section blow to see Ein's very limited but useful half oki setups.


List of Full and Half Walls below.

Green = Full Wall / Red = Half Wall

Desert Wasteland:
All Walls.

The Tiger Show:
All Walls.

Flow:
All Walls

Primal:
All Walls.

Dead or Alive:
All Walls.

Fighting Entertainment:
All Full Walls.

Lab:
All Full Walls.

Sky City Tokyo:
All Full Walls.

Temple of the Dragon:
All Full Walls.

Sakura:
High walls at the bottom of the stairs
Entire left side opposite to the bell
Walls giant bell between fences on right side
Tree on the south end

Both fences near the stairs to the north.
Fence on the south end.
Fences on both sides of the giant bell on the left side.


Forest:
Trees
South end of stage

North, east and west ends of the stage.

Fuel:
Wall on north side. (Tier 1)
Walls on left and right sides. (Tier 1)
All Walls (Tier 2)
All Walls except the ones listed below (Tier 3)
2 pipes on the sides of the danger zone that sets the place on fire. (Tier 3)

Zack Island:
All the small rocks on the ends of the stage.
All other walls.

Sanctuary:
Waterfall opening on north side where the giant ball comes rolling down during PBs. Short rocks on the left side.
All other walls.

Lorelei/Haunted Lorelei:
All Walls (Tier 1)
Inconsistent Solid Walls on the side near the ledge (Tier 2)
All Other Walls (Tier 2)
All walls in the courtyard and fenced walls (Tier 3)
All walls on the opposite side of the cliffhanger into the 4th tier (Tier 3)
Short fences inbetween the walls (Tier 4)
All other walls (Tier 4)
One near the top of the roof you're standing on near the side. (Rooftop)
All other walls (Rooftop)

Lost World:
Center of wall pillar only. (Small Platform Tier)
All other walls (Small Platform Tier)
All Walls (Rock Pillar Tier)
Giant Rock on Left Side only (Water Puddle Tier)
All other walls (Water Puddle Tier)

Depth:
Electric Red Walls & Control Panels
All Other Walls

Scramble:
All Walls (Tier 1)
Right side of the fire wall to the south, the opening. (Tier 2)
All other walls (Tier 2)

Hot Zone:
Short Rocks (Area 1)
Tank, High Rocks. (Area 1)
Short Rocks (Area 2)
Red Car, Crashed Helicopter, Tank (After Triggered Danger Zone), High Rocks. (Area 2)

Street:
Busted Bill Board after triggered danger zone. (Tier 1)
All other walls (Tier 1)
Tall Walls & Fences (Tier 2)
Dumpsters & Red Truck (Tier 2)
Burning Red Truck (Tier 2 After Train Crash)
All other walls (Tier 2 After Train Crash)

Sanctuary:
Waterfall opening on north side where the giant ball comes rolling down during Power blows.
Short rocks on the left side.

All other walls.

The Clown Show: WIP

Coming Soon:
Fences in between the tiger cages on south side
Fences on the north side
Ladder on north side

All Other Walls.

Home:
All solid indoor walls.
Kitchen counters and stove
Small desks and grounded cabinets
barrel stack (bottom floor only)

Tall walls on all four ends, Courtyard door. (Outside)
Small counters near the south side, people on one side, no one on the other. (Outside)

Ends of the Earth:
Tall Ice pillars. (Tier 1)
Short Ice Rocks on both sides (Tier 1)
Barrel Pile on right side (Tier 1)
Broken wooden box on left side (Tier 1)
Solid Ice Walls (All other tiers)
Short Ice Rocks (All other tiers)

Arrival:
All Half Walls.

Full Wall Oki Setups

This is where the magic happens. This is Ein's playground and this is where you want Ein and your opponent to be on any stage that has them. Dictate your matches accordingly and always work on getting your opponent to these locations whenever you can, this is where the character truly shines.


W! = Initial Wall Splat
Note: An initial splat into a wall combo is not required to start Ein's wall game. A stun > launch combo in open space (such as 3P > 3P > 3P > 6KK) that ends with a direct splat into the wall gives the same advantage as a wall splat into a wall combo.

If 33K > 3P > 6KK into the wall from mid range is easier than trying to 46P your opponent into the wall directly for a wall splat combo, definitely go for the former. All you need is for the combo finishers to cause a direct splat.


W! > 9KK Finisher
Note: 9KK setups are not weight specific and work on all weight classes.

