DOA5LR Tips and strategies against all characters

KING JAIMY

Well-Known Member
I created this thread in order to give an overview of tips and strategies against all characters. These tips and strategies refer to general and specific weaknesses of characters which can be exploited and used to your advantage.

Feel free to post your tips and strategies below, and I will give you the credit in a quote box for the appropriate character. I will try to update this thread regularly.

:akira: Akira (Tips by: DestructionBomb and Hazard)

Akira is moderately linear. Sidestep him on an educated guess.
Most moves are mids. GBs (more specifically, his GBoD) will make you question when to block, and since Akira doesn't have any lengthy strings, he can randomly throw them out. If you see an opening, don't hesitate at all.

:alpha152: ALPHA-152 (Tips by: Pictured Mind, Dark-truth and Darth Lotonic X)

Pictured Mind said:
Every third strike of Alpha's punch strings is a mid punch.
Alpha's weakness is her forced get up so cornering her is her biggest weakness.
Using wall throws that put characters in those Doa2/3 wall crumples (Bass' :6::H+P:, Christie's :6::6::H+P:, etc) are not ideal against Alpha. I'm not sure of the input (might be automatic) but Alpha can just teleport out of them. It's just one of her generic hold teleports, so she is at disadvantage unless you preemptively throw something out.

:ayane: Ayane (Tips by: iHajinShinobi and Force_of_Nature)

If an Ayane player is prioritizing :6::6::K::K::4: to get in on a blocking opponent, learn how to crouch/fuzzy guard the second kick and maximize your punish. This move is really bad when utilized that way.
A lot of Ayane players love to flip over you after hard knock downs so they can try getting behind you. In cases like these, do not tech up with a wake up, just get up and block their shenanigans.
Ayane has a ton of safety but a lot of players do not know or understand how to utilize her safety. Often times they are finishing her strings, if this is the case, throw punish (except for :P::4::P: which is -5), the only string she has that gives frame advantage are :6::6::K::K::4: and BT :P::P::6::K::K::4: which is +1.
Ayane is a defensive character, however a lot of Ayane players lack in that and will have a fixated duration (varies per player) of when they'll try to do something if they are at range. You can either wait for it and see what they do or simply run up and block and see what happens to gauge a reaction.
Never be afraid of an Ayane player trying to roll towards you from fullscreen. The throw from the roll can be smacked for free and the kick can be punished hard if it's blocked or whiffs. If Ayane is ever rolling toward you this way, seriously, hit a button and score that free counter hit.
You can easily duck or hold the second hit of :6::6::K::K::4: if you block the first hit or if it whiffs. If used outside mid-range, you can just swat it out of the air with a fast mid or high strike.
Ayane is very unsafe on a lot of her moveset, but you need to be on-point with your punishment. You also need to pay attention to what position she is in when you block an unsafe strike (i.e. Back-Turned, Squatting, Crouching, etc.).
If you block something like :3::P::P: that leaves Ayane back-turned, you can strike punish her for free.
Ayane has the largest collection of -30 on block moves such as :P::P::P::K: or :7::K:. You can punish these moves with almost anything you want including slow throws and i20+ strikes.
Try to avoid letting Ayane get space unless your character excels at turtling.
Spins or rolls can be low thrown or low OH'ed on reaction if used in close range (though can be admittedly risky to do).
Try to avoid sidestepping freely against Ayane.

:bass: Bass (Tips by: UncleKitchener)

Bass is slow. He can be threatened in close range, but is more dangerous at mid range with pokes. He has no string mix-ups with the exception of :P::P: and the follow-ups.

:bayman: Bayman (Tips by: DontForkWitMe)

Unlike every other characters with chain throws Bayman is left at advantage(+3) whenever you break his so don't press buttons and stay on defense/space out when breaking out of any of his chain grabs.
Utilize your mid/low tracking moves and low throws against him since most Bayman players love tank rolling while at disadvantage which avoids all highs,non tracking mid/low moves and standing grabs.
Bayman's grabs mostly consist of OHs and his are slower and easier react to than most characters so be ready to punish those with a hi counter throw.

