Characters Range pokes for footsies

Shen11a1

New Member
Can someone explain to me each chars best ranged pokes, and why is footies Important? Why should it matter, and what can we learn by applying it to our gameplay ?
 
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Rikuto

P-P-P-P-P-P-POWER!
I think it would be difficult to break down every single character's best pokes from a single players perspective, although somebody might be crazy enough for that under taking. For my part, I would first ask exactly what kind of character you're looking for to narrow down the pool a bit.

You want a long range sniper, a rushdown character, a mid range brawler, a turtler... let's start with preference first.
 

Brute

Well-Known Member
Standard Donor
Every character has a lot of pokes, so that's a pretty daunting request. You my want to consider tackling a few characters at a time, in which you may have better luck in the character subforums. Ryu's best pokes are P, 6P 3P, 4P, 3K, 6P+K, 4H+K and arguably 66K.

P - Fastest poke with lots of string options that are beaten by a standing guard.
6P - Fastest mid with decent range and excellent CH stun. 6PK is safe. 6PP is not.
4P - Quick tracking mid with lots of string options that are beaten by a standing guard.
3P - Quick mid. CH lift stun. Crushes highs.
3K - Quick mid with good range. Has two string options that are beaten by a standing guard.
6P+K - Safe high attack that covers a lot of distance with good hitbox/hurtbox balance. Can transition into ongyoin.
4H+K - Safe with good range, but not particularly fast. NH sitdown stun. Has a useless hop string attached for some reason.
66K - Mid that covers a lot of distance. Appetizing frame data hindered by a forced ongyoin transition.
 

Force_of_Nature

Well-Known Member
Standard Donor
Can someone explain to me each chars best pokes and what they can do at certain ranges thank you. I'm a new member of your outstanding DoA website

I go over that kind of stuff in majority of the character tutorials I've produced, with around half the cast done, though it would be better if each individual character was explained by a relative specialist for each as opposed to just one person (Brute showed a good example above me for Hayabusa). Anyway, hope these help you out in some way.

https://www.youtube.com/playlist?list=PLV4Z7LoRwodA0Boq1N9kJpiELxNBjF38N
 

CyberEvil

Master Ninja
Staff member
Administrator
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Ok. So, I looked at all you guys messages I was talking about applying your best pokes out of your opponents kill zone to cover space by using long range, mid range, close range pokes at certain distances out side there attacking range. In other words, kind of like wiff punishment with normal's getting in and out their space by zoning n applying pressure by keep em at bay by not giving up your space that's what I meant. Btw it don't matter which char's I just wanted a example to see if u guys knew what I was talking about since our community really don't apply this much online. I did some research at sonic-hurricane .com the hand guide to footies however, states that, you can condition, pressure,apply mind games, mix ups, etc... In addition, footies can be applied in any fighter. Juicebox covers this topic well by explaining the neutral game. which, I find very handy because it seems like there's not that much videos that covers this topic well. My point is ladies and gentlemen is that this would be helpful for us new players, decent and on up to properly apply our game plan without auto Piloting much. It would be helpful if there were more videos having good explanations like that. The reason I brought this up was to inform everyone what some of us were missing to become more Fledged players by improving our game. Finally, this topic was to not offend anyone's idea's and knowledge of the game or fighters in general it was just to open up the eyes of the community to improving our overall game. I hope you guys find this topic meaningful and I hoped you enjoy it. Sorry if I Offended some of you or caused a misunderstanding with some or most of you happy late new years to all. The video is called: (Juicebox FGC explanation of footies/neutral game)
Use the Edit button and do not double post nearly identical messages. Also, try a hard return every so often.
 

Shen11a1

New Member

Use the Edit button and do not double post nearly identical messages. Also, try a hard return every so often.
Sorry I don't know how to use that can you help me find it because I never really use Microsoft word like that :( I'm a bit Illiterate on that stuff? I'm using a tablet sigh... hold on I will get my laptop.

 
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CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor

Sorry I don't know how to use that can you help me find it because I never really use Microsoft word like that :( I'm a bit Illiterate on that stuff? I'm using a tablet sigh... hold on I will get my laptop.

Edit is a button at the bottom of any post you make. Hard return just means make a new paragraph every so often.
 