2T > 1K (Force Tech)
Your only force tech option after a 9KK splat, and the only one you need. +22 on FT, -3 if they tech up.
PROS: This is the titular setup and by far Ein's best (and safest) force tech situation. In the event 1K touches his opponent they're up for +22 in Ein's favor, wake up kick is completely negated and your opponent cannot even lay on the ground for a second. They MUST tech or they will be picked up by 1K. In the event they do Ein is at an extremely safe -3 with the option of 1K followups or maybe even a button depending on who you're fighting. You will be using this setup more than any other, I guarantee it.
CONS: Very few. You have to delay 1K6P in the event your opponent techs up or else it will go through them and you'll be open to a throw or strike punish. Like the other setups you're sacrificing the additional 10 points of damage you'd be getting using 3P > 6KK, trading a little extra damage for wall splat security, pressure, oki and a chance at a lot more damage is worth it though.
Note: Occasionally Ein will be at -4 vs lights when they tech up to the side. It's inconsistent but must be taken into account. Especially when fighting Christie or Kasumi.
RATING: 5/5

214T > 7P (Unholdable)
Your unholdable high GB option after 9KK. Wall splat on all hits, +13 GB on block.
PROS: All the typical pros of an unholdable. Can't be countered, stepped or held. If they tech up, they're eating it on hit or block, guaranteed. Additionally 7P (being a +13 GB) at the wall grants a free jab into most likely another wall splat of your choice or a 33T if you're feeling particularly evil.
CONS: Standard fare. Being an unholdable setup it requires them to tech up, this requires conditioning. If they lay on the ground you'll whiff and be open to attack so this must be committed to. Additionally being a high it can be ducked if your opponent sees it coming. It's a nice setup but it must be used in moderation.
RATING: 4/5

66P > 4P+K (Unholdable)
Your mid punch GB option after 9KK. Wall splat on all hits, +5 GB on block.
PROS: It's unholdable and all that. But unlike 7P it's a mid which means there's no ducking it and it has to be dealt with if you tech up, no question. And of course it splats for considerable damage into most likely the same situation if not a force tech. This will most likely be your go-to unholdable after conditioning with the 1K setup.
CONS: Same weakness as all unholdables. They lay there and you're getting punished. Use only after conditioning your opponent by making a hard read.
RATING: 4.5/5


W! > 3P > 6KK Finisher
Note: 3P > 6KK unholdables will not work on lights. Instead, use 4PPP for all lights and lighter weights. Same for force techs.

P > 1K (Force Tech)
Your primary FT after 3P > 6KK splats and what you'll more than likely be using the most. Immediately buffer P (Free Cancel) > 1K after your splat combo and your opponent must tech up immediately or they will be picked up for +22 for Ein. Variable -1 to -5 unsafety if they tech up immediately.
PROS: This is Ein's 2nd best force tech. No matter how many times I've tested and reverse tested this setup I have never been able to WU K against it vs mid and heavier weighted classes. As far as I'm concerned it is 100% guaranteed if you don't tech up after the splat. Additionally if they tech up you are completely safe at -1 (backtech) to -5 (teching up behind Ein as he does 1K). This will be your most common force teching and conditioning tool.
CONS: The drawback is not directed at this techup, but rather 3P > 6KK itself as the combo regularly throws his opponents off axis resulting in side splats often which completely negate Ein's wall oki game with soft knockdowns. This combo is best used in the corner where your direct splat is more or less guaranteed. It is not 100% guaranteed on lightweights but rather 95%.
Note: You can simply 6KK without the 3P for a more reliable direct splat and less risk of going off axis. You sacrifice damage and lose to 1K6PK but get an overall better oki game post splat. Use 4PPP instead of 3P > 6KK in order for this setup to be 100% guaranteed vs lights.
RATING: 4.5/5

2T > 4P+K (Unholdable)
This is what you'll be using once you've conditioned your opponent to tech up after 3P > 6KK splats. The 2T immediately into 4P+K gives Ein an instant + frames situation and alternative to force teching.
PROS: Ein gets a legitimate + frame offense even without teching his opponent up and, being unholdable, in the event they tech up and try to hold they will be sent flying on NH or if you're lucky, be sent right back into the wall to continue the pressure. Can't be sidestepped either. If you tech up against this setup, you're either at -5 vs Ein or you're taking damage, period.
CONS: This setup must be committed to, if they lay on the ground Ein is whiffing like a crappy baseball player. In the case of wakeup kicks you're likely to take the kick on NH which isn't so bad, you may also take a delayed tech up into a punish throw. In the worst cases you're getting WU kicked on CH. Your opponent must be conditioned before you attempt this setup, otherwise you will pay dearly for it.
Note: This setup only works on mid and heavier weighted classes. It does not work on light weights and lighter. Use 4PPP for lights.
RATING: 5/5

2T > 236K (Unholdable)
An alternative to 4P+K once you've conditioned your opponents to tech up.
PROS: Style points.
CONS: Just about everything. It tends to go off axis often and they'll get up behind you which puts Ein in a horrible position. It's subject to whiff occasionally, it does less damage than 4P+K in the event it hits, it gives less advantage on block and you're even more susceptible to WU kicks. Don't use this. I just put it here because technically it's an option. But it's not, really.
Note: This setup only works on mid and heavier weighted classes. It does not work on light weights and lighter. Use 4PPP for lights.
RATING: 1/5

W! > 1K6PK Finisher

P > 1K (Force Tech)