:bradwong: Brad Wong (Tips by: Dark-truth)

You can do a crouching throw on Brad Wong when he is laying down on the ground.

:christie: Christie (Tips by: KING JAIMY, MomijiMania and Force_of_Nature)

KING JAIMY said:
Every third strike of Christie's punch strings is a mid punch.
:6::P::P: will not cause a stun on Normal Hit and it will cause huge disadvantage if guarded. Christie then has to go into Jakeiho or delay :6::P::P::P::P:, which means you can either interrupt or low throw.
:3::P+K:.:P::P: after :3::P+K:.:H+P: can be interrupted by an i11 mid punch.
If Christie does :2::P:, she has to finish :2::P::P: in order to get the stun. Hold it.
:2::H+K::P: or :2::H+K::H+P: can be defended or avoided by just pressing the down button after getting hit by :2::H+K:. After that Christie can be punished.
:7::K: can be interruped by :P: in close range.
After :4::K::2::K:, there is a fixed mid punch before high-low mixups.
If you block a string that transitions into Jakeiho, you can :6::P: her for free, regardless if it tracks or not.
Christie has no lows that are advantageous on hit outside of strings.
In open space Christie's throws aren't a huge threat damage-wise so you can be a bit more liberal with holds.
Learn to hold Christie's strings on reaction.
Try to avoid sidestepping freely against Christie.
The second hit of :6::P::P: can be held on reaction except if the first hit connects on NH.

:ein: Ein (Tips by: ToKyo PewPew, UpSideDownGRUNT and Nikotsumi)

Every option after Ein's :P::P: can be avoided by ducking, except for his :P::P::P: which is unsafe on block.
Ein's :3::K::K: can be throw punished. Also, anything ending in :6::P::K: (from :P::P::6::P::K:, :1::K::6::P::K: and :6::6::P::K:) can be neutral thrown on block.
The two options after Ein's :H+K: can be avoided by ducking.

:eliot: Eliot (Tips by: Jyakotu)

Eliot is a very linear character and the majority of his strikes are mids, so throwing out random mid punch holds can actually work against him.

:genfu: Gen Fu (Tips by: KING JAIMY)

KING JAIMY said:
Gen Fu has a fixed mid punch after his :3::K:. Try to hold it on reaction before he gets access to his mix-ups.
KING JAIMY said:
Gen Fu's :6::P::P::P:, :3::P::P: and :3::3::P: have to be punished with an i5 low throw on block.
KING JAIMY said:
Gen Fu's range isn't very good. He'll most likely approach with :214::P:, so keep an eye on that.

:hayate: Hayate (Tips by: ToKyo PewPew and UpSideDownGRUNT)

Hayate has almost no delay on his strings.
Hayate's :7::K: has to be throw punished with a low throw.

:helena: Helena (Tips by: ToKyo PewPew, KING JAIMY and Pictured Mind)

Helena's Bokuho Duck can be low thrown.
KING JAIMY said:
After blocking Helena's :3_::P::4::P:, you can do a guaranteed :2::P:. You'll interrupt her momentum as well, since you pop her out of her Bokuho stance.
Helena has a bad ranged game. Her useful moves with a high reach are usually low kicks. BKO :2::K:, BT :6::6::K:, SS :K:, :6::6::K:). Her :6::6::P: and BKO :6::6::P: cause knockback, that means she can't get a stun going (something Helena loves to do), which makes them a lot less useful then the kicks mentioned before.

:hitomi: Hitomi (Tips by: KING JAIMY)

KING JAIMY said:
Hitomi will often try to trip you up with her low sweeps. Predict those lows and either hold them or block and punish them.

