Completely new to DOA5. Just started learning just to play Phase-4 xD.
Which of her moves are best to throw out in neutral? Also, what are some of her normal-hit BnBs? Most of the combos on the combo thread are for holds/throws/counter hit.
Thanks!
3P is not a neutral poke, unsafe at -8. Throw punishable.
K is, not KK.
K is solid for reasons stated (and to combat i12 mids), KK is not on block because it is unsafe and if you commit to the follow up you're getting punished harder. KK is fine on hit confirm as a tooled-string but not as a generic poke string, was my point.
6P free cancels on block can also be thrown on pure reads because of the fact that the follow ups only put Phase 4 at risk. And once you start commiting to the follow ups against players that are paying attention, then you're furthering your own punishment.
6P is for counter hitting, and if you're wrong, you're at risk.
Interesting stuff man, thanks for posting, but PP6PK and 6PK goes to TEN~K which I assume you meant to write but put CHIFU by mistake. I could see this ender being useful for lower stun threshold combos, i.e. 1 hit to stun and then launch immediately and use this ender into the ground reset. If you can get a higher stun threshold it makes more sense to forgo the reset altogether and just go for damage (most of the time anyway).So at the end of a combo you want to use or Chifu teleport .
I did not give any recommendation how to use 6P and it's cancel opportunities best, because that depends on yourself, your opponent and the mind game between both.
It is still a good tool in neutral spacing and mid range situations due to having a better range as her jabs and being faster as her mid kicks.
While playing Phase, you are at risk in almost any situation when trying to open up your opponent, and since you are forced to fish for counter-hits out of neutral, 6P simply is one of the best tools to go for it. That's all I'm saying.
6P is for counter hitting, and if you're wrong, you're at risk.
Interesting stuff man, thanks for posting, but PP6PK and 6PK goes to TEN~K which I assume you meant to write but put CHIFU by mistake. I could see this ender being useful for lower stun threshold combos, i.e. 1 hit to stun and then launch immediately and use this ender into the ground reset. If you can get a higher stun threshold it makes more sense to forgo the reset altogether and just go for damage (most of the time anyway).
On a related note I saw another forced reset in an online match (think it was XcaliburBlades playing P4). The tech starts with a juggle into TEN~P followed by PPP~CHI (into nothing) 9K. The empty Chifu teleport gives you a second to determine if they ground teched or not. If yes I believe you are plus (but I haven't verified or tested in the lab) if no, you should be able to buffer the 9K so it comes out ASAP and connects for the force tech.
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Another thing I started experimenting on, which I will post more about later in more detail once I've had more time to fully verify in the lab, is the possible follow-ups after an empty CHIFU teleport during a stun. For example, if you hit 6P CH -> 3P CHF~ (nothing) -> ... [what moves combo on fastest SE]
So far I've found even 33K (I think is 16f) will combo, meaning 7K, 4K, 3P, 6P, 2K, 6K, P+K and 8K all combo on fastest SE after a Chifu teleport within the stun threshold. I only tested this briefly so I'm not 100% sure that every move with a CHIFU cancel has the exact same frame advantage but I was able to successfully combo each of the follow-ups above after: 3P-> CHI, PPP CHI-> and P+K CHI -> So at first glance they all behave the same and give the same amount of frame advantage.
I think this is really pivotal to her game since her stun game is somewhat limited and the empty Chifu teleports open up more options and give Phase more flexibility. I think you can even throw punish if your opponent attempts a critical hold on reaction to the Chifu animation, i.e. they think you will go for Chi~K, but this I haven't tested either.
In any case it's worth mentioning and I think it needs to be explored further.
This 9P+K thing has been bugging me. I think TN left it in completely by accident because you can only do it off of two specific chifus, 7K and 66PP. It's absolutely useless. You just get the CB whenever you try it with anything else.
That's what I thought as well but if so she would have it off of 3P+K too unless they only fixed that while forgetting the other two. Only thing it would be useful off of is a 3P+K so you could actually use it without having to hit someone.Aha that's hilarious ! You're probably right since 7K and 66PP are borrowed from Kasumi unlike the other TPs ! But it looks awesome though, hope they'll put it on the other moves as well !