This is your bread and butter force tech after a 1K6PK wall splat finisher. Immediately buffer P and go straight into 1K, 9 times out of 10 your opponent will lay there and be teched right up by 1K, in the event they don't you're around -6 to -9 depending on which direction they tech up and you have the option to go into 1K6P which oddly enough is inconsistently unholdable on tech up which is even better. You can also use his other followups but it's generally not a good idea.
PROS: The pros of 1K6PK being used as your splat over 3P > 6KK are the security in your direct splat as opposed to 3P > 6KK's tendency to throw Ein's opponents off axis. It also works on heavyweights and beats lone 6KK out in damage.
CONS: In testing and reverse testing against the A.I I had around a 75-80% success rate doing P > 1K as fast as humanly possible. In that 20% the opponent was able to get a wake up kick through. It theoretically could be WU Kicked every time but the timing is incredibly tight and would have to be practiced. That must always be kept in mind when using these tools but what these setups do for his meta game after wall splats far outweighs the cons and you're gimping yourself by not taking the risks and reaping the potential rewards. Additionally you're sacrificing 4 points of damage by using this instead of 3P > 6KK and you're around 4 frames more unsafe if they tech.
Note: There is a specific timing in order to wake up kick against P > 1K. It's probably a 1 to 5 frame window but it is small. If you press K too early then you will tech up, but press too late and your wake up kick will be negated. This proves it is not a end all be all but the timing must be practiced in order to avoid this setup.
RATING: 3/5

2T > 7P (Unholdable)
Your guard breaking option after a 1K6PK splat. Unholdable and un-steppable with a hefty +13 frame advantage on block.
PROS: Even without using 3P > 6KK and 9KK you still have a legitimate guard breaking tool to punish opponents you've conditioned to tech up after your wall splats. Same pros 7P has in other setups.
CONS: Unreliability. In some instances your opponent will unpredictably tech up far enough away to block 7P with no fear of a followup and in the most extreme cases 7P will whiff altogether. On top of that, it's a high punch. A simple tech up and 33 renders this setup completely null and void. On top of all that of course the opponent can lay there and punish your whiff, or of course, just WU Kick. Also it's your only unholdable option after 1K6PK splats.
Note: This setup only works on mid and heavier weighted classes. It does not work on light weights and lighter.
RATING: 2/5

Other Wall Splat Setups

W! > PPP > 2T > 1K (Force Tech)

The PPP variant of force teching post splat. You simply substitute P for 2T due to PPP giving different + frames than 6KK or 1K6PK. +22 on FT, -6 to -8 on tech up.
PROS: With this you effectively have a force teching option after every standard wall splat combo. It's slightly safer than 1K6PK's post splat FT's at -6 to -8.
CONS: It is the weakest of all standard post splat combos in damage. Similarly it is not a guaranteed FT, much like 1K6PK and you are subject to eat a NH wakeup kick if your opponent times it right. There are few situations to use this over the latter. In most cases you're just gimping your damage and limiting your options by using this.
RATING: 1.5/5

W! > PPP > P > 8P (Force Tech)
Your 2nd FT option after a Splat > PPP wall combo.
PROS: Unlike 2T > 1K, this setup guarantees a force tech if your opponent does not tech up and offers a consistent safe -4 in the event that they do. Plus 8P gives +23 on FT, a frame more than 1K. Hoo-Rah.
CONS: In order to get this setup you have to use one of Ein's weakest wall splat followups.
RATING: 3/5

W! > 66PK > Full Charge PB (Unholdable)
The 2nd most powerful post splat setup, but also the 2nd most risky. It is Ein's resident unholdable power blow.
PROS: It's an unholdable power blow. There really isn't much else that needs to be added. You tech up and you're either eating +14 (and Ein gets a free jab or 46P) or you're getting power blown. GG. Additionally you can substitute the PB for a 1K force tech for conditioning purposes, yep that works too.
CONS: Pretty much what you'd expect. They lay on the ground and you're boned. This is an equally high risk/reward gamble which is why conditioning is so important here. If they wake up kick you're in trouble, if they see it coming, you're in BIG trouble.
RATING: 3/5

W! > 3KK > Full Charge 4P+K (Unholdable)

Ein's most powerful wall oki setup, but also the most risky. It must be used as a trump card and finishing move. +23 GB with guaranteed followup on block. 70+ Damage on any hit.
PROS: This is Ein's most damaging setup. If your opponent is unfortunate enough to tech up into this setup they are royally screwed over. If they block Ein is at +23 and Lvl. 1 Critical Stun and can either resplat back into the wall for free or go for stun game if they teched up away from the wall. If it touches them on NH they are eating either 70 points of damage in open space or 100+ damage from a wall splat combo into even more wall oki nonsense. If they pressed a button? 87 points of juicy CH damage in open space or a wall combo that's taking nearly half life, again, into more wall oki nonsense. This is what you want to land, it is Ein's trump card and it must be treated as such. When your opponent sees it you need to finish them.
CONS: Sadly this setup is just as unreliable as it is powerful. The standard fare is there, if the opponent does not tech up and decides to lay on the ground you are subject to a NH WU Kick or the opponent's whims (they are free to strike as well as use their slowest throws). Topping that off is that there is no force teching alternative to a wall splat into 3KK. 4P2K is not guaranteed and is completely unsafe at -8 to -10 with an even less safe followup. Once your opponent has seen this setup, the next time they see you 3KK after a splat, they will lay there, and they can.
RATING: 5/5 With conditioning. 0/5 Without conditioning.