:honoka: Honoka (Tips by: KING JAIMY and Nikotsumi)

KING JAIMY said:
Honoka's strike range is probably the worst in the game. Take advantage of this weakness and space her out as often as you can. It's better to keep her at bay, since she has very limited options beyond close range.
KING JAIMY said:
Playing defensive against Honoka really hurts her stun game. She isn't allowed to go in any of her stances on block (with the exception of Ducking and Dokuritsu-Ho). A lot of follow-ups from ''Ducking'' and ''Dokuritsu-Ho'' are unsafe on block, too. Be patient, and punish the Honoka player as often as possible.
KING JAIMY said:
Honoka has a fixed mid punch after her :3::K:. Try to hold it on reaction.
All of Honoka's options from running, Dokuritsu-ho, Bokuho, Ducking and Hissatsu-no-Kamae stances can be sidestepped, except for DHO :H+K:. Watch out for running and Hissatsu :H+P:.
All of Honoka's options from Ducking stance are unsafe.
All of Honoka's moves that leave her in Dokuritsu-Ho stance are unsafe (:3::K:, :P::P::K: and Bokuho :K:), the last two ones can be punished with a 12f throw.
All of Honoka's options from Dokuritsu-Ho stance are unsafe (except for DHO :P:).
All of Honoka's back turned moves can be sidestepped, except for BT :K: and BT :2::K: which are both unsafe.

:jacky: Jacky (Tips by: KING JAIMY and Jyakotu)

KING JAIMY said:
Jacky's follow-up after :6::P: is always a high strike. He has the option to choose between :6::P::P: and :6::P::K:, which are both high strikes.
KING JAIMY said:
Jacky has a fixed high punch after his :3::K:. Try to hold it on reaction before he gets access to his mix-ups.
Because Jacky has a neutral high punch hold, throwing him in the neutral position nets you Hi-Counter damage.

:jannlee: Jann Lee (Tips by: Darkslay)

All of Jann Lee's options from Dragon Stance can be sidestepped.
Jann Lee's Dragon Gunner (:6::6::H+P:) can be fuzzy guarded and then throw punished.
If you slow escape Jann Lee's :P::6::P: or :6::6::P: on hit, he can't follow up with anything.
Jann Lee's Dragon Kick is a slow move (25F), so it's easy to catch your opponent with a counter hit.

:kasumi: Kasumi (Tips by: Soaring Zero, Force_of_Nature, Kasumilover98 and KING JAIMY)

Kasumi has very fast punches up close and her ability to mix up is really good. But as she is very unsafe, if the player isn't free cancelling A LOT you have some opportunities to punish. If they do the second hit of :4::P::P:, :1::P::P:, or if they finish any of her strings starting with :P::P: and you manage to block the last hit you can usually throw punish her. The second hit of :4::P::2::K: and :6::P::2::K: can also be low punished on block if you're fast enough. Also randomly throwing out holds is a bad idea against Kasumi. You'll be pretty much giving her free throw punishes and you don't want that.
Crouch or high hold :6::6::P::P: on reaction if you block the first hit or if it whiffs.
:6::6::K::K: is very punishable on block and :6::6::K:~:K: is holdable on reaction.
Learn to react to Kasumi's frame advantage lows, which can be very dangerous.
Try to zone Kasumi out, especially if your character can fight well at range.
If Kasumi jumps at you, just duck.
Don't be intimidated by :7::K:. This move is VERY unsafe at -30 frames. You can use your strongest throws to punish Kasumi players who attempt to do this to you on block.
Kasumi's :2::K::K: string isn't threatening on normal hit. As long as you block, the 2nd hit can be blocked accordingly, and can be throw punished.
KING JAIMY said:
Kasumi has a fixed high punch after her :1::P:. Try to hold it on reaction.

:kokoro: Kokoro (Tips by: Tempest and Tokyo PewPew)

Kokoro has no tracking beyond :H+K: and strings that contain it and :H+K: is throw punishable as well.
Kokoro is very punch dependent, so you can be very liberal with your punch parry if you have one.
Kokoro does not have any lows that grant advantage on NH (except for BT :2::P: and :1::P::P::P:).
Slow escaping during stun limits Kokoro's launching options to high strikes.

:leifang: Leifang (Tips by: Tempest)

Leifang is very linear: You can sidestep most of her strings.
As a general rule, :3::P+K: only crushes high strikes and mid strikes with short hitboxes.

