Characters Pai Starter Kit

Codemaster92163

Well-Known Member
- Pai Starter Kit -

So, when starting a new character, it's often times difficult to know exactly where to start, what to use, and how to use it. Now, this short guide isn't intended to be some all encompassing piece detailing exactly how you should play her, but rather as a few key stepping stones and bits of knowledge to help you along the way into becoming a unique Pai player. All information hereafter should be regarded as tips, not necessities. Play the way you're most comfortable with, and do whatever makes the game fun for you. With all of that out of the way, let 's begin!

Who is Pai?

Pai is a unique blend of a strike/grappler character without the improved damage/frames on her throws, so her best traits are basically antipodes within DOA. Her strengths revolve around a constant onslaught of safe, quick pokes, coupled with occasional lows and several throws to help her start up the offensive. Throws are CRUCIAL to playing Pai. That is the one thing you will most likely need to use to survive with her. Most everything else is optional, but I promise you that you'll go far if you learn how to throw appropriately. Counters are also one of Pai's best tools, though they're not meant to be spammed. If you know what to do off of them, they have the potential to be better than most of the rest of the casts' counters.

Pai has a poor spacing game, and she has a dismal list of gap-closing moves in her arsenal, so you really want to be right in on the action as much as possible. She is also the weakest character in the game, relying on 9-16 hit combos to get any real damage in. This means she'll have to play the stun-game much more than most other characters, but oh does she do so gloriously. Her mixups, feints, terrifying throws, stun-cancels, frames, crushes, and speed all make her a force to be reckoned with. Before we delve futher into her strengths, it's best to cover her weaknesses first.

Weaknesses
Spacing

As stated above, Pai isn't the optimal character for spacing. If you like to play defensively, you should look elsewhere. Apart from her BT crouch dash, which is a phenomenally useful tool (though is to be removed in the upcoming patch), there's no really great way to space with her. :4::H+K:, BT :K:, :4::K:, :6::6::K:, and :6::6::H+K: are the few good tools she has at hitting a running opponent. Even then, they're rather lackluster, and unless you're at a decent health-advantage, you should simply avoid backing away. Getting back in is even more daunting, as her lack of range as well as decent running attacks makes it difficult to hit opponents like Jann and Ayane who are exceptionally good at keeping you at bay. Aside from running :K:, which let's be honest, is a really terrible tool, her range is horrendous. For you to close the gap and attack, you have to stop running, hit a direction, then use the move you want, such as :3::K: or :8::P:. This severely hampers her once she's been pushed away, so your best bet is to slowly move in on the opponent, constantly waiting for THEM to attack, rather than innitiating one yourself. All Pai players will have their work cut out for them when it comes to dealing with spacing, so be sure to work on it with friends or other players.

Damage

This paragraph requires very little discussion. It may be one of her weaknesses, but given the right circumstance, and with her ever-useful :2::4::H+P:, you can rack it up quite quickly, and with minimal effort. Let's just say that, for now, damage should be the least of your concern, though you'll always need to be away of the situations where you can net a large amount, such as off of high counters, high counter hit blows, and high counter throws. Now, onto her strengths.

Strengths
Poking/speed

Pai's poke game is a devious blend of annoying and amazing. As is the case with all Virtua Fighter characters, she has (relatively) superior frames to the rest of the DOA cast. Hers are outshined by characters like Sarah who use many +frame moves, but Pai's speed compensates perfectly for her paucity of +frames. :P:, :9::K:, :6::P:, :2::P:, :8::P:, :3::K::P:...all of them have great utility when it comes to bombarding your opponent with strikes. The -frames on each hit (or neutrality on her P) doesn't matter, as her speed coupled with the ability to follow up several of those moves keeps an opponent blocking, or risk getting counter hit by you.

Throwing

An odd consideration for a strength, but it's true. Her throws can be considered some of the best (apart from the grapplers'). While she doesn't get burst damage from her throws, most of them provide start up for a combo. :6::4::H+P:, :2::4::H+P:, :4::6::H+P:, and :3::3::H+P: all initiate a combo, and while some prove more useful than others, they all have their strengths.

