As far as I know, they can't hit you after backtech unless you try to press a button that isn't block.
I would also say that there should be something done to grappler neutral throws to make them worthwhile to use (make them give frame advantage upon escape or upon landing them, make them 5 frames but inescapable, something like that), but ppl may complain about them. I just feel that grapplers should have more to them than just "6 frame throw punishes and 1-2 good throws." Suggestions are welcome, lol.
As far as I know, they can't hit you after backtech unless you try to press a button that isn't block.
Can you get some video? That would be the best thing.What seems to happen, is they are getting me before I can block. As in, already holding it, but character hasn't transitioned from roll to block yet
Can you get some video? That would be the best thing.
Yup, those are low holds. They duck highs and standing throws, hold incoming lows, and are a pain in the ass. 5U increased the recovery on them to stop people from spamming them but they still do anyway. You can even do them while you're stunned. Low throw for good damage.Hey guys, another noob question here. Don't know where to post, maybe it's system-related so I'll ask here.
I'm still trying to learn the game and watching videos I often see this, could somebody care to explain the reason behind it? Ok, here goes:
When two players are spacing and suddenly one og them starts the offence and the other blocks it and it's now his turn to start the offence, I often see the first player does a low hold. Why a low hold all of the sudden? Is that a good strategy thet is often used at high levels?
My theory so far is that because they probably have safe frames and think that I'll duck a high retaliation and instead of just ducking they also do a low hold in case the opponent did a low poke. So instead of just blocking they are now safe against highs (that will whiff) and lows that will be held. Is this correct?
But my main gripe with this is that if the opponent did a mid attack it will connect as a hi-counter which is really bad... so how come I see so much of this 'random low hold' situation?
Edit: maybe it's not a low hold, maybe it's high or mid but the character sure seems to be ducking...?!
Edit 2: Are they buffering a fluffy guard (flurry gueard) or something like that? What is that anyway and how is it done? What's the point?
Thanks in advance!
It won't connect Hi-Counter (that's only strike vs. throw)- but it will connect crouching, which does have special effects with some mids.But my main gripe with this is that if the opponent decides to do a mid attack it will connect as a hi-counter which is really bad... so how come I see so much of this 'random low hold' situation?
Someone will have to explain better than me, but fuzzy guard is a method of defense done at very specific times (certain amount of disadvantage, against certain mixups, etc.) that ducks faster moves (highs, throws) and blocks slower moves (i.e. mid launchers/slower pokes).Edit 2: Are they buffering a fluffy guard (flurry guard? fuzzy guard?) or something like that? What is that anyway and how is it done? What's the point?
lol and people bitch about that game being turtle heavy. american FGC likes pressing buttons and beating the shit out of their opponent. But you should check Zack or Rachel frame data in 5U it's a huge step in the right direction compared to the other games.I wish more moves were safe, like SC2 safe.
Do I sense a tutorial vid in the near future?My only "gripe" with DOA5U is the ground game/oki, where it stands. Vanilla's was a good direction and allowed the aggressor to keep offensive momentum.
Also to those saying backdashing is ass in this game, Korean Back Dashing is a wonderful technique. I suggest you learn what that is, and how to use it.
Do I sense a tutorial vid in the near future?
I hate the character, but I watch.I probably could if I talk to my people. I still need to do an Ayane tutorial too.
I want to say--that ground game and oki as opposed to force techs were a good direction for DOA. It allowed the aggressor to continue their aggression and force the defensive player into 50/50 situations that favor the aggressor (when I watch SSF4 I think about their 50/50 situations then think about DOA5 vanilla's, a little similar ONLY in the sense that the aggressor retains their advantage, they have cross ups and meatys, we have force techs, but they both allow for the same concept).
In 5U, the wake up kicks being as they are now, as in the sense of them being weaker than any other DOA game (ever), it's good. Because WUK's (wake up kicks) should not be feared, forcing aggressors to back away and allow for a dumb neutral game to be had. If I knock you down, I should retain my advantages and keep you on your toes.
For the most part, Rachel is doing this, and it's correct, except for the whiff bullshit. What "DOA players" don't understand is that they are used to the ground being what it is because of the WUKs. When a character forces you up, be it oki or force tech, players want to constantly attack from distadvantage. Rachel punishes this, and in turn it should be teaching players NOT to press buttons at disadvantage but its not doing that.
[10/17/2013 5:56:41 PM] HajinShinobi: You are supposed to get up and block, and pay attention to what your opponent is trying to do next instead of worrying about what attack to use to get out.
[10/17/2013 5:56:53 PM] HajinShinobi: This is just pure guessing, instead of reading.
[10/17/2013 5:57:06 PM] HajinShinobi: Hardly anyone in DOA is reading anything.
[10/17/2013 5:57:58 PM] HajinShinobi: They force themselves to guess more than they have to, guessing in this game is the same as the others. Players either don't have enough fundamental sense or are just very ignorant to any situation they are put in.
Of course I'll help record if you want me to. You know that.I probably could if I talk to my people. I still need to do an Ayane tutorial too.