:leon: Leon (Tips by: Tempest, Argentus and XZero264)

Leon has very mediocre ranged tools.
Leon's moves don't have a lot of range but people forget that he has surprisngly good mixup, as he can switch between sweeps and overheads easily, especially with his slow delayed kicks.
Get the hell out of the water when facing Leon, and don't let yourself be back to the wall. His 6T will devastate you in both of those situations.
If a move doesn't guard break it is unsafe. He is also at huge disadvantages on all his Combo throw breaks. His Charge strikes all take over 40 frames to be advantage on block and he can be thrown while charging.

:lisa: Lisa (Tips by: Force_of_Nature)

:K::K::K:/:K::K::K::K: & :6::P::P::P: are very seeable and holdable on reaction.
Lisa relies a lot on offensive holds (catch throws) to get additional damage, watch out for them with a crouch then throw. Jumping OH's require a low throw to punish.
Lisa struggles a lot in close range, especially if your character possesses an i11 mid.
Don't let Lisa get too much space.
Lisa has an i4 neutral throw and an i6 punish throw, so be careful with strings between i5 - i7 on block since they become punishable in this MU.
If you block :1::P: (a good hi-crush Mid P) continuing blocking and punish :1::P::P:, or try to hold :1::P::K::K: on reaction. :1::P::K::K: is Mid P-High K-Mid K.
Lisa's lows are quite slow so feel free to shake her up with :2::P:'s or other fast lows in close.

:marierose: Marie Rose (Tips by: KING JAIMY, Jyakotu and UpSideDownGRUNT)

KING JAIMY said:
As a rule of thumb, most of Marie Rose's free cancels are unsafe on block, whereas most of Marie Rose's finished strings are safe on block.
Marie Rose's Minuet can be counter thrown if timed correctly and can be beaten out with a mid wake-up kick if the Marie Rose player doesn't input the correct direction.
Marie Rose's Minuet :P+K: is extremely unsafe on block (-21). You can throw punish this move with your strongest throw.

:mila: Mila (Tips by: Something-Unique, Argentus and Soaring Zero)

Any "string" ending in :P: for Mila is unsafe on block.
You can low grab Mila's tackle.
Mila's mid kick hold leads directly into the beat down, while mid punch and low kick holds leave you open for her to followup with a down grab (the beatdown). Always tech roll when you can or you'll get down grabbed for a beat down.
The best way to avoid Mila's tackles is to learn what moves she can cancel into her feint. This pretty much just takes practice and acquiring more knowledge of the character. Just be aware that the tackle is not her only option when she does the feint. She can opt for the mid punch or mid kick instead or even do nothing to try and bait out an attempted punish.

:momiji: Momiji (Tips by: KING JAIMY, Tempest, MomijiMania and Force_of_Nature)

KING JAIMY said:
All of Momiji's Tenku follow-ups on block can be shut down by fuzzy guarding.
KING JAIMY said:
Momiji has a fixed mid punch after her :3::K:. Try to hold it on reaction before she gets access to her mix-ups.
Momiji has no lows in her strings except for :1_::P::K:. Her only mixup in close range is throwing.
If the kick before Tenku is guarded, Tenku :P: and Tenku :K: can be sidestepped, and crouch attacks will counter hit Tenku :K: and Tenku :H+P:.
Momiji's almost only combo choice after :4::4::K: is BT :4::P:, because BT :4::K: leaves the opponent too far to follow-up and BT :P: after :4::4::K: usually reaches not far enough in most situations.
High speed characters like Kasumi, Christie and Gen Fu will screw Momiji in close range. She has to use :2::P: or :P: after defending.
Punish :6::6::P::P: every time you block it.
Apart from a few strings, Momiji doesn't have a whole lot of string delays compared to other characters.
Most of Momiji's launchers are highs.
Don't whiff stupidly against Momiji to avoid allowing her to rack up the free damage.

:nyotengu: Nyotengu (Tips by: Tempest and Darkslay)

Nyotengu has no fast mid strikes. Thus, frame trapping her with :2::P: is a good option.
Nyotengu's Nowaki (:4::P+K::P:) can be held.

