Throughout the years, I've noticed a major issue with both new and experienced players ignoring or forgetting to punish unsafe moves.
This is major deterrent to players wanting to improve themselves, not knowing that failing to punish would result in a potential loss of a round.
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Guaranteed punishment comes in two flavors:
Throw Punishment and Strike/OH Punishment
Throw punishment involves using throws during a recovery of a blocked strike to land a guaranteed command throw and change momentum. Throwing a move during recovery would take advantage of the extended hurt box during recovery, which gives you more range to your throw by leading your opponent into your throw.
The way you determine that a move is punishable is by comparing the strikes disadvantage on block -let's say -8- with the startup of your throw -7i + 1 for the active frame to connect with said move- to determine whether a move is punishable or not.
Another method of punishment would be with strikes and this method uses the same principles as throw punishment. The only difference is that you are required to add an extra frame to your startup since the game takes an extra frame to determine what kind of strike you were trying to do. Here's how it works:
Player inputs buttons on frame 1 The game engine determines whether the player had plinked their inputs in case he/she was trying to do a multi-button input (, ). This takes place on frame 1The player's move is a jab 10 (2) 13. The move startup begins at frame, which is usually one frame late.The move's active frames connect on the 12th frame since the player pressed a button.
By taking this into consideration, the guard disadvantage on the blocked move needs to be at -12 for you to punish it with a 10i move.
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While it's easy to figure out how to punish thanks to the detailed practice mode in this game, there is still a massive amount of data to go through for the entire cast.
Previously, there have been attempts at detailing information related to safety and throw punishment, but there is still nothing covering the whole cast itself:
http://www.freestepdodge.com/threads/better-safe-than-sorry-gen-fus-block-dis-advantage.5511/
http://www.freestepdodge.com/threads/the-blue-flash-doa5lr-jacky-guide.5846/
http://www.freestepdodge.com/threads/the-butterfly-kunoichi-doa5u-ayane-breakdown.2940/
I myself created a project for my own personal benefit and to assist other Bass player by covering the cast and compiling a punishment list:
http://www.freestepdodge.com/threads/bass-throw-punish-thread.5429/
For this reason, I have started the Throw Punishment Project in order to cover the entire cast and their respective punishments in any given situation, covering both throw and strike punishment:
http://www.freestepdodge.com/threads/the-throw-punish-megathread.6064/
For those interested, please join in to help out with this project and find ways of punishing unsafe moves.
This is major deterrent to players wanting to improve themselves, not knowing that failing to punish would result in a potential loss of a round.
========
Guaranteed punishment comes in two flavors:
Throw Punishment and Strike/OH Punishment
Throw punishment involves using throws during a recovery of a blocked strike to land a guaranteed command throw and change momentum. Throwing a move during recovery would take advantage of the extended hurt box during recovery, which gives you more range to your throw by leading your opponent into your throw.
The way you determine that a move is punishable is by comparing the strikes disadvantage on block -let's say -8- with the startup of your throw -7i + 1 for the active frame to connect with said move- to determine whether a move is punishable or not.
Another method of punishment would be with strikes and this method uses the same principles as throw punishment. The only difference is that you are required to add an extra frame to your startup since the game takes an extra frame to determine what kind of strike you were trying to do. Here's how it works:
Player inputs buttons on frame 1 The game engine determines whether the player had plinked their inputs in case he/she was trying to do a multi-button input (, ). This takes place on frame 1The player's move is a jab 10 (2) 13. The move startup begins at frame, which is usually one frame late.The move's active frames connect on the 12th frame since the player pressed a button.
By taking this into consideration, the guard disadvantage on the blocked move needs to be at -12 for you to punish it with a 10i move.
========
While it's easy to figure out how to punish thanks to the detailed practice mode in this game, there is still a massive amount of data to go through for the entire cast.
Previously, there have been attempts at detailing information related to safety and throw punishment, but there is still nothing covering the whole cast itself:
http://www.freestepdodge.com/threads/better-safe-than-sorry-gen-fus-block-dis-advantage.5511/
http://www.freestepdodge.com/threads/the-blue-flash-doa5lr-jacky-guide.5846/
http://www.freestepdodge.com/threads/the-butterfly-kunoichi-doa5u-ayane-breakdown.2940/
I myself created a project for my own personal benefit and to assist other Bass player by covering the cast and compiling a punishment list:
http://www.freestepdodge.com/threads/bass-throw-punish-thread.5429/
For this reason, I have started the Throw Punishment Project in order to cover the entire cast and their respective punishments in any given situation, covering both throw and strike punishment:
http://www.freestepdodge.com/threads/the-throw-punish-megathread.6064/
For those interested, please join in to help out with this project and find ways of punishing unsafe moves.
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