Chapstick

Well-Known Member
This should probably be over in the 5LR system discussion. You probably aren't considering Alpha but here are Alpha's best pokes imo

P- very fast, lots and lots of (long) safe string options from here
6P- great CH stun, decent reach, leads into long but predictable string options
2P- fast, puts you at +0 on NH to reset the situation, crushes highs obviously
3P- basically same deal as 6P except less reach, 3PPK is great because (see below)
3K- has fair range, a good hitbox and hurtbox, causes a crumple stun on any hit, distance safe and in most cases will let you get away if gets blocked with a 9P
7K- fast, will outdamage almost anything in a trade, safe and a lot of people will try to throw you after this thinking it's -30 like all the other 7K's so there's a free HCH if you fight someone like that
6K- good range, safe followup, crushes lows, the K followups retrack well, gives a nasty BURST setup if it connects, but people fighting Alpha expect this move so they'll probably mid K hold when you come to them from long or mid range
66P- good range, safe, gives a guaranteed FLT P if it hits which leads to oki shenanigans

Honorable mention- 2H+K. This is slow but it has some reach, can crush highs and some mids, and really screws with some people.
 

DestructionBomb

Well-Known Member
Standard Donor
Akira

P - i10 jab, +1 on block
66P - i12 mid punch that's safe on block, +4 on NH.
2P - i12 low punch that's +1 on NH. +4 CH. High crushes.
3P - i14 mid punch, unsafe on block, -1 on NH, but provides a decent stun on CH.
2K - i13 low kick that stuns on CH, unsafe on both NH and on block. High crushes that has small window for crushing certain mids if timed right (M.WUK)
666P - i14 mid punch. Same properties as standard 66P, however causes a knockdown on NH but launches on CH or in stun.
3H+K - i15 mid kick, unsafe up close, not throw punishable on certain distance, has natural string follow ups, and advantage is high to allow other moves to connect without the follow ups.
3K - i15 mid kick that was semi-safe from i5 throws but now it's safe with latest patch, neutral on NH, still at advantage even on max stagger via CH or stun.

Probably not Akira, but wrote it due to others with the lol.
 
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Nikotsumi

Well-Known Member
Guess I'll cover Honoka (even though it's definitely not her either).

P - Her fastest move with lots of string options that allows her access to various stances (Ducking, Dokuritsu-ho, Bokuho, Dragon Stance), as well as a mid-tracking (positive) guard-break.
6P - Her fastest mid punch (limited reach). It has two string options : 6PK launches on CH/HCH but it's unsafe, 6PP is semi-safe but causes knockdown on every hit level.
4P - A fast tracking poke (limited reach). The whole 4PPP string tracks, though it's unsafe.
2P - Of course, a quick high crush. It's neutral on NH, +4 on CH/HCH.
6K - Her fastest mid kick, it stuns on CH/HCH, +8 on NH. It has two follow ups, one of them being a low that causes a light stun (only) on NH, however both are unsafe. It has more reach than 6P, but it's 1 frame slower.
3K - Even though it's unsafe, and its other two follow ups as well (3KPP), this moves is quite fast and (deep) stuns even on NH. It's a transition into Dokuritsu-Ho stance (for more mix-ups).
4K - Her main footsie poke, (optional) transition into ducking, stuns on CH/HCH and +1 on NH, extremely safe on block.
P+K - Quick 2-in-1 that retracks. It has two follow ups and the last one can be charged for a (positive) guard-break. P+K is same-safe, both P+KP and P+KPP are unsafe.
H+K - Good (but slowish) tracking move that covers a bit of distance, stuns on NH and it's safe.

This character's reach is lacking in general, so you have to be extremely patient and play the footsie game properly if you want to always be successful with her.
Some moves that are good for whiff punishing : 8P, 66P, 66P+K.
 

Shen11a1

New Member
Guess I'll cover Honoka (even though it's definitely not her either).

P - Her fastest move with lots of string options that allows her access to various stances (Ducking, Dokuritsu-ho, Bokuho, Dragon Stance), as well as a mid-tracking (positive) guard-break.
6P - Her fastest mid punch (limited reach). It has two string options : 6PK launches on CH/HCH but it's unsafe, 6PP is semi-safe but causes knockdown on every hit level.
4P - A fast tracking poke (limited reach). The whole 4PPP string tracks, though it's unsafe.
2P - Of course, a quick high crush. It's neutral on NH, +4 on CH/HCH.
6K - Her fastest mid kick, it stuns on CH/HCH, +8 on NH. It has two follow ups, one of them being a low that causes a light stun (only) on NH, however both are unsafe. It has more reach than 6P, but it's 1 frame slower.
3K - Even though it's unsafe, and its other two follow ups as well (3KPP), this moves is quite fast and (deep) stuns even on NH. It's a transition into Dokuritsu-Ho stance (for more mix-ups).
4K - Her main footsie poke, (optional) transition into ducking, stuns on CH/HCH and +1 on NH, extremely safe on block.
P+K - Quick 2-in-1 that retracks. It has two follow ups and the last one can be charged for a (positive) guard-break. P+K is same-safe, both P+KP and P+KPP are unsafe.
H+K - Good (but slowish) tracking move that covers a bit of distance, stuns on NH and it's safe.

