Dance Party! DOA Zack General Discussion

Codemaster92163

Well-Known Member
Actually, I wanna make a quick change. Instead of :6::P::P: > :7::K::K: after his :6::6::P::+::K: launch, you can do duck :K: > :3::3::K::K: > :6::K::K: Of course, that's assuming they're not near a wall. If they are near a wall, just try the other finishers I've listed.
 

Yaguar

Well-Known Member
Combo dump from playing around tonight. Seeing if I can get any damage anywhere results as follows:
These were done vs. Ayane (lightweight) so results will vary till later testing.

An opener per day! A look into combo potential.
Today we start with :214::P: which launches at all hit levels.
Stats:
Damage 25.
Start up: 15 Frames
On Hit: Launches at all levels (via ground bounce).
On Block: -7 (Unsafe) - Though it really shouldn't be possible from what I thought I knew, vs. Ayane I was able to shake off the throw by buffering :H+P: after the hit.

Normal Hits:
:214::P: :2::K: - 35 Damage.

Counter Hits:
:214::P: :9::K: :7::K::K: - 74 Damage
:214::P: :3::3::K::K: :6::K::K: - 74 Damage

Hi-Counter Hits:
:214::P: :9::K: :9::K: :6::K::K: - 97 Damage
 

MasterHavik

Well-Known Member
Interesting...you must have broken the throw because the ayane player did an i5 throw.

But 214P is a good move. I wish it could crush.
 

Yaguar

Well-Known Member
An opener a day! Part 2:

Move; :3::P+K:
Damage: 25
Start Up: 17 Frames
On Hit: Launches at all level.
On Block: -17 (Hella Unsafe!) If you are going to get grabbed, you're slightly done for. THOUGH! It does lead into duck (:2:) and you can abuse :2::2: from that. :2: Will take you STRAIGHT into crouch from jump. Essentially removing the ability to standing throw punish it.

Normal Hit:
:3::P+K: :2::K: (:K::K::K::K:) - Pseudo-Force tech. On whiff you are +0 and on Force tech it is +9. Make sure you hit confirm with the first low!

:3::P+K: :h: :2::K: (stomp) - 35 Damage

Couner Hit:
:3::P+K: :9::K: :7::K::K: - 74 Damage
:3::P+K: :h: :3::3::K::K: :7::K::K: - 80 Damage.
NB: Ending will only connect if :3::P+K: was used at the max of its reach.

:3::P+K: :2: :K: :7::K::K: - 73 Damage. STRICT timing. Just here because it looks cool.
:3::P+K: :2: :K: :6::K::2::K: - 65 Damage. As above.

Hi-Counter Hit:
:3::P+K: :h: :3::3::K::K: :6::K::K: - 89 Damage. (Go to option for close by wall, 94 Damage)
:3::P+K: :2: :K: :7::K::K: - 87 Damage. (Finish :K: ~ :K: as go to far wall option, 92 Damage)
:3::P+K: :9::K: :7::K::K: - 87 Damage.

:3::P+K: :9::K: :9::K: :6::K::K: - 97 Damage. (Iffy timing, can be done though).
:3::P+K: :3::3::K::K: :7::K::K: - 94 Damage.

Can follow up with :9::K::9::K: and :9::K: :3::3::K::K: but not found anything to follow up with as yet.

Additionally when the move is used from its max range it is possible to :3::3::K::K: :9::K:. Once managed to get :6::K: on the end, it pushes them from range for the follow up but is still 89 damage. Not worth it essentially unless there is a way to get :6::K::2::K: on the end.

Just fun for: HCH Combo:
:3::P+K: :9::K: :3::3::K::P: - 80 Damage. Leaves BT for short time. No tech = :2::K: FT for +16 Frames.
 

Yaguar

Well-Known Member
An opener a day! Part 3:

Move: :6::P::P:
Damage: 18 / 25
Start up: 11 / 17
On Hit: * / Bounce Launch.
On Block: -12 / -7

NB: On normal hit after :6::P: it is possible for :P: follow up to be blocked.

Normal Hit:
:6::P::P: :2::K: (Stomp) - 18 + 35 damage.
:6::P::P: :2::K: (:K::K::K::K:) - 18 + 38 Damage and +9 Frames. Can be teched, first whiff leaves you -3.

