Instant Recovery

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Instant Recovery

Instant recovery is a technique used to quickly get up from being knocked down on the ground. This technique was first introduced to 3d fighters in Doa1. This technique was used to escape further damage from the danger zones, and escape from being blown up in the air for On the ground (bounce) combos.

Quick rising attacks can be broken down into 2 sections:
In place recovery, and Tech rolling.

IN PLACE RECOVERY: when knocked down, you will get up in placefrom the time you
initiated the in place recovery.

You can perform in place recover by pressing :4:P, :4:K, or :4:F) at the moment you hit the ground (or a little before) from a knockdown. You will quickly spring up before you hit the ground completely.

**NOTE**
when knocked back (long distances), you can only attempt In place recovery {by pressing
:F, :p or :K during impact to the ground}

There a 3 distinctive properties for In place recovery.

*Down Phase
*While crouch state
*Normal state

-While in the down phase, your opponent is capable of using ground attacks (throws, down attacks, pounces etc.). Because you are getting up in place, the chance of you getting hit with a ground attack is decent (higher for ground throws).

-While in the crouching phase, your opponent is capable of hitting you with mid attacks (which results is stuns/staggers or knockdown) and low throws. You have no control what so ever during the steps transitioning.


- In The Normal phase, all control is given back to the player.



TECH ROLLING: when knocked down, you will instantly Side roll recover from the time you
initiated the tech roll.

You can perform a tech roll into the background by pressing :8:P. :8:K. or :8:F or tech roll into the foreground by pressing :2:P, :2:K, or :2:F


There a 3 distinctive properties for Tech rolling

*Down Phase
*While crouch state
*Normal state

-While in the down phase, your opponent is capable of using ground attacks(throws, down attacks, pounces etc.). Because you are side rolling, the chance of you getting hit with a ground attack is high.


-While in the crouching phase, your opponent is capable of hitting you with mid attacks (which results is stuns/staggers or knockdown) and low throws. You have no control what so ever during the steps transitioning.

- In The Normal phase, all control is given back to the player.

-In Doa3/2, Instant recovery is used to quickly recover from a knock down. In very few Instances, quick rising can eliminate a portion of damage associated with ground impact from a throw, an attack, or hold.


- Instant recovery doesn't work for every ground impact.
Knockdowns from stuns and staggers, attacks that slam you into the ground during an air combo or just a regular slams from attacks or throws, and slams from the wall or the various unbreakable obstacles.



RISING/WHILE RISING ATTACKS


-when knocked to the ground, if your not capable of instant recovery, or you choose not to use it, you can do a while rising attack, or simply rise. You can rise by pressing:


>:4:F = step back
> :6:F = step forward
> :p,:k or :f= rise in place.
> :8:F) = side roll towards the background
> :2:F = side roll towards the foreground

**NOTE**
-Side rolls follow the same rules as the Tech rolls(when the opponent attacks the rising opponent)
-Step back/forward/ and in place rising all follow the same rules as Quick rising(when the opponent attacks the rising opponent)

BASIC RISING ATTACKS

You can rise and attack by pressing:

> :k while getting up in place
> :k while getting up and stepping forward (delay able)
> :k while rolling towards the background (delay able)
> :k while rolling towards the foreground (delay able)

There are no restrictions for the basic rising attacks.


ADVANCED RISING ATTACKS


:ka

==============
Kiren-Kyaku
:k, :6:K
==============
-no special requirements

=============
Kogetsu-Kyaku
:F:+:K
=============
-from face down head towards



:za

===========
Spring
:F:+:K
===========
-Face up head away

============
Spring Heel
:F:+:K:K
============
-face up head away


:br

==============
Lye down stance
:P:+:K
==============
-no special requirements

While in lye down stance

=======
Zenten
:6
=======
-foward roll

========
Koten
:4
========
-backward roll

========
Oten
:8 or :2
========
-side roll
> :8 = side roll to the background
>:2 = side roll to the foreground


=============
Rigyo, zenku
:F(delay):k
=============
- legs toward opponent

============
Rigyo, getsuga
:p
============
- legs toward opponent

============
fukishin-Hatai
:K
============
- legs toward opponent

============
Zenkon-soteki
:6:K
============
- legs toward opponent

============
Fukishin-Bokko
:F:+:K
============
- legs toward opponent

==========
Konsentai
:F:+:p
==========
- Head towards opponent

=========
Kinkosen
:F
=========
- Head towards opponent

====================
Kokon, gyoshin-getsuga
:p
====================
- Head towards opponent

==========
Uron-kochu
:K
==========
- Head towards opponent

==========
Kokon-soteki
:6:K
==========
- Head towards opponent

========
Rigyoen
:F:+:K
========
- Head towards opponent

==============
Suiboko-Kosentai
:F:+:p
==============
- Head towards opponent


:ti

==========
Giant swing
:F:+:p
==========
- face down head towards


:ba

===============
Low drop kick
:2:F:+:K
===============
- face up head away

:ay

===========
Genwaku-So
:F:+:K
===========
- face up head towards

URAMAWARI FOR RISING ATTACKS:

Uramawari is a technique used to get back turned advantages. Uramawari for rising attacks is basically getting a back turned advantage on an opponent who attacks while rising.

Characters like Kasumi can easily do this with moves like Tenbu{:9:P) }.
 
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