Counters

While it's certainly not something you should rely on as Pai, her counters are a great way to accumulate damage, or just start another mix-up. Her best counters are low and mid kick holds, with mid punches following closely thereafter, and high punch/kick holds soon after that. The greatest thing about her holds (save for her low punch and mid punch counters) is that there is always a guaranteed damage option. So while you can go for more damage, there's always the safe bet of guaranteed damage.


Now that we've finished gliding over her pros and cons, it's a good time to expand on that knowledge, at least as far as her strengths are concerned. Her weaknesses are basically covered in the above paragraphs, as there's no real way to get around them. But for her strengths, there's many ways to utilize them, so I'll offer a few in just a second.

In-depth Poking

I've already offered a small list of useful pokes, i.e. :P:, :9::K:, :6::P:, :2::P:, :8::P:, :3::K::P:. But of course, she's not limited to strictly those moves. Browse the Pai forums on FreeStepDodge to come across detailed frame data on her moves. Using that data, you can search for moves (preferably safe moves) with minimum disadvantage, test them out in training, and see if you can figure out a way to implement it into your playstyle or not. For instance, I also use :H+K: every so often, even if there's better alternatives in several situations, as well as many other moves. There's a lot you can use, but I'll just offer some info on the few I've mentioned.

:P: - Her best poke, hands down. At 9 frames, it's tied with the fastest jabs in the game, and when working in tandem with her fairly decent frames, it becomes an opponent's worst nightmare, cliche as that may sound. :P: will get you out of a lot of sticky situations, such as slight disadvantage against an opponent, trying to beat them out, or using it as a continuation of your juggle, it really is a versatile tool.

:9::K: - This move is best used once you've already stunned the opponent. While it can be used as a poke on guard, at 14 frames it's not as useful or as fast as :P:, though it's great to extend a stun, as well as condition players to counter mid-kicks. This is important, though I'll get into that later on.

:6::P: - Her 11 frame mid jab. As with :9::K:, this move is best used on a stunned opponent, though it does have other uses. It's the only move (well, with one exception), that will hit after :4::6::H+P: to start a combo, and it's great to throw out when you're anticipating a slow move by your opponent for a free stun.

:2::P: - Pai is the only character that can still use her 12 frame :2::P: in extending stuns or starting them. While it's old incarnation is now irrelevant, the new one works in extending combos as an extraordinarily fast low hit, though only when your opponent is pinned against a wall, and you'll always need to follow it up with :P:. It can easily halt an opponent's offensive as well, especially when timed to duck a high. It's ALSO great as a stun-reset, though again, I'll cover that later.

:8::P: - While seemingly unorthodox, this 19 frame move can prove quite useful. It's a jump, so being hit out of it will just send you to the floor instead of stunning you, and it crushes non-crouching lows as well as offensive holds. At 19 frames, it's not the fastest poke around, but it stuns on normal hit, is only a deceptive -3 frames on block, and trivializes the risk of getting counter hit. It's not a move that one should use left and right, but using it here and there works just fine.

:3::K::P: - One of her best pokes, though also one of the more risky ones. It serves as both a poke as well as a decent stun extender, so feel free to use this often. The initial hit is 16 frames, so while not the fastest move out there, it's quick enough to toss out on a guarding opponent. It has decent range as well, so it's fairly useful when you're being spaced. So long as you end it at the second hit, you'll only be at -3, which is why this move is so great. It can also be finished by using :P: again, but be warned; while this means it has decent mix-up potential, the final hit is also (severely) throw punishable on block at -13, so use it at your own discretion.