:pai: Pai (Tips by: Force_of_Nature)

Pai relies quite a bit on close range mix-ups, try to space her out as much as you can.
At range watch out for Pai's Running :K:, which is an unblockable high kick.
Take heed of Pai's lows such as :6::6::P+K: with regards to starting her offense or during her stun mix-ups.
Pai's holds and throws deal subpar damage..
:3::K::P::P: is linear and fairly easy to hold.
:2::K::K: is Low-High, with the second kick being holdable even if the first attack connects.

:phase4: Phase 4 (Tips by: Kasumilover98 and Snow)

Avoid too many high punches while fighting Phase 4, because :6::7::h: is a very scary expert hold that not only damages you, but lets her do an easy guaranteed combo from you being back turned, and it'll cost you a lot of your life bar against a skilled Phase 4 player.
When rushing in on you from a distance to initiate rush down, Phase 4 players will most likely use either :6::6::P: or :6::6::K:. Here's the catch: They're both mid hits! Keep this in mind, so that you won't be throwing out alot of missed holds and allowing her to continue her assault.
Don't be intimidated by :7::K:. This move is VERY unsafe at -30 frames. You can use your strongest throws to punish Phase 4 players who attempt to do this to you on block.
Snow said:
You can deal with Phase 4's :6::6::K:.:P+K: Tenfu :H+P: by blocking the :6::6::K: part and dashing forward. Tenfu :H+P: will whiff and you can punish her with a back-turned strike.

:rachel: Rachel (Tips by: KING JAIMY)

KING JAIMY said:
Rachel has a fixed mid punch after her :4::P:. Try to hold it on reaction before she gets access to her mix-ups.
KING JAIMY said:
Rachel's range isn't very good. Her best moves at range are :236::P: and :6::6::K:, so watch out for those.

:cyborg: Raidou (Tips by: Dark-truth and DestructionBomb)

Raidou's Torn Sky Blast (:1::P+K:) can be held or parried to avoid getting hit by it. Characters like Kasumi, Alpha or Hayabusa can use their parry to get behind Raidou.
Raidou's forward dash and back dash are below average.

:rig: Rig (Tips by: KING JAIMY)

KING JAIMY said:
The majority of Rig's strikes are kicks. Your best guesses when it comes to holding would be either a high hold (:7::h:) or a mid kick hold (:6::h:).
KING JAIMY said:
You can neutral throw (:H+P:) Rig out of his Turn Leg Cut stance after you block his :6::K::K::4:.
KING JAIMY said:
All of Rig's frame traps are high strikes and most of them are from his Bending Stance. High crush Rig if he is trying to pressure you with frame traps.

:hayabusa: Ryu Hayabusa (Tips by: ToKyo PewPew, Darkslay and KING JAIMY)

All of Hayabusa's Ninpo Teleport options from his Ongyoin stance can be avoided by freestepping.
All of Hayabusa's Ongyoin options can be sidestepped except for Ongyoin :P:.
All of Hayabusa's teleports are unsafe and can be interrupted with a crouching throw or mid strike.
Hayabusa can be knocked out of his :7::P: with moves that have enough range.
KING JAIMY said:
An interesting thing to note is that a lot of Hayabusa's strikes are unsafe on block, especially when he finishes his strings.
KING JAIMY said:
After blocking Hayabusa's WR :4::K:, you can shut down both the punch follow-up and the kick follow-up by sidestepping.

:sarah: Sarah (Tips by: Jyakotu)

The majority of Sarah's strikes are high strikes, so duck or do a high hold to decrease your chance of taking substantial damage.

:tina: Tina (Tips by: ToKyo PewPew)

Except for her :6::P::P::2::P: and :6::6::P::P::P+K:, all of Tina's delayable strings are mid strikes.

:zack: Zack (Tips by: Kasumilover98)

Zack's :3::K::K::K::K::K: and :6::P::K::K::K::K: are all full mid hit strings, so these can be held on reaction if the opponent does not delay or stop mid-string. The same can be said about :2_::K::K::K::K:, which is a full low hit string. The strings above are partially static strings; after the fourth hit on the strings, the string is no longer static, and the mid hit strings can transition to :2::K:, while the low hit string can transition to :3::K:. Watch out and don't let these throw you off.
 