Half Wall Oki Setups


The lesser option for Ein and unfortunately there are nearly just as many half walls in this game as full walls. But all hope is not lost, setups were found and Ein is still able to negate wakeup kicks and do some pressuring here as well. Not with nearly as much potency as on full walls but at least this means he can go to work on any stage.

Another sad discovery is that half walls in addition to giving less advantage on splat are considerably different on wakeup frames. Half walls are pretty much just evil and I'm not sure any character has safe oki on them. Maybe some do, but Ein certainly doesn't. Still, it's better than backing up and giving your opponent the offensive after a successful splat.

W! > PKK Finisher (The Last K whiffs on purpose)

1K (Force Tech)
Your one and only force teching option after PKK splats. +22 on FT, -11 on tech up.
PROS: This is the only way you're negating wake up kicks after a splat on half walls, period. This one setup effectively means Ein can safety negate WU Kicks on any and every stage in the entire game and continue pressure no matter where he is as long as there is a wall. This is huge. Additionally you can 1K6P immediately if your opponent techs up and it will beat anything except of course, high crushes. Oh and it works on all weights.
CONS: Unfortunately Ein has no safe oki on half walls. If they tech up you are at -11 and in the punish range, no ifs ands or buts about it. You can go immediately into 1K6P to counter their button but you must commit to it, it cannot be delayed for even a moment or you will be beaten out by your opponent's strike. This means you are committed to getting +8 if 1K6P techs them up and accepting the fact that if they know you are going to do that they can simply wake up crush, wake up step or wake up and hold high punch. Be very cautious and aware.
Note: PKK gives inconsistent frame advantage on splat, sometimes +18 sometimes +19, it's inconsistent and possibly stance specific but so far has no effect on the force tech, it appears to negate WU Kick either way.
RATING: 3/5

7P (Unholdable)
Your only unholdable option after PKK splats.
PROS: Standard unholdable 7P fare.
CONS: Unfortunately half walls gives this setup an additional weakness. On top of the wakeup kick weakness and 7P's susceptibility to ducking, 7P as well as all unholdables only connect if your opponent techs to either side. If they back tech 7P WILL whiff guaranteed. This also means that you most likely won't have your opponent's back to the wall and will in most cases not get the free jab.
RATING: 1.5/5

Other Wall Splat Setups


Splat > PK > 4P+K Full Charge
Unholdable mid punch GB and Ein's only oki option after PK Splats. +23 GB on block, 70+ damage on hit.
PROS: A great tool for throwing off opponents conditioned by PKK > 1K splats and a surprising reward.
CONS: Standard unholdable weaknesses with the added determent that it will only land if your opponent side techs. It is guaranteed to whiff on back tech which adds to the risk.
RATING: 2.5/5

Splat > 6KK/4PPP > 4P+K Full Charge

Unholdable mid punch GB option after 6KK (Mids and Heavies) and 4PPP (Lights) splats. +23 GB on block, 70+ damage on hit.
PROS: You already know these. Added bonus that you get a good few more damage than you would using PK.
CONS: Same unholdable fare, whiff on back tech.
Note: You can use 4PPP or 6KK for mids and heavies but you must use 4PPP on lights and lighter weights, the unholdable will not work with 6KK against them.
RATING: 3/5

Splat > 3KK > 4P+K

Unholdable mid punch GB option after 3KK splats. +5 on block.
PROS: The usual.
CONS: Standard fare, less damage than all your other splat options. Don't use this other than to mixup.
RATING: 1.5/5

EIN'S RESET AND FORCE TECHING GAME

We all know that Ein is a defensive character that relies on reacting to your opponent and capitalizing on their mistakes but at one point I did go on a tech crusade trying to find what he could use to play more aggressively. The results were meager but some stuff was decent enough to throw into your arsenal every now and again to keep your opponent guessing. That's what you'll find below. Tools more suited to offensive play. Somewhat sub optimal, but good knowledge to have all the same.