In-depth Throwing

Ah, here we are. Throwing. Sure, poking is important, but throwing...well that's just a huge part of what Pai is all about. In this list, I'm excluding the throws that don't offer any mixup, and instead focusing strictly on those that can be followed up with some hit or some sort. If you're looking for specific combos to use with these throws, I advise you to look in the Pai Combos section on FreeStepDodge, watch some Pai footage on youtube, or ask me or fellow Pai players directly. Chances are, though, that you can come up with a feasible combo yourself, so don't think on it too much. Just try things out.

:4::6::H+P: - Arguably the most situational throw of Pai's. Against a wall, it's superb. For a 10 frame throw, and just on a normal throw, the damage you can get will be between 78-83 depending on your angle to the wall. Always follow it up with :3::P+K: > :P: > :P: > :3::3::P::K:. This is her best throw when an opponent's back is to a wall, as it will always do high damage, regardless of if they counter or not. When not against a wall, you should follow it up with :6::P:, and probably use :P: after that lands. From there on out, do whatever you want. The damage isn't great, and it's riskier than her other throws in that situation, but it still works.

:6::4::H+P: - My personal favorite throw, though not her best. Another 10 frame throw that guarantees a hit after it, but much unlike her :4::6::H+P:, you have better options. For starters, :P: is always guaranteed, while :9::K: is guaranteed against most characters. Mila can duck it, and very few can sweep kick under it. That said, it's still fairly safe to use. When using :P:, however, be mindful that opponents stagger escaping perfectly can shake the stun before it provides any use, so you're often better off going for :P::P: for the deeper stun instead of a singular jab. How you chose to follow up these moves depends on your tastes, the opponents stagger escape speed, and the situation. As with most of her combos, it's entirely up to you where to proceed and what moves you want to use. Here's a little trick, though; using :P: by itself or :P::P::4::P::K: will reset the stun, leaving the opponent just standing there. I'll get into more uses of these moves later, but for now, just keep this in mind. Canceling the stun after these throws can lead into more throws on unsuspecting opponents, or bait hits that you'll easily beat out and get a counter hit off of. Don't use these too often though, as overuse will eventually result in uselessness.

:2::4::H+P: - Prepare for a long read. Her best standing throw in the game. While it's 2 frames slower than the other two, sitting at 12 frames, that doesn't make much of a difference, especially considering what it can do. Now, her bread-and-butter combo that usually follows this is :6::6::H+K: > :4::K: > :P: > :P: > :P::P::P::7::K:. On a normal throw, it's 56 points of damage, while on high counter throw, it's 85 damage. All of it is guaranteed. It's also useful due to the fact that unlike her other two throws, this one extends the high counter damage into the combo, rather than stopping with the throw. Meaning, the other throws instantly revert damage to 50%, while this one will lock it into whatever type the throw was at, rising up to 75% on a high counter throw. This is important to note as this throw ALSO leads into a one-hit Critical Burst combo (well, two technically, but the first hit is always uncounterable and unblockable). After landing a high counter throw, you have three basic options to land a critical burst. :6::6::P: > :6::6::P:, :2::P+K::4: > :P:, or :4::K::2: > :P:, with the third option being the worst, as they can counter out of the stun and avoid the Critical burst. Once you land your critical burst, follow it up with whatever combo you want, while the most damaging ones (Power Launcher juggles aside) can net you 120+ points of damage. That's right. It's like an Izuna, but they have one chance to counter correctly. While it may seem to be a flaw, the one opportunity to counter is actually what makes this throw so amazing. Consider this. You were on the receiving end of this throw. What are your options? You either counter the Critical Burst that you think is coming, or you anticipate another throw and sit there. You are locked in a 50/50, but technically worse as Pai has more options than just that. If she thinks you'll counter, she can go for ANOTHER :2::4::H+P: to reset the situation and start it over again. She could also launch instead of using the CB, still getting her a lot of damage, or she can jab you to extend the stun again, then go for whatever she wants. Truly, her options are aplenty in this situation, and it's one of the worst positions to be in for your opponent. Just be sure to consider the situation when using this throw. Do you need the 85 points of guaranteed damage, or would a small risk for much more be worth it? Always be conscious of the situation you're in and what would most benefit you.

