What to do in beginning of match when player rushes to you?

Moritsuna

New Member
I was playing a Hayabusa player recently who, at the beginning of the match, just rushed up to my mila and started using his hand attacks. Point is, what moves should I used against aggressive early fighters? Is it just learn all the hold matchups? What are Milas quickest moves for interrupting this kind of play?

(I'm a new player, just got this game 3 days ago planning on maining mila.
 

ThatGuy

New Member
I generally go with a low punch or side step tackle in a situation like that. But your jab is the same speed as hayabusa's too. Im not a huge fan of her jab strings but P6PK I find works pretty well for starting the match. Good advantage if it hits and safe if blocked.
 

mcpeanuts

Member
Nth-ing sidestep tackle. That's usually what I do at the start of the round if someone runs right up to me.

While we're on the topic, does anyone know exactly when the round starts? I have a habit of hitting the button for my attack a little too early, which results in Mila just standing there doing nothing at the start of the round (not an effective strategy). Was wondering if there was a visual cue I could use to determine when it's okay to start pushing buttons.
 

DrDogg

Well-Known Member
That's interesting, I hadn't thought of using this move at the beginning of the round like that.

The start-up is really slow and the back step doesn't cover much ground. It's pretty risky to do offline. Online you can get away with it, but only here and there. Not really worth the risk IMO.
 

mcpeanuts

Member
The start-up is really slow and the back step doesn't cover much ground. It's pretty risky to do offline. Online you can get away with it, but only here and there. Not really worth the risk IMO.
It's at least interesting enough that I'd like to play with it in training mode a bit. The startup is slow but Mila steps back well before the active frames, and I feel like it moves back far enough to at least avoid most jabs.
 

DrDogg

Well-Known Member
It's at least interesting enough that I'd like to play with it in training mode a bit. The startup is slow but Mila steps back well before the active frames, and I feel like it moves back far enough to at least avoid most jabs.

It will avoid jabs, but most people don't stop at jabs. If Hayate does PPP, the last punch will tag Mila. I just find it too risky to start a round with, but I also tend to play safer than most DOA players.
 

rximmortal

Active Member
I think this is the best you can do: start with /down P/ if u hit than it is plus 1 frame for you.
If you do not hit , than the next round start with: /back H/ , forward H , side step or block.
 

mcpeanuts

Member
It will avoid jabs, but most people don't stop at jabs. If Hayate does PPP, the last punch will tag Mila. I just find it too risky to start a round with, but I also tend to play safer than most DOA players.
Yeah, after playing around with it last night I've decided it's trash. If they do a two hit string the second hit will usually connect. I tried it against low tracking moves since I figure that's one of the better things to be able to avoid, but even like Tina's 1P reaches far enough to hit Mila after 1H+K if both characters start right next to each other. There's maybe some use for it in specific matchups if you're really sure they're going to use a certain move, but there's better round openers in general.
 

dawnbringer

Active Member
If it's the first round you can simply block and watch their actions. If you are afraid of throws you can try crouch dashing into block (:3::3_::h:) to defend against quick standing throws, high, and middle attacks. (However it need to be timed well, may be hard.) Use collected information for the next round.
 

DrDogg

Well-Known Member
Yeah, after playing around with it last night I've decided it's trash. If they do a two hit string the second hit will usually connect. I tried it against low tracking moves since I figure that's one of the better things to be able to avoid, but even like Tina's 1P reaches far enough to hit Mila after 1H+K if both characters start right next to each other. There's maybe some use for it in specific matchups if you're really sure they're going to use a certain move, but there's better round openers in general.

At the moment, I only use 1H+K against Bass, after a pick-up. It avoids everything he can do except 33P (or a similar forward lunging attack) or run up and throw. It almost always works after the first pick-up, then I switch to a sidestep.
 

The Martian

New Member
Learn to hold, then go into another grab before they wakeup. Your grab will always be faster than their wakeup if you just previously countered them.
 

Kakita

Member
As mentioned, SS T, 2P, 1P (if you know they're going high), 6P(K), P6P(K). In Hayabusa's case, don't let him bully you, you're faster than him and can sidestep most of his fastest options.

1H+K will get you killed, don't use that crap!

And be careful with holds at the beginning, that's playing with fire sometimes. Burn or be burned...
 
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