CH (or in Stun) 66P/4P (Reset)
Ein actually has a built in 50/50 with either 66P or 4P in the stun game. After using one of these two moves you can immediately buffer 33T and it will catch your opponent on it's first couple of active frames. If you opt to use a striking move and it lands it will reset whatever stun game you had going.
PROS: You'll find this resetting tool giving you a lot of free 33T's and some HCT 33T's as a bonus. Your opponent must buffer an attack while stunned in order to high counter blow your throw which means you're committing to whatever you're doing. In the event they attempt to crouch 33T or press a button, 3P will pop them right into a lift stun. Not to mention people that get tired of getting 33T'ed will become more prone to press buttons which gives you more freedom to just finish the string (in 66PP's case) without worry of holding.
CONS: Both of these reset tools are high punches which are subject to be high and low held. Also keeping in mind that the situation is just as prone to backfire as it is to serve you due to the triangle effect. 33T stops stepping, holding and blocking but can be crouched or mashed out of. Strikes grant you a free reset against buttons or crouching can be stepped, blocked, held or crushed in the case of highs.
RATING: 3/5

6K (Reset)

Due to it's incredibly shallow stun, 6K can be used as a reset tool on CH as well as in stun, albeit a much less potent one.
PROS: You can H+K, 2H+K or OH safely after a 6K and there's little the opponent can do about it. Typically they will be hard to see coming.
CONS: No true 50/50s. Your opponent can react to anything you do, blocking the strikes and crouching the OH. Additionally if they hold things can get confusing if you're expecting a reset and get a lvl 1 or lvl 2 threshold which will require you to pay close attention. In the case of 2H+K you get a knockdown and completely lose the offensive. It's not a very good tool, you're better off just finishing the string and getting the hard knockdown into force tech instead.
RATING: 2/5

Stun > 8P > WR K > 6K > 8P (Force Tech)
Your FT option after 8P in open space.
PROS: It is a safe, guaranteed FT if they don't immediately get up after they hit the ground. It's moderate damage for a force tech and gives you hefty advantage without the need to dash in.
CONS: You're sacrificing 8 points of damage and a potential wall splat in some cases to get this tech up. It does not work on heavies.
RATING: 2.5/5

(CH) 3P > 3P > PP2K > 1K (Force Tech)
Your FT option after 3P > 3P.
PROS: Guaranteed open space FT. Safe -4 on tech roll.
CONS: Huge loss in already questionable damage, not much Ein can do to capitalize on FTs in open space. Genuinely not worth it.
RATING: 1/5

3KK > 4PP > 1K (Force Tech)
Your FT option after 3KK. Can also be used at lvl 1 threshold.
PROS: Guaranteed open space FT. Semi-safe -6 on tech roll.
CONS: Significant loss in damage. Better than the 3P > 3P force tech but generally not worth it. Use only if the situation calls for sustained pressure.
RATING: 2/5

(CH) K > 2H+K (Force Tech)
Your force tech option and potential alternative to PKK if K clipped them on CH without the inital P.
PROS: Guaranteed +16 FT to negate WU Kicks and 100% safe +0 if they tech up. You can even press a button if you want to. If you're feeling gutsy about finishing PKK all the time, use this and you'll still get a reward even if they didn't attempt to hold the mid kick finisher.
CONS: Sacrificing PKK combo damage in the event they didn't hold the mid kick. If they held at all then you're getting crappy soft knockdown. Use your discretion.
RATING: 2/5

KK/PKK > 236K > 1K (Force Tech)
Force tech option after PKK/KK. Guaranteed to FT unless opponent recover's. -18 on tech up.
PROS: This setup leaves the opponent close on FT and can be done in open space. Standard +22.
CONS: He's negative if they tech up of course. You have to commit to 1K followups or yolo. Also losing out on damage from WR K > 6KK in order to use this setup. Also Ein's most unsafe FT setup of all at -18. Without conditioning or yomi of some kind, Ein will be punished if your opponent recovers.
RATING: 2.5/5
Credit to @Rojikku for this setup.


Stun > 8K/1KK > 8P (Force Tech)
Force tech option after 8K or 1KK. +23 on FT, variable + on opponent recovery.
PROS: With this Ein has a guaranteed force tech in open space that negates wakeup kick and is the only setup that gives him legitimate guaranteed + frame pressure regardless of weather or not the opponent techs.
CONS: Sacrificing loads of combo damage (1KK) or using Ein's worst launcher (8K) in order to even use this setup. It also gets wonky in reliability after lvl 1 threshold. You'd better convert on that oki mixup because you're losing a huge chunk of damage in any situation you use it in. Also depending on what direction they tech in Ein's pokes are subject to whiff due to the opponent being too far. Dashing in will negate the advantage.
Note: I was never able to get a handle on the exact advantage, but UprisingJC has stated that the advantage is +3 to +8. This leads me to believe that it's +3 on side tech and +8 on back tech. If not that, the advantage is simply random. Can't help you here.
RATING: 2/5
Credit to @UprisingJC for this setup.

That ought to do it. All Ein players that truly want to improve need to go over this tech and add it to their strategy and gameplan. Without it they are playing half a character (looking at you @JayceeChris ). @Tenryuga also has some 1K, 7P strats and possibly a few other strategies that are great for harassing your opponent at the wall before actually getting the splat. Feel free to add the tech to the topic if you'd like.

If anybody else has any tech they've been withholding or believe could be useful to the character, feel free to step forward. Those that don't, study up and keep practicing them 236P's.

