Slide Throws/Hold

virtuaPAI

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Slide Throws:

New to the doa series(not so new, found out that you can do this in Doa3.1 as well) is ability to increase your throw range. When hitting your opponent with knockback attacks that stagger, you often find that you are out of throw range. As a staple of the doa series, your opponent will more than likely will hold out of the stagger to prevent you from running up and attacking. This is where Slide throws come in. When your opponent hold, and you throw exactly when he/she hold, you will slide forward towards your opponent than throw. As you know, the hold have a 21 frame active window that is broken down into 3 quadrants:
  • Frames 2-8 <HIGH> 150% Revision
  • Frames 9-15 <COUNTER> 125% Revision
  • Frames 16-22 <HOLD> 100% Revision

Slide throwing only is effective in the 1st 7 or so frames of the hold, and not in the last quadrant. Doing the throw in the last quadrant of the hold will result in a whiffed throw, leaving you at a disadvantage. Here is an example of Slide Holding:

Sorwah said:
Take Bass, counter hit :3:K if the opponent DH's out they'll be out of range for a throw, but the system tracks the opponent back to Bass to be hit for Bass' throw so the throw comes off. (Or it tracks Bass to the opponent).

Slide Defensive Hold:

Just like slide throwing, Slide DH'ing increases the holding range of the DH. When your opponent is out of range, you can do a Slide DH to hold your opponents attack. This is done only within the 1st two quadrants of the DH's active frames.


Slide Offensive Hold:

Just Like Slide throwing, when hitting your opponent with knockback attacks that stagger, you often find that you are out of OH range. As a staple of the doa series, your opponent will more than likely will hold out of the stagger to prevent you from running up and attacking. This is where Slide OH's come in. When your opponent hold, and you OH exactly when he/she hold, you will slide forward towards your opponent than OH. Unlike Regular throw, OH also work against attacks. For it to work, your active frames must be active before your opponents attack.
 
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