Free Step Dodge

Camel with 2 thumbs
Camel with 2 thumbs
i7 throw lands on the 8th frame, therefore if you're only -7 u can tottaly hit buttons b4 the throw connects cause it's not guaranteed, makes sense to me but these fools out here think im an idiot masher :(
DestructionBomb
DestructionBomb
Unfortunate yeah. If they came from another fighting game they probably wouldn't know that bit of information since DOA seems to be the only one that does that. If it's a stubborn person too then I wouldn't blame you on the toughness for the convincing because what may work in other games may not work for another.
DestructionBomb
DestructionBomb
Truth be told, I actually know someone who was like that back in 5U (he's on FSD but hasn't been on in a while. Still plays). He thought you could strike punish a -10 with a i10 jab until me and I think Code told him that it's different for DOA since it lands on the 12th frame for the jab. He was pretty stubborn and somewhat ignorant about it at the time until we helped him, so he's a cool man now.
Force_of_Nature
Force_of_Nature
That's an element to DOA that I'd like to see changed is the whole: "Add 1 frame for throw punishment/Add 2 frames for strike punishment". It's easy to get if you think about it, but it's instinctively unintuitive and gives the appearance that the given frame data "makes no sense". For me, I generally just tell people to add on 1 frame for throw punishment, and 2 frames for attempts at strike punishment.
Tenro
Tenro
keep hitting them with hi counter strikes all the time then . ppl understand that way quite fast
Matt Ponton
Matt Ponton
Especially sucks when they only use online network delay as their training ground.
Matt Ponton
Matt Ponton
Funny history story: The DOA Community didn't get love from the FGC, so most of its early players didn't play other games competitively. So in discussing attack speeds we used 7i as syntax for "7 initial [frames]". Same for everything, Kasumi's Jab was 9i. etc. I still remember Bryan Dawson complaining about us not using "Soul Calibur" terminology wrong by not saying i7 or i9, and that they numbers weren't even
Matt Ponton
Matt Ponton
correct because in SC terminology you'd say i8 or i10 for "Impact Frame on 8". Just goes with what you're trained with. I have a similar story for 2-in-1s and 3-in-1s as those are same terms but different meaning in Street Fighter and other 2D games.
Camel with 2 thumbs
Camel with 2 thumbs
@Tenro that's what i though would happen, but naw, homie spent 3 games trying to punish -7 moves with generic 6t, after that, homie sends me a msg saying "you're lucky this is online, that would never work offline", i explain to him why his grab wasn't connecting and he just leaves say "you're a bigger idiot than i thought", the nerve! >:(
Camel with 2 thumbs
Camel with 2 thumbs
@Force_of_Nature why do u add 2 frames for strike punishment? i get the 1 frame clause with throws but why 2 frames for strikes?
Tenro
Tenro
@Camel with 2 thumbs because strikes are actually 2 frames slower than their actual number showed on the frame data screen . so for example , the games says the fastest strike in the game is 9 frames but in reality the actually it's 11 frames . it takes 11 frames for that jab to come out .
Camel with 2 thumbs
Camel with 2 thumbs
that's so pointlessly arbitrary, I wonder why it's like that...
DestructionBomb
DestructionBomb
No idea, but unholdables and prevention of wake up kick killing options came from this in a similar way. So it's silly yet fun in a good way.

If you take off FSDC (not the actual FSDC usage but the idea behind it), you'll also be removing unholdable functions.
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