:3::3::H+P: - One of the best low throws in the game (at least on high counter throw). This throw, while very similar to :2::4::H+P:, is different in two important ways. One, it's a low throw, and two, its Critical Burst is guaranteed on high counter hit. Yep, no need to guess. You'll always get max damage on high counter throw with this. Simply turn around, use :P+K: > :6::6::P:, and there you are. A free critical burst combo. Follow it up with whatever you want. Just remember it has to be a high counter throw for that to work. On a normal throw or counter throw, just use :P+K: > Any launch of your choosing for guaranteed damage.

:3::H+P: - A decent low throw, but only because it's one of her 3 low punish throws. The other two just give a flat amount of damage, but this throw acts similarly to her :6::4::H+P: without the initial damage. Basically, it just turns the opponent around. Use that situation however you wish. Just keep in mind that you don't have a lot of options, as :6::P: and :2::P: are the only guaranteed options. However, if the opponent doesn't immediately crouch after the throw, :2::P: > :P: is completely guaranteed.

In-depth Counters
At first glance, her counters seem horrible. They do almost no damage on contact, so what's the point? Well, the point is that they count as a stun with which you can start a combo. The better timed your counter, the higher damage you'll do. This applies to her juggle as well, which is why timing (and not spamming) counters is important.

:7::h: (High punch hold) - Not her best counter by far, but it does offer a guaranteed :6::6::H+K: > :P::P::K::K: guaranteed. You can also use a short dash followed up :3::K::P: to set up a critical burst combo if you've gotten a counter hit counter or better, but that's something you can try out yourself. This is one of the few holds that doesn't offer much in terms of mix-up, though there are options, and I suggest you go into training to figure them out for yourself. I'm not going to hold your hand through everything - some things you just gotta figure out by doing.

:7::h: (High kick hold) - Again, not her best counter. It can be considered better or worse than her high punch counter, based on if you're a glass-half-empty or full kinda guy, but for the most part, it's worse. Well, at least until they update it, then it'll likely be the same, or even better. Once again, you should probably go for :6::6::H+K:, though that's not even guaranteed against players who can stagger escape well. Plus, the way in which it makes contact with the opponent changes constantly based on how fast they've shaken the stun, so yeah. I usually just use :4::P: for a stun to start a combo, but it's really not that phenomenal. One good thing about it, though, is that landing a high counter hit counter when your opponent's back is against a wall will guarantee you a free Critical Burst. It acts just like :3::3::H+P:. If you've been paying attention, that means you just use :P+K: > :6::6::P: for your Critical Burst. Knowing that, you should also be aware that this circumstance is incredibly rare, as you're not likely to see an opponent be jammed against a wall and choose to do a high kick. Still, you might as well know about a great option when the opportunity presents itself.

:4::h: (Mid punch hold) - A step up from the other two counters, though not as great as a few others, this hold doesn't actually guarantee ANYTHING, but does leave you in a really nice position. While the opponent can counter any attack you may wish to follow this up with, they're the ones that are stuck in a guessing game, not you. Do you go straight for a launch? Maybe a mid kick stun, or a punch stun. Maybe you expect a counter and choose to throw, or perhaps you end up delaying your move to avoid the counter and still get the hit. There's a lot of options when using this, and none of them are superior to another. Do note, though, that opponents who constantly counter straight out of this are susceptible to her :4::P+K::P: Sit Down Stun, and that can prove extremely beneficial, as it also guarantees a Critical Burst on a high counter hit counter. More on that in the Pai Counter Guide.

:6::h: (Mid kick hold) - Ah, one of her best holds. This one guarantees a nice chunk of damage, and that guarantee can be sacrificed for even more. The go-to option from this counter is :3::3::P+K: > :P: > :4::6::H+K: > :P: > :P::P::K::K: or whichever variant works on the appropriate weight class. If you don't want to go for the guaranteed damage, there are many stuns you can use which are also guaranteed (anything at 16 frames or faster). Going for the stun can lead into a Critical Burst combo that carries over the counter type, such as high counter damage. This means you can get between 80-120 damage based on weight and Power Launcher availability, risking only one or two hits possibly getting countered. Also, the :4::P+K: setup applies in this situation as well.

