Free Step Dodge

DestructionBomb
DestructionBomb
I think it varies, but I do know that defeating wake up kick options relies on some frame manipulation for timed versions, but at times becomes inconsistent because of net play portions.
Force_of_Nature
Force_of_Nature
Unless you're frame perfect, which is kind of ridiculous with DOA6's innate input delay, there seems to be no consistency with beating out mid WUK's with 21+ damage strikes.
GreatDarkHero
GreatDarkHero
I'm not sure what the intervals for that are. I've done so once but I was under the impression you need something that does a lot of damage and needs to be... very... Active. A lot of active frames. Now, I am thinking it may not be the case. Character Reference: Nyotengu and Tamaki.
KasumiLover
KasumiLover
It's possible to do them consistently but you have to find the right timing to do them and the right attack timing, you can find some by doing a knockdown in training and using a filler attack and then trying to beat the WU kick by finding what frame will successfully clash with it from that set up but it's not really easy to gauge when your opponent can delay WU and can use a back or side roll
Camel with 2 thumbs
Camel with 2 thumbs
I don't believe there is, or ever has been, a consistent way to beat mid wake up by trading, there are setups designed to win those trades but those only work when the opponent mashes WU mid kick as early as possible, if they delay or even go for a low kick the setup is worthless

better off backing up, using a move that can evade it, or just taking a chance with some mid air move
DestructionBomb
DestructionBomb
@Camel with 2 thumbs Somewhat, there is but it relies on sheer guessing, though you can sort of frame manipulate it (specifically by the wall). There are side wake up kicks, and delayed wake up kicks from a player in general which is too much guesswork.

If people mean in 'open space', then that is correct. There is no consistent one from open space situations i'm aware of.
DestructionBomb
DestructionBomb
Another thing we have to add, is that a lot of people use the CPU for wake up killing option instead of controlling the 2nd character as a player recording. They are completely different, and none of the CPU options work on a human player. Has to be tested on another human. Another problem that's just sheer guesswork.
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