Counter Hit:
:6::P::P: :9::K: :6::K::K: - 67 Damage
:6::P::P: :P::P::2::K::K::K::K::K: - 58 Damage +9 Frame Force tech

Hi-Counter Hit:
:6::P::P: :P::P::2::K::K::K::K::K: - 66 Damage +9 Frame Force tech
:6::P::P: :9::K: :6::K::K: - 75 Damage

Bonus Combo! All Hit Levels! Works vs. SE:
:9::P::P::4::K: :3::K::K: :9::K: :6::K::K: - 103 - 155 Damage (Light/Med Weights)
:9::P::P::4::K: :3::K::K: :7::K::K: - 96 - 145 Damage (Heavy Weights)

If they don't SE the :4::K: you can get :236::K: off instead. (This combo is floating around here somewhere).
 

Yaguar

Well-Known Member
An opener a day! Part 4:

Move: Duck (:2::P+K:) :K:
Damage: 25
Start up: 19
On Hit: Launch
On Block: -8

Normal Hit:
Duck :K: :7::K::K: - 48 Damage ( ~:K: into wall = 53 Damage )
Duck :K: :P::P::2::K::K::K::K::K: - 46 Damage +9 Frame Force Tech
Duck :K: :2::K::K::K::K::K: - 42 Damage +10 Frame Force Tech

Counter Hit:
Duck :K: :9::K: :6::K::K: - 68 Damage

Hi-Counter Hit:
Duck :K: :3::K::K: :7::K::K: - 94 Damage

There is some madness behind all these fast launches! Who can really complain about an instant 70 damage boost from CH?
 

Yaguar

Well-Known Member
Going to have a look into :4::H+K: next and run it through the lab.

If there are any moves (as openers) people are interested in, let me know and I'll take a look at options.
The general structure for post-launch seems to be.
:3::K::K: > :9::K: (Unless :9::K::9::K: is possible and no further relaunch from :3::K::K:).
:7::K::K: > :6::K::K: (Unless you can get double relaunch. NB: If mid range to wall :7::K::K: on single relaunch may be better as +5 damage for being able to reach it with :7::K:~:K:).
 

crapoZK

Well-Known Member
Standard Donor
:4::H+K::
Gives SDS on all hits.
Almost guaranteed :4::K: (From back) to make another SDS.
Practically guaranteed :4::P: (From back) to make stun.
Beats OHs.
Direct overhead.

Combos that work with :4::H+K::
:4::H+K: (SDS) > :4::K: (SDS) > Dash Buffer > :6::6::P: > :236::K: (CB) > :214::P: > :6::K::h: > :6::K::K: (:2::K:) FT.
:4::H+K: > :4::P: > :P::P::8::h: (:4::P+K:in Sway) or (:236::K:) (CB) > :3::3::K::K: > :6::K:(:K:):h: > :2::H+K: (FT)

Stats:
Frames: ? (Will edit soon)
Damage: 25 (I think?)
On Hit: Sit Down Stun
On Block: Enough -frames to be throw punished

Hit Stats:
On Counter: Sit Down Stun
On Hi Counter: Sit Down Stun or Bounce
On Regular: Sit Down Stun
On Critical Burst: Knockdown (Open Stance) or Bounce (Closed Stance). Bounce practically never happens.
To Aired/ Jumping Opponent: Slam. Buffer for FT.

Personal Rep:
:4::H+K: is very good against whiff punishing and back dashing opponents, it is often used when somebody misses a power blow or does a move with bad RECOV frames. It has an opener to :4::K:, bringing another Sit Down Stun, leading to a dash buffer and probably some more moves, since it pushes them further away from you.

Advice:
Only use it for whiff punishing and ducking opponents. Against grapplers, use it when you know that they will go for an OH, because it will be a Hi Counter attack and it will increase the damage to about 45pts.

What Does it Beat?:
Moves with more than 13 frames.
Power Blow charge up.
Jabs.
Crouching attacks.

I will be posting a Zack Guide up when DOA5U comes out.
 

Yaguar

Well-Known Member
I'll admit I haven't played DOA in a minute (don't have my xbox or PS3 at moment), but I distinctly remember that this move (and any string that ends in it) only SDS on Normal Hit, unless training was lying again.


Sounds right to me. HCH is 100% bouncy.

Just like this:

I'll take a look at this when I get home (in about 12 hours) and post data.
 

crapoZK

Well-Known Member
Standard Donor
I Edited it when i I got into the lab so here it is:

:4::H+K::
Almost guaranteed :4::K: (From back) to make another SDS.
Practically guaranteed :4::P: (From back) to make stun.
Beats OHs.
Direct overhead.