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Dark-truth

Well-Known Member
I created this thread in order to give an overview of tips against all characters. These tips refer to general strategies which can be used by every character to counter your opponent. This could be useful in the sense to expand your general knowledge about characters' weaknesses. Feel free to post your tips below, and I will give you the credit in a quote box for the particular character. That being said, I will try to update this thread regularly.

:alpha152:ALPHA-152

Every third strike of Alpha's punch strings is a mid punch.
NEEDS CONFIRMATION! If I recall correctly, it was @Pictured Mind who came up with this but I would like to have confirmation on the author nevertheless.

:christie:Christie


:jacky:Jacky


:mila:Mila


:momiji:Momiji


:rig:Rig

bedankt dit helpt me echt :)
 

Dark-truth

Well-Known Member
Graag gedaan. Als je zelf nog tips hebt hoor ik het graag en ik zal je uiteraard ook de credits ervoor geven.
i got tips
:alpha152: her last punch of her :P::P::P::P::P: string is high, alpha's weakness is her forced get up so cornering her is her biggest weakness
:bradwong: when brad wong lays on the ground its a crouch throw and when he lies on the ground he usually does a mid :K: to get up
:cyborg: this is more handy for :kasumi::alpha152::hayabusa: when raidou does his :1::P+K:
:kasumi: can do her :3::h:, :alpha152::3::h: or :4::h:,:hayabusa: he can do during ongeyoin :h: or :8::F:
thats all i know so far
 

KING JAIMY

Well-Known Member
i got tips
:alpha152: her last punch of her :P::P::P::P::P: string is high, alpha's weakness is her forced get up so cornering her is her biggest weakness
:bradwong: when brad wong lays on the ground its a crouch throw and when he lies on the ground he usually does a mid :K: to get up
:cyborg: this is more handy for :kasumi::alpha152::hayabusa: when raidou does his :1::P+K:
:kasumi: can do her :3::h:, :alpha152::3::h: or :4::h:,:hayabusa: he can do during ongeyoin :h: or :8::F:
thats all i know so far
UPDATED!

Slightly changed wording to fit in the thread. Hope you don't mind.
 

VAND1TA

Well-Known Member
Standard Donor
WHATT??!!? you can throw Brad from the ground? @_@ this is very useful information. XD

Thanks, I will remember to hold Christie's 3rd Mid strike. ;)

Oh man,....I still don't know what fuzzy guard is.>_<

I appreciate this crucial piece of intel. ^w^
 

KING JAIMY

Well-Known Member
WHATT??!!? you can throw Brad from the ground? @_@ this is very useful information. XD

Thanks, I will remember to hold Christie's 3rd Mid strike. ;)

Oh man,....I still don't know what fuzzy guard is.>_<

I appreciate this crucial piece of intel. ^w^
Fuzzy guard is pretty difficult. You do it by pressing 33H very quickly.
 

Tempest

Well-Known Member
:ayane:
I have nothing to say that Hajin hasn't said much better
http://www.freestepdodge.com/threads/how-to-fight-typical-online-ayane-players.4414/

:kokoro:
No tracking beyond H+K and strings that contain it. H+K is throw punishable. Kokoro is also very punch dependent, so you can be very liberal with your punch parry if you have one. She also does not have any lows that are + on hit (except for BT 2p which is 18 frames and 1ppp).

:leifang:
Is actually very linear, you can sidestep most of her strings. As a general rule, 3P+K only crushes highs and mids with short hitboxes.

:momiji:
Has no lows in her strings except for 1p2K, her only mixup in close range is throwing.

:nyotengu:
Has no fast mids, so she can be frame-traped with most characters 2p.

:leon:
Has very mediocre ranged tools. Most Leon players will go for the GB shoulder which can be held pretty easily if you're looking for it. In close range 33P will be their go to crush. If you throw punish it every time they'll have to be more careful using it.

I'm currently writing a long post about blowing up fraudulent Lisas that I'll link here when I'm done with it.
 

tokiopewpew

Well-Known Member
Standard Donor
Not sure if these are part of what you have in mind for this thread, but ...