:1::h: (Low punch hold) - It's only fair that after giving her such amazing counters, she's left with one horrible one. Well, say hello to the worst counter in the game. The damage is pitiful, nothing is guaranteed, and you're not even at a large frame advantage after using this move. All of that coupled with the fact that the opponent is pushed a ways away from you makes this the worst counter in the game. What do you after this is up to you, and there's really no right/wrong answer. I usually just use :6::P+K: and force them to guess whether I'll go into HKS or opt for the other punch. Again, this counter sucks, and don't worry if you can't maximize its potential, as there was never any to begin with.

:1::h: (Low kick hold) - It functions exactly like her mid kick hold with the exception that you can get a slightly higher launch off when using :3::3::P+K:. The frame limit for guaranteed moves is, again, 16 frames or better. And practically everything else can be taken from that paragraph verbatim and inserted here. So...yeah.

Stun resets

I chose not to include this as one of her strengths, as this information may or may not prove useful to you, depending on how you wish to play Pai. I use the quite often, but that won't be the case for everyone. I find it to be a rather important part of her game, though that's an opinion, and not easily verifiable by numbers, so read or skip this section at your leisure.

A stun reset is just that - it resets the stun, putting the opponent back into a neutral state. This sounds a bit counter-productive, but it has its uses, especially when wanting to start a throw, or keeping the opponent grounded. Continue reading below to see what moves cause this, and how they can help you in a match.

:2::P: - Likely the first one you'll be accustomed to using. :2::P: cancels the opponent's stun, leaving you at variable + frames depending on if they were slow escaping or not. Best used against a wall, followed up with a throw of your choice. I prefer :4::6::H+P: for its speed as well as massive wall damage potential.

:4::4::K: - A fast stun reset that leaves you backturned. This one is useful for a few reasons. One, it's difficult to see. Two, it has a follow up (:K:) that some people like to counter, helping you get another throw in. Three, it's uncounterable. And four, it leaves you backturned, which is a great position to be in as it houses 3 + frame moves: BT :P: (+1), BT :4::P: (+3), and BT :9::K: (+3 to +4). A successful :4::4::K: will leave you with a few tools. You can either turn around quickly and throw, as is the case with every single stun reset, or you can use any of her + frame moves to create a frame trap, or even stun the opponent. I usually reccomend going for a throw or :4::P:, though you're free to choose whatever you want. If you go for :9::K:, a good followup for it is :P+K:.

:2::P+K::K: - An interesting stun reset. The first hit chrushes highs, while the second hit tracks as well as cancels the stun. Like :4::4::K:, there is a follow up (:P:) that few people ever see coming, and that last hit causes a wall splat or a knockdown, which can prove useful if they don't instantly tech, as you'll get a free force tech (I'll talk about those later as well). Again, just like :4::4::K:, it leaves you in BT, and at the same + frames as well. The only difference between the two is that one is all by itself, while this one has a preceeding move attached to it.

:P::P::4::P::K:, :3::P::P::4::P::K:, etc. - Unlike the previous two, this one leaves you facing forward. Like the others, it can be followed up by :K:, though it's risky as it's a slow low, so I wouldn't recommend using the last hit. What applies to the other hits applies to this as well, though your frame-trap moves are limited to :P+K:, :4::6::H+K:, and :4::P:, each of which only grant +1.