Vigaku. :ein:
 
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JAG THE GEMINI

Active Member
Nice Infos Zeo!
I always loved Eins´wall pressure game but in DOA5 he always seems to be a bit underwhelming. I only use 1K6PK after W! not only because it is imo more reliable than W! 3P,6KK but it does also work against heavy characters. When DOA5LR comes around, I am going to test a few things you mentioned here to see if it is worth for me. Kudos so far!
 

Tenryuga

Well-Known Member
Zeo did an excellent job detailing Ein's wall oki. One more setup I would like to add is the 100% safe P (whiff) > 2P post wallsplat. If the opponent does not tech after getting hit by 2P your next grounded hit will be a force tech regardless of what the move is. This is a nice alternative after 1K6PK wall splats if you aren't sure what your opponents intentions are and don't want to commit to 1K6P. I would also like to add that when the opponent tech rolls after your P whiff and you don't follow up you have frame advantage so you can do P (whiff) > strike or throw to catch them on tech roll.

I would also like to talk about what I believe are the best followups with the large amount of frame advantage granted from the + frames of the 1K and 8P oki.

High

1. 7P

Following up with this is ridiculously good. It becomes 8f and if the opponent blocks this you get +13 which gives Ein a free jab at the wall. This is a one guess situation here because now the opponent has to deal with splat options coming from all hit levels that have a high chance of granting Ein oki again. If the opponent happens to mishold they take a wallsplat. The cons to this followup is that it is a 30f move so it is very much holdable on reaction. It can also be crushed and sidestepped. Do not let those discourage you though; The free jab it grants is well worth it.

2. 4P

The move tracks and stuns on NH. This will grant you a stun in the situation your opponent steps or misholds. On block you are only -4 so you have plenty of things you can do considering the string has follow ups that are very slightly delayable. On hit it works well with the strategy Zeo detailed for it above.

3. 46K

This is just if you want to go for a move that has the possibility of splatting while maintaining frame advantage on block while using a move that is less seeable than 7P.

4. 66P

This is a better followup than P IMO because the pressure behind it is faster and greater. You have a delayable mid kick that splats, a delayable mid punch with high crush frames that splats and a low that gives advantage on any type of hit. It is also only -4 on block with short recovery so you can use it to setup tick throws. Once again Zeo has detailed good strats for this move on hit.

4. P

I don't use P much because there is no reward from it other than on counterhit in this scenario. This followup does grant Ein string pressure if blocked but if you expected your opponent to stand there blocking why aren't you using 33T, 7P, or any other poke that is far better reward on both hit and block for that matter?

5. 6P

Lol. Don't use this.


Mid P

1. P+K

Why P+K as #1 and not 3P? The answer to that question is simple. 3P in this scenario will only grant us anything on counterhit. On block and on NH we lose momentum because it is -4 and -2 respectively. Last round mitigates this somewhat as 3P becomes 0 on hit in that game. That still loses to P+K on NH because IMO P+K on any hit with a wall behind you is a must hold situation. If the opponent does not hold they take the P+K P splat into 90+ damage minimum. P+K P with no delay will beat out some sidestep attacks as well.

On block P+K is -7 but it also has the threat of a fast highly delayable mid that causes wall splat behind it. This follow up mid is also chargeable for frame advantage. So even though the move is -7, you can keep the pressure on opponents that grant you respect, possibly even 33T them.

2. 4P+K

At +22-23 4P+K comes out in 11 frames. This means it loses to nothing but jabs, sidestep, and the mid punch hold. Nobody in their right mind is going to put a jab out with their back to the wall against Ein. Only a dumbass would do that considering all the options he has that causes splat. So we only need to worry about sidestep and the mid punch hold. You can charge it a bit to delay throw off the hold but theres not much that can be done about sidestep. Use this move if you expect the opponent to crush out or block.

3. 3P

IMO this is the worst followup if you don't have a read on their mashout attempt. It is one of the best when it hits though because it grants Ein a difficult to hold wall game due to the fact it is +40 and 7P executes in 30 frames while 4P+K executes in 33 frames and is chargeable to throw off hold timing. Using 7P and 4P+K in tandem with Ein's un-seeable wallsplats like 46P, 236P, and 3KK is strong because the opponent can't try to react to 7P and 4P+K but hold the un seeable wallsplats at the same time. They have to choose what it is they are going to try to hold. In the case they somehow decide SE is a good idea here they may get hit by 7P guard break and take a jab into the same situation or possibly take a charged 4P+K because they misheld.


Mid K

1. H+K

H+K is undeniably his best mid kick poke and possibly the best poke in this scenario. It is uninterruptable, tracks, is safe on block AND splats on hit. I would not be surprised if this was the most used option for anybody because there isn't anything the opponent can do but block or hold it. And if they are doing that then they are prone to getting thrown and opened up by Ein's other options. Enforce the threat of H+K so you can use your other options freely; IMO that is key to Ein's post wall oki game.