Combos that work with :4::H+K::
:4::H+K: (SDS) > :4::K: (SDS) > Dash Buffer > :6::6::P: > :236::K: (CB) > :214::P: > :6::K::h: > :6::K::K: (:2::K:) FT.
:4::H+K: > :4::P: > :P::P::8::h: (:4::P+K:in Sway) or (:236::K:) (CB) > :3::3::K::K: > :6::K:(:K:):h: > :2::H+K: (FT)

Stats:
Frames: 21
Damage: 25
On Hit: +20 (Sit Down Stun)
On Block: -5

Hit Stats:
On Counter: Bounce
On Hi Counter: Bounce
On Regular: Sit Down Stun
On Critical Burst: Bounce (Closed Stance).
To Aired/ Jumping Opponent: Slam. Buffer for FT.

Personal Rep:
:4::H+K: is very good against whiff punishing and back dashing opponents, it is often used when somebody misses a power blow or does a move with bad RECOV frames. It has an opener to :4::K:, bringing another Sit Down Stun, leading to a dash buffer and probably some more moves, since it pushes them further away from you.

Advice:
Only use it for whiff punishing and ducking opponents. Against grapplers, use it when you know that they will go for an OH, because it will be a Hi Counter attack and it will increase the damage to about 45pts.

What Does it Beat?:
Moves with more than 13 frames.
Power Blow charge up.
Jabs.
Crouching attacks.

I will be posting a Zack Guide up when DOA5U comes out.
 

Yaguar

Well-Known Member
For :4::H+K: I would suggest a few different things. It and its follow ups suffer from being very easy to stagger (except :4::K: which is probably the best option if they don't stagger the initial Sit down)

If they do stagger your best option is to block out or risk
:4::P: as it is -6 on block. Buffer a grab break.

Anyway, lets continue.

As a side note BT follow ups stagger to the following:
:4::P: +19 Frames (so can be :3::3::K::K: follow up or :3::P+K: or :9::K: as mix up options for launchers)
:4::K: +19 Frames - Due to knockback you'll only be getting :3::3::K::K: from this and take it, shit is hot.
:2::K: + 19 Frames (NORMAL HIT ONLY) - Knockdown on everything except NH.

Normal Hit:
:4::H+K: >> :4::K: >> :3::3::K::K: - As long as they don't stagger the first hit, everything will follow fine even with SE.

Counter Hit:
:4::H+K: >> :2::K: - 46 Damage / Pseudo-FT +1 frame (on tech) / +17 frames on FT

Hi Counter Hit:
:4::H+K: >> :2::K: - 55 Damage "Pseudo-Pseudo" FT. +5 (On tech roll) / +21 on FT.
NB: Creates a good amount of distance between you and your opponent, gives a nice opportunity to troll with :3::3::K::P: on FT.

 

MomijiMania

Member
I think the biggest issue about this move is how to get a normal hit :4::H+K:.
The only situation I can find is when the opponent is ready to hold your first attack.We can use 4HK or 33P as a mix-up.
 

DestructionBomb

Well-Known Member
Standard Donor
Does Zack have any attacks on a back turned opponent that leaves them in a hard stun? (Akira's 3K on a BT opponent for example). Trying something off Scramble that's actually guaranteed, but looking into more setups for debris damage is if I get a move such as that. Incase it might better than the one I've tried.
 

crapoZK

Well-Known Member
Standard Donor
Does Zack have any attacks on a back turned opponent that leaves them in a hard stun? (Akira's 3K on a BT opponent for example). Trying something off Scramble that's actually guaranteed, but looking into more setups for debris damage is if I get a move such as that. Incase it might better than the one I've tried.
I believe from what I remember, P+K, (Sway) P+K, and 7P(P) - [brackets being the hit that gives the hard stun], gives a hard stun on a back turned opponent. Hope this helps.

Damn, I haven't touched this game in a while.
 

iReally

Active Member
Yo what’s up guys this the best Zack in the USA imma leave this for ya

Eliminating Wake Up Kicks With Zack after launch. Light-midweights.

Level 1 launches
9k<pp8<1kkkkk
8k<pp8<1kkkkk
33kk<pp8<1kkkkk

Level 2-3 launches
9k<7p4ppp8<1kkkkk
8k<7p4ppp8<1kkkkk
214p<7p4ppp8<1kkkk
33kk<7pp8<1kkkkk
66k<pp8<1kkkk

After CB
Duck p+k< 9k< pp8<1kkkk
Duck k<7p4ppp8<1kkkkk
66p+k<duck k< 7p4ppp8<1kkkkk
214p(slight pause)<7p4ppp8<1kkkkk
214p<9k<pp8<1kkkkk

P.s. You have two other options. That's is 1kp2kkkk(PT) or 1kp8 (go through the body) and 1kk (FT you'll be +16)

Later
 

MasterHavik

Well-Known Member
Always good to see you Mark. Real quick, is level 2 and 3 for heavies? What should you do agaisnt heavies? I should really add this to my game to take away wake up kicks.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top