:helena: - Her BKO (duck) can be low thrown

:hayabusa: - All of his ninpo teleport options can be avoided by freestepping

:tina: - except 6PP2P and 66PP P+K, all of her delayable strings are mids

:hayate: - has almost no string delay

:ein: - except his PPP string, which is unsafe, every other option after PP can be avoided by ducking

:kokoro: - slow escaping while being in stun limits her launching options to highs
 
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DestructionBomb

Well-Known Member
Standard Donor
Good stuff, I like the idea but I feel as if most of the said details are of a viewpoint of a habit from players using that particular character.

Ex: Christie and Brad Wong. he usually does a mid :K: to get up. - I feel as this is a player case rather than a character case, I don't think a character is limited to make that one particular decision all the time or usually either. Unless you are focusing on a particular audience then yeah, I suppose it's alright. You could probably do some sort of Pros and Cons for the thread, easier to manage and can get inputs on either side to add into it..although...that would probably be an entire new thread. But yeah, going back to topic.

:akira:- Akira is linear on moderate. SS on a educated guess/read and hope the Akira player makes a mistake.

:cyborg:- Raidou's forward/back dash are pretty below average. Somewhat not very good.
 
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Darkslay

Well-Known Member
I created this thread in order to give an overview of tips against all characters. These tips refer to general strategies which can be used by every character to counter your opponent. This could be useful in the sense to expand your general knowledge about characters' weaknesses. Feel free to post your tips below, and I will give you the credit in a quote box for the particular character. That being said, I will try to update this thread regularly.

:alpha152:ALPHA-152


:bradwong:Brad Wong


:christie:Christie


:jacky:Jacky


:mila:Mila


:momiji:Momiji


:cyborg:Raidou


:rig:Rig


Fantastic idea Jaimy, i can see this thread molding into something very useful as more people start posting their knowledge.

I'll share some basic info about the characters i play and overall things i know.

:jannlee:
All of his options from DS are SSable ALL of them.
DG can be fuzzy guarded and then throw punished.
If you SE :6::6::P: or :P::6::P: he can't follow up with anything.
DK has 25F of start up, so its easy to catch it on CH.

:hayabusa:
All his options from Ongyoin are SSable except for :P:.
Ryu can be knocked out of :7::P: with attacks that have enough range.
His teleports can be interrupted by a strike or even a throw.
In the same vein, teleports are unsafe, they can be low thrown or caught with mids.

:ein:
Certain characters can get combos if they SS his :9::K::K: or :3::K::K::K:.
On very specific ocassions :6::H+K::K: will track.
Like with DG, :6::6::H+P: is extremely unsafe, Ein himself can punish it with Hokage.

On a side note, like with :cyborg:'s Torn Sky Blast, :nyotengu:'s Nowaki (:4::P+K::P:) can be held in the same way.

That's all i got for now, feel free to use this info in any way you like. :)
 
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KING JAIMY

Well-Known Member
Hmmmm, I will try that, also, how can I see the difference?
Your character will duck very quickly and get up very quickly and guard. You can avoid both standing throws and strikes this way.

:ayane:
I have nothing to say that Hajin hasn't said much better
http://www.freestepdodge.com/threads/how-to-fight-typical-online-ayane-players.4414/

:kokoro:
No tracking beyond H+K and strings that contain it. H+K is throw punishable. Kokoro is also very punch dependent, so you can be very liberal with your punch parry if you have one. She also does not have any lows that are + on hit (except for BT 2p which is 18 frames and 1ppp).

:leifang:
Is actually very linear, you can sidestep most of her strings. As a general rule, 3P+K only crushes highs and mids with short hitboxes.

:momiji:
Has no lows in her strings except for 1p2K, her only mixup in close range is throwing.

:nyotengu:
Has no fast mids, so she can be frame-traped with most characters 2p.

:leon:
Has very mediocre ranged tools. Most Leon players will go for the GB shoulder which can be held pretty easily if you're looking for it. In close range 33P will be their go to crush. If you throw punish it every time they'll have to be more careful using it.

I'm currently writing a long post about blowing up fraudulent Lisas that I'll link here when I'm done with it.
Good stuff 'ere. I will edit them in later.