2. 236K

This is a splat on hit and +1 on block. It loses to step, jabs, and the mid kick hold. Thats pretty much all there is. The only reason I have this at #2 is because it has reward on both hit and block. Otherwise it is flawed due to it being seeable.

3. 6K / 3K

Both of these will put you into a shitty situation on block but have uses in different types of arenas. For example if the opponent blocks 6K, they have to deal with the followup splat. In situations such as the circus level where 2 wall splats are required to trigger the dangerzone, or where only one wall splat is allowed 6KK is better because it leads to more damage. In situations where you have special walls that will allow followups even after an opponent has been juggled 3KK is better.

On hit 3K will grant instant reward, 6K will give greater potential damage. Consider all of this when you decide to followup with one of these moves. Seriously though just do yourself a favor and H+K.


Lows

1. 2H+K

2H+K should be used sparingly in this situation because it is seeable and ducking is the last thing you want the opponent to do. If the opponent likes to duck then it becomes harder to use your 7P to ruin them than it should be and makes it difficult to throw them. Still this is a better low than 1P at the wall because it will allow you to keep momentum if it is not blocked.

2. 1P

We will be getting this in Last Round but 1P serves as a good choice to follow up with. Safe on hit and tracks.

3. 1K

Typical low poke. You can get some nice pressure if you get them to block 1K6P. Otherwise that's about it. Don't go low often guys. Go mid / throw or 7P.

4. 2P

Lol. You're obviously going low because you think the opponent is standing. If the opponent is standing why aren't you doing 4P+K or 7P if you want +? Don't use this.

5. 2K

You've hit the bottom of the barrel if you have to resort to 2K after getting fucking +22-23.

That's all I got for you guys. Our wall oki and offense as Ein is quite powerful and is what keeps him viable alongside his solid whiff punishment options and spacing. Make the best of these things because to be quite frank it is all we have.
 

SilverForte

Well-Known Member
This is great stuff and I'll definitely be this stuff out later. But how do you guys figure out to whiff a specific move after wall splat and then going for your unholdable/force tech? Trial/error? I'd like to know so I can start figuring stuff out for myself.
 

Tenryuga

Well-Known Member
I learned of it from @HajinShinobi. He got the idea from watching HLP in Street Fighter where players would whiff normals to get around delay tech timing. In DOA I assume whiffing jab is the sweetspot for the amount of invincibility the opponent has against grounded hits. So this allows you to go for force tech attempts due to the fact their invincibility has ended.
 

SilverForte

Well-Known Member
I see, thanks for the info, I assume that you'd have to whiff different moves in order to make certain moves unholdable. A lot of research to be done for sure.
 

Zeo

Well-Known Member
Just to make things easier on everybody that's willing to test out the wall tech, I'm just going to put my testing methods out there.

FT Testing: If you want to test out and see if a certain move force techs then set your opponent to "Record" and go straight to "replay" without making your training dummy do anything (green bar playing over and over again). This will bypass the default auto-wakeup that the A.I likes to do that will go through all your otherwise guaranteed force techs. If your move goes through them here, you know for sure it doesn't work.

Safety Testing: Simply turn recovery on and try your setup. Check the frames of the whiffed FT attempt after finishing the setup and see what the negative frames are after they've teched up.

Reverse (Confirmation) Testing: Pick Ein for both 1P and 2P. Use the record setting and have the 2nd Ein use the FT or unholdable setup you want to test out. Then switch back to 1P Ein, replay the setup and see if you can tech/hold/beat the setup yourself. This is the real way of testing to see if certain force techs are guaranteed and unholdables are actually unholdable. This is how I confirmed 3P > 6KK to have a guaranteed FT setup.
 
You are the man for this!!!! I have been heavily considering making a full commitment to hitom i for last round. But after this I'm gonna go 4 one more run with the man. the FT juggle with the 8p was a setup I been using ,does it gurantee anything considering the unholdable Master vid you referenced earlier? if not 33t, 3p and then maybe the oh is useful for mixup once they catch on. tho I find his oh easily throw counterable, that might be cause i know the animation n the audio to cue countering it. still and all great finds my friend ....
 
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Zeo

Well-Known Member
Quick update. Ein's wall splats against light weights and below (also applies to Alpha) grant him one point less frame advantage than mid and heavy weights. This means that every setup vs lightweights is 1 frame less safe.

In the case of 3P > 6KK > P > 1K, this means that it is -2 to -6 if a lightweight character recovers and in the rare case of -7, the opponent can WU Kick. Making the setup around... 95% or so guaranteed on lightweights (opposed to 100% against mid and heavier weights) This also makes every FT setup slightly less reliable and safe vs lightweights and lighter weights.

UPDATE: Unfortunate development. The unholdable GBs for 6KK and 1K6PK splats only work on mid and heavier weights. For light weights and higher you are limited to force techs and yomi. First post updated.