This character's reach is lacking in general, so you have to be extremely patient and play the footsie game properly if you want to always be successful with her.
Some moves that are good for whiff punishing : 8P, 66P, 66P+K.
Thank you :)
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
We can actually contribute?? Well I guess I'll share what I know:
:kasumi:
☆P-her fastest jab and has mid follow up as well as a kick follow up that jails on CH.
☆4P- decent close quarter range and has a low that has good reach, great for doing at a distance to chip away at the opponents HP if they being stubborn and don't wanna open up. 6P has that same low too but the base 6P lacks reach but has the mid kick as a follow up that also has good reach. 3P also has the low as well as a jailing 3PP and other follow ups

☆4H+K- safe, good reach and good for scoring a SDS. I like to back away and jut forward and throw this out to catch the opponent off guard.

☆3P+K's follow ups have good reach and can go a great distance.

☆236P is unsafe but crouches during the start up and covers a great distance.

☆3K has decent reach and is not throw punishable at a distance. Has a follow up with delay so you can shut down an opponent who tries to punish or bait a hold or low crouch.

☆66H+K is a long range low but is unsafe and seeable to a a degree. chips at max distance and knocks down on NH.

66K- good reach and two followups, an unsafe 66KK which puts you in a nasty stun or her safe 66K~K which knocks down on normal hit but is predictable.

☆66P- good reach. unsafe but has a follow up.

☆8P- a bit slow but avoids lows, stuns on normal hit, has decent reach and is safe.

☆7PP, 9P+K, 3P+K and 9P are good ways to advance or retreat.

:naotora:
☆3K- Like kasumi's but one frame slower but has better reach.
☆6K- a good whiff punisher and you can either use one of her two follow ups or go for a different move to continue the stun.

☆6H+KK- The second low kick has good reach and you can bait a hold or continue the stun with 4K or even 6P at the right distance. The 6H+K knocks down on counter hit and the string is a great while running tool beside while running P and while running K.
☆4H+K- A great whiff punish and safe at max distance and causes a slide knockdown.
☆9KK- Great reach and has a follow up which the opponent has to respect or they get crushed. Leaves you BT and is a great way to halt an opponent who tries to rush you

☆9P- Her follow ups have good reach, the 2K grants frame advantage on block and outright knocks down on hit, guaranteeing 6K4KK. the normal K follow starts a stun and is safe, it being a high is the only issue.

☆Her Ii family creed stance is an underrated spacing tool. Just be mindful of the distance you use the follow ups so you can actually use them. XD

☆PK jails on counter hit which is the only good thing about it since her P is 11i. PP2K and it's follow ups are great from a distance for scoring counter hits, especially if you intentionally miss the P and PP. PP2K2K's 2K2K is guaranteed during stun and counter hit as long as the first 2K hits.

:mai:
☆4P+K- Has good pushback and is useful since it's a mid kick instead of a mid punch as well as goo reach. Abuse this shit XD
☆236P- a good shenanigan to use when you're at far range on the clock since it wastes time and will give other fighters problems moving in. it will waste time for them since they'll have to freestep or crouch walk to advance unless you're like kasumi who has a high teleport parry.
6K- fast at 13i and safe at -4. Very abusable thanks to the good reach and pushback on normal and counter hit.

☆9P- all the follow ups are good distance wise and the k follow up has a follow up. 7P is good for retreating and lets you do the forward jump follow ups if near a wall.

☆6H+K/8H+K- both have good reach and are safe, 8H+K is a bit slow but GBs and knocks down on normal hit and nulifies a tech roll if I'm not mistaken, bounces on CH. 6H+K can also be used while running and causes a SDS on counter hit or after a 4P during stun.

☆1P- good range and a good low poke although unsafe on block. perfect for stuns.

☆1KK/1KP- both have good reach but the first hits aren't threatening on NH. Useful during stun, and if the 1K is done during stun next to a wall, the wall will cage the opponent and you'll be able to use P as the next strike instead of the follow ups to further confuse your opponent.

☆P- fast and has follow ups. can't mix up except after the PP or PK which are both high to high and vulnerable to crushes.

☆3K is really good range wise and not that unsafe on block, only -7 and I think -6 at max distance. not spectacular on NH either, but this is probably one of her better ranged mids.

☆2KP- jails on normal hit and a pesky way to be a nuisance to a close opponent.

☆66PK- both have good reach and the kick follow up knocks down on normal hit if you willing to take a risk.

☆66KK- good reach and has a follow up with a cancel opportunity.

That's basically the main stuff I use with these three, there's probably more but these are definitely my go tos in that regard.
 