Not sure if these are part of what you have in mind for this thread, but ...

:helena: - Her BKO (duck) can be low thrown

:hayabusa: - All of his ninpo teleport options can be avoided by freestepping

:tina: - Except 6PP2P and 66PP P+K, all of her delayable strings are mids

:hayate: - has almost no string delay

:ein: - except his PPP string, which is unsafe, every other option after PP can be avoided by ducking

:kokoro: - Slow escaping while being in stun limits her launching options to highs
These things are indeed the things I had in mind, Tokyo. :)

Ex: Christie and Brad Wong. he usually does a mid :K: to get up.
Good tips man. This is also the reason why I haven't included these tips. They have to be general character weaknesses and not player weaknesses,
 

KING JAIMY

Well-Known Member
Fantastic idea Jaimy, i can see this thread molding into something very useful as more people start posting their knowledge.

I'll share some basic info about the characters i play and overall things i know.

:jannlee:
All of his options from DS are SSable ALL of them.
DG can be fuzzy guarded and then throw punished.
If you SE :6::6::P: or :P::6::P: he can't follow up with anything.
DK has 25F of start up, so its easy to catch it on CH.

:hayabusa:
All his options from Ongyoin are SSable except for :P:.
Ryu can be knocked out of :7::P: with attacks that have enough range.
His teleports can be interrupted by a strike or even a throw.
In the same vein, teleports are unsafe, they can be low thrown or caught with mids.

:ein:
Certain characters can get combos if they SS his :9::K::K: or :3::K::K::K:.
On very specific ocassions :6::H+K::K: will track.
Like with DG, :6::6::H+P: is extremely unsafe, Ein himself can punish it with Hokage.

On a side note, like with :raidou:'s Torn's Sky Blast, :nyotengu:'s Nowaki (:4::P+K::P:) can be held in the same way.

That's all i got for now, feel free to use this info in any way you like. :)
Thanks for your tips and I definitely will, Darkslay. When I have time I will expand the thread.
 

Jyakotu

Well-Known Member
Standard Donor
Pretty excellent idea for a thread, since this helps everyone to level up better against certain characters.

:eliot: - VERY linear character and majority of his strikes are mids, so throwing out random mid punch holds can actually work against this character.
:sarah: - Majority of her strikes are highs, so duck or hold high to avoid any substantial damage.
:jacky: - Because he has a neutral high punch hold, throwing Jacky in the neutral position nets you Hi Counter damage.
:marierose: - Minuet can be counter thrown if timed correctly and can be mid wake up kicked IF the correct direction is inputed (most Marie Roses will use 8P+K).

That's all I can think of at the moment.
 

UpSideDownGRUNT

Well-Known Member
Pretty basic stuff but....

:tina: both running P and running P+K can be thrown punished, Ein for example can punish both with 33T.

:hayate: 7K is low throw punished.

:ein: 3KK, anything ending with 6PK can be throw punished(e.g. 1K6PK/PP6PK/ 66PK)

:marierose: 8/2 P+K P+K can be throw punished as it's -21(Ein can punish this with 33T) and her BT OH combo can be slow escaped for a throw punish 3P+K K can be throw punished also, 3H+K can be punished with a low OH.
 

UncleKitchener

Well-Known Member
Standard Donor
:bass: Slow. Can be threatened in close range, but is more dangerous at mid range with pokes. Has no string mix-ups with the exception of the :P::P: and the followups.

I might as well make a 'how to' thread like Hajin for Bass, because he's really not that hard to figure out, but I've noticed most people just can't be bothered to go into lab with him.
 

Dark-truth

Well-Known Member
WHATT??!!? you can throw Brad from the ground? @_@ this is very useful information. XD

Thanks, I will remember to hold Christie's 3rd Mid strike. ;)

Oh man,....I still don't know what fuzzy guard is.>_<

I appreciate this crucial piece of intel. ^w^
no problem :D
 

Lulu

Well-Known Member
Come to think of it.... I don't know what Fuzzy Guarding is either....
I thought it was just crouching while guarding for a second.
Why is the imput 33 and not just 2 ?
 
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