MS :H+K: ( :4::P+K::H+K:) - This stun reset should only ever be used after a Critical Burst. That may sound weird, sacrificing a Critical Burst combo for a stun reset, but hear me out, and try it yourself. As said above, Pai gets abysmally low damage in most situations, especially on normal-hit or against walls after a launch. Instead of going for the tiny damage, you can use this to reset the Critical Burst back into a neutral state, but with you at the advantage. You do sacrifice some damage, yes, but you're left backturned with several useful options. While not the best choice when out in the open, as her pseudo force techs can be used to maintain advantage even after a launch, this works best when near a wall, though it still proves useful away from it on ocassion. For instance, you sacrifice the 40-50 points of damage you may have gotten from a wall combo, and instead turn around, use :4::6::H+P: for 83 points of damage. If they catch onto that and start attacking out of their disadvantage, just attack them back, get them in a counter hit stun, and you instantly have more damage than you sacrificed. NOTE: On high counter hit juggles, do NOT sacrifice the damage. You're better off maintaining the juggle in that situation. But on normal hit Critical Bursts (which are very often after using her throws), or even sometimes on counter hit, the damage you sacrifice can be easily turned into even more through use of this tactic. You can string together several Critical Bursts this way without ever launching your opponent. Again, if you don't believe me on its uses, try it out for yourself, or look up some of my videos where I make use of it. Trust me - it's a great tool.

Force Techs

What used to be one of the most important aspects of playing Pai has now been pushed to the back burner now that they're no longer guaranteed, hence the smaller label and description. Force Techs are tools that force a player off the ground, negating wake-up kicks and giving you advantage. With that in mind, you don't have to use these all the time, but they're certainly useful, and in some cases amazing, so long as you know when and where to use them. I have a guide posted in the Pai Forums on FreeStepDodge called "Pseudo Force Techs for Pai" which offers details on two of her most useful forcetechs in the game. There are a few others, two of which I'll mention here, but it mostly depends on the situation.

After :3::3::P::K: knocks the opponent on the ground, :1::H+K: will tech them up if they don't instantly tech.

When next to a wall, :3::P: (the string, not the groud attack) can wake an opponent up if they're hitting any button, such as trying to do a wake-up kick. This can prove useful as you can use :3::P::P::9::P+K: to go into HKS, or :3::P::P::P::7::K: to stun people who thought you'd go into HKS. From HKS, you have access to her only offensive hold, a decent :P: that gives you +1 on block, and a low kick that will start a stun. While this force tech is situational and not guaranteed, it's very useful, and I recommend giving it a try.

Useful Links

General Pai Forums

Pai Combo Forum

Force Tech Guide
Frame Data Guide

Pai Counter Guide
 
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mpgeist

Well-Known Member
Standard Donor
This is a great write-up, thank you. After spending so much time with Mila, I really want to get comfortable with another character and I'm really leaning towards Pai. I just hope she's in the next game! lol
 

jjinkou2

Well-Known Member
At last a guide that makes me want to play her. I played her, just pushing button with random heights. Now i will still spam but i will understand what i'm doing wrong :)
Thank you, for this tutorial. This is what is keeping me staying at FSD.

Hoping also that she will be in the next game, lol.
 

Shabozz

Member
I gave up on Pai's Combo Challenge.....

I somehow beat it. I know a couple combos. As far as playing online though. I am far from it with Pai. I wanted to pick up a second character. Who people wouldn't complain about me using online like Hitomi or Christie Tina ect. So I said pai but it's up in the air. My Momiji isn't bad. I'm just bad at closing games sometimes. So my two wins I have could mean nothing when someone comes back and win three in a row you know. so I wanted to pick up a second but idk who exactly I would love to play with. Honestly might have to go back to Ayane. Or just continue my character specialist with Momiji. I know I can't win every match I play. That also a lot comes with time and knowing how my oppenent play but sometimes just hate losing back to back especially in ranked.
 

Lulu

Well-Known Member
I dropped her because I couldn't do her 3rd challenge..... I gave up when I noticed all the challenges use the exact same ender. It was boring and difficult
 

Lulu

Well-Known Member
Okay so 2 months has Passed and I wana revisit my main's BFF.... Pai.
I'l never be satisfied and until I learn Sarah and all her Friends.