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Shen11a1

New Member
We can actually contribute?? Well I guess I'll share what I know:
:kasumi:
☆P-her fastest jab and has mid follow up as well as a kick follow up that jails on CH.
☆4P- decent range and has a low that has good reach, great for doing at a distance to chip away at the opponents HP if they being stubborn and don't wanna open up. 6P has that same low too but the base 6P lacks reach but has the mid kick as a follow up that also has good reach. 3P also has the low as well as a jailing 3PP and other follow ups

☆4H+K- safe, good reach and good for scoring a SDS. I like to back away and jut forward and throw this out to catch the opponent off guard.

3P+K's follow ups have good reach and can go a great distance.

☆236P is unsafe but crouches during the start up and covers a great distance.

☆3K has decent reach and is not throw punishable at a distance. Has a follow up with delay so you can shut down an opponent who tries to punish or bait a hold or low crouch.

:naotora:
☆3K- Like kasumi's but one frame slower but has better reach.
☆6K- a good whiff punisher and you can either use one of her two follow ups or go for a different move to continue the stun.

☆6H+KK- The second low kick has good reach and you can bait a hold or continue the stun with 4K or even 6P at the right distance. The 6H+K knocks down on counter hit and the string is a great while running tool beside while running P and while running K.
☆4H+K- A great whiff punish and safe at max distance and causes a slide knockdown.
☆9KK- Great reach and has a follow up which the opponent has to respect or they get crushed. Leaves you BT and is a great way to halt an opponent who tries to rush you

☆9P- Her follow ups have good reach, the 2K grants frame advantage on block and outright knocks down on hit, guaranteeing 6K4KK. the normal K follow starts a stun and is safe, it being a high is the only issue.

☆Her Ii family creed stance is an underrated spacing tool. Just be mindful of the distance you use the follow ups so you can actually use them. XD

☆PK jails on counter hit which is the only good thing about it since her P is 11i. PP2K and it's follow ups are great from a distance for scoring counter hits, especially if you intentionally miss the P and PP. PP2K2K's 2K2K is guaranteed during stun and counter hit as long as the first 2K hits.

:mai:
☆4P+K- Has good pushback and is useful since it's a mid kick instead of a mid punch as well as goo reach. Abuse this shit XD
☆236P- a good shenanigan to use when you're at far range on the clock since it wastes time and will give other fighters problems moving in. it will waste time for them since they'll have to freestep or crouch walk to advance unless you're like kasumi who has a high teleport parry.
6K- fast at 13i and safe at -4. Very abusable thanks to the good reach and pushback on normal and counter hit.

☆9P- all the follow ups are good distance wise and the k follow up has a follow up. 7P is good for retreating and lets you do the forward jump follow ups if near a wall.

☆6H+K/8H+K- both have good reach and are safe, 8H+K is a bit slow but GBs and knocks down on normal hit and nulifies a tech roll if I'm not mistaken, bounces on CH. 6H+K can also be used while running and causes a SDS on counter hit or after a 4P during stun.

☆1P- good range and a good low poke although unsafe on block. perfect for stuns.

☆1KK/1KP- both have good reach but the first hits aren't threatening on NH. Useful during stun, and if the 1K is done during stun next to a wall, the wall will cage the opponent and you'll be able to use P as the next strike instead of the follow ups to further confuse your opponent.

☆P- fast and has follow ups. can't mix up except after the PP or PK which are both high to high and vulnerable to crushes.

☆3K is really good range wise and not that unsafe on block, only -7 and I think -6 at max distance. not spectacular on NH either, but this is probably one of her better ranged mids.

☆2KP- jails on normal hit and a pesky way to be a nuisance to a close opponent.

☆66PK- both have good reach and the kick follow up knocks down on normal hit if you willing to take a risk.

☆66KK- good reach and has a follow up with a cancel opportunity.

That's basically the main stuff I use with these three, there's probably more but these are definitely my go tos in that regard.
Thank you :)
 

UncleKitchener

Well-Known Member
Standard Donor
Tell us what characer you wish to know about and people will gladly go through everything.

Not like we got much else going on right now anyway.
 

Matt Ponton

Founder
Staff member
Administrator
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Renamed the title of the thread to match more with the desired content.
 
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Chapstick

Well-Known Member
Hitomi probably has the best range pokes out of those three. Either her or Mila. I don't know either one that well but from range Hitomi's 236K, 66K, 46P, 6H+K are good. For Mila 6P+K, 2H+K, 66P, and 4H+K (? I think this is the input, the move similar to Momiji's 44K) are annoying good. Tina's got 4K and 46P but that's all I can really think of
 

UncleKitchener

Well-Known Member
Standard Donor
Tina doesn't have that many in terms of ranged pokes. 3k, 66k, 46P, 4k, 236k and you might be able to use her canned moves out of roll (2p+k). You're meant to usually try and get close and gradually start pressuring with her.

Mila on the other hand pretty much controls space with 4h+k.
 
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