Also please make sure to note that you do not need an initial splat into a wall splat combo in order to start Ein's wall oki game. A simple 3P > 3P > 3P > 6KK into a splat gives the same situation as W! > 3P > 6KK. Any BnB in open space that ends with 6KK, 1K6PK, PP6PK or PPP into the wall starts Ein's oki game. So don't worry too much about getting a direct splat against your opponent. A simple launch into a BnB does the trick just as well and is arguably much easier to do. Particularly against higher level players. I'll put this in the first post so people don't play desperately trying to get a wall splat to start his oki.
 
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D Glock

Well-Known Member
Ok @Zeo, I finally took a little break from Last Round to come and check out this post, and god damn! :eek:

Bravo and much props to ya! I'll definitely study up on this for Last Round.
 

TakedaZX

Well-Known Member
@Zeo it's not that I'm not impressed. I've just heard it all already. I do still keep up with the Skype chat but I don't always respond.

One request I have (That I may work on tonight) is for you to find an alternative to 3kk, 4p+K in case they decide not to tech but you don't know if they will or not.

If we can clean up that weak point then it's going to probably be the go to set up.

But yea, this is godlike. :)
 

Zeo

Well-Known Member
@TakedaZX I've done tons of digging trying to find an alternative to that move but so far I haven't been able to find anything. If you have better luck feel free to post it here.

Even if it gets improved though, it won't beat the 6KK (Splat) > P > 1K setup. A guaranteed force tech simply cannot be rivaled.
 

TakedaZX

Well-Known Member
@TakedaZX I've done tons of digging trying to find an alternative to that move but so far I haven't been able to find anything. If you have better luck feel free to post it here.

Even if it gets improved though, it won't beat the 6KK (Splat) > P > 1K setup. A guaranteed force tech simply cannot be rivaled.
Agreed. Even still it's his his most powerful unblockable set up. If we find a semi consistent Oki set up for that, it'll make a nasty combination
 

Zeo

Well-Known Member
I made a very important discovery about Ein's new tech and it has been addressed in the first post.

Ein's all oki ONLY applies to full walls, it does not work on half walls due to the decrease in frame advantage. Unfortunately a great deal of walls are half walls. Because of this I took the liberty of going through every stage in the game and labeling the half and full walls in this topic on the first post in a new section before you get to the oki.

If you want to know when and where to use this wall oki, you will want to look through the Half/Full Wall list for each stage. The tech is still great, but we can't use it quite everywhere like I thought we could.

@Tenryuga dug up some situational wall oki specifically for half walls. If he wishes to share it then feel free to post it here. Best case scenario is wall oki setups could potentially be found specifically for half walls, but at the moment I haven't been able to find anything.
 

UprisingJC

Well-Known Member
Here's one more, but not sure if it's useful:

Stun -> 8K -> 8P(Granting Ein +22 or +23 but there's a gap between Ein and his opponent after that. +3~+8 if his opponent tech rolls)
 

Zeo

Well-Known Member
Here's one more, but not sure if it's useful:

Stun -> 8K -> 8P(Granting Ein +22 or +23 but there's a gap between Ein and his opponent after that. +3~+8 if his opponent tech rolls)
I'd found that at one point in 5U, but I never documented it. Much thanks for the reminder.

*FINAL UPDATE*
Alright Ein guys and gals, this will be my last update for a while. I've been labbing this guy for weeks digging up tech and am just about satisfied with what I've found and ready to let it soak into Ein's meta. But anyways I'm updating for a reason. The last update debunked the use of Ein's oki unless you were at a full wall. We've remedied this by discovering wall oki exclusive to half walls. *There is now a new half wall oki section below the full wall one!* His options here are far more limited, but he is still able to negate wakeup kicks and continue pressure albeit much less safely. You still want to get your opponent over to that full wall, but now you can pressure no matter what stage Ein is on. Now to bullet point the additions.

+ Half Wall Oki section added.

+ 9KK Splats Added to Full Wall Oki section. (Optimal!)

+ Unholdable alternatives for lights added to Full Wall Oki section.

+ Additional details added to some setups in Full Wall Oki section.

+ 2 new setups added to Ein's Force Tech and Reset section.

+ Introductory descriptions added to Half Wall and Full Wall oki sections.

It's a lot to take in now, but if you're serious about leveling up your Ein game, you'll implement this tech. I hope this changes the way people view, approach and play Ein and I hope that it becomes the new standard for the character. I want to see this become common in future matches. For now, my work is done here and I'll be taking a vacation. Train on. I guess I'll call a couple of other Ein's over that haven't seen this while we're here.
@XZero264 @JayceeChris @UpSideDownGRUNT @Splendidsafe @Number 13 @SweetSauceBoss @Jaguar360 @xSA Mulatto @Rojikku

"It was a good fight." :ein:
 

UpSideDownGRUNT

Well-Known Member
Awesome!
I'm gonna go over this stuff next time I'm in the lab, I often never really know what to do at a wall so I'm not even playing half a character lol

Good stuff Zeo.
 
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