So.... I only need help with Juggles.... I'l do anything that doesn't require me to use consecutive :6_::P:s and :3::3::P::K: after fast moves..... like :6_::P:.

How much damage does that Jab do anyway ? Like 4 Points in a juggle ? I suppose the real bonus is how far you can carry your opponent with it.

So, anybody got any ideas ? :)
 

Codemaster92163

Well-Known Member
If you want easier juggles, you can just use the normal jab. Her higher damage ones sometimes require the special jab, but don't fret it.

P > PPKK works just fine, as does 9K, 6KP7K
 

Lulu

Well-Known Member
All Right I'm back.....

Through the magical sorcery known as Free Cancelling I can now perform consecutives :6_::P:s one after the other.

LoL.... and thats pretty much all I've learned.

Is that enough to revisit Pai Chan? The problem, as always, is her :3::3::P::K: ender. I don't even know what to do anymore.
 

Shabozz

Member
All Right I'm back.....

Through the magical sorcery known as Free Cancelling I can now perform consecutives :6_::P:s one after the other.

LoL.... and thats pretty much all I've learned.

Is that enough to revisit Pai Chan? The problem, as always, is her :3::3::P::K: ender. I don't even know what to do anymore.

I have not played this game since I probably asked that question lmao. My Momiji all I can remember really. I bought an arcade stick, So i have been playing a lot of street fighter four. On top of that I have been [laying Final Fantasy XIV. I will be making a sneaky return with DOALR. Will have to get used to playing on stick first.
 

Lulu

Well-Known Member
Stick is fun, just takes a bit to get used to. ^^

I can manage.... we used to have an arcade cabinet around the corner so I'm hoping all that mashing experience will lubricate the transition from Pad to Stick.

So how about you.... do you macro your Throw, Hard Punch & Kick buttons or do you press :H+P:, :P+K: & :H+K: at the same time ?

I know Akira players don't usually macro:K: and :h: because of how often they may need to perform :H*+K:.
 

Shabozz

Member
I can manage.... we used to have an arcade cabinet around the corner so I'm hoping all that mashing experience will lubricate the transition from Pad to Stick.

So how about you.... do you macro your Throw, Hard Punch & Kick buttons or do you press :H+P:, :P+K: & :H+K: at the same time ?

I know Akira players don't usually macro:K: and :h: because of how often they may need to perform :H*+K:.

I press at the same time with the help of playing street fighter it's not all that bad lol. It is just however you set the button layout, it is usually the hardest part in the game lol.
 

Lulu

Well-Known Member
I press at the same time with the help of playing street fighter it's not all that bad lol. It is just however you set the button layout, it is usually the hardest part in the game lol.

LoL... somepeople have different setups for the different characters they play.

Actually I have a specific Setup exclusively for when I play Sarah. Its the same as my usual layout except I have two buttons assigned to :h: one for blocking and the other for free cancelling :K::P: and :6::K::P:. Its because my :P: and :h: are at opposite ends so its hard for me to reach them one after the other.
 

Shabozz

Member
LoL... somepeople have different setups for the different characters they play.

Actually I have a specific Setup exclusively for when I play Sarah. Its the same as my usual layout except I have two buttons assigned to :h: one for blocking and the other for free cancelling :K::P: and :6::K::P:. Its because my :P: and :h: are at opposite ends so its hard for me to reach them one after the other.


That is a great idea I never thought about that. might have to use that thank you. I think you will do great on stick.
 

Lulu

Well-Known Member
Awesome..... and hey.... maybe you can use that if you're considering playing :jacky:. Some people have a layout exclysively for performing his :6_::K::5::h:.
 

Shabozz

Member
Awesome..... and hey.... maybe you can use that if you're considering playing :jacky:. Some people have a layout exclysively for performing his :6_::K::5::h:.

I'll look into it, I honestly haven't played DOA in a while. Especially with stick. so my plan is just to go through everyone's command list just getting used to the stick again and possibly finding character's I feel comfortable playing with.
 
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