Best punishers to use for the cast (high damage moves)

indieanimator

Active Member
Did a search to make sure no one else posted this recently.
Is there a best way to punish a mistake from your opponent? I'm so used to supers from 2D fighters.
I guess there are tag throws, power blows, special throws and the longer combos in this game, depending on if you have a partner, have a PB, time to use one, etc.
One could search in Training for the damage numbers of each move, but I figure I'd check in here first.
Let's say :genfu:. I read in his thread about :1_::6_::P:, or :4_::P::6_::P:,:P:,but am not sure. And any others if you know...
Thanks for reading.
 

iHajinShinobi

Well-Known Member
Standard Donor
Yes, in DOA, your form of punishment is throw punishment. You want to throw single strikes, strings and short strings that end in -8 or more on block (with the exception of slight, moderate or massive push back on block, like Ayane's BT4H+K for example). With an i7 frame throw (i6 frames for grapplers), ideally. However, with badly placed whiffs, you'll strike punish (as you would in another fighter) with something that has the range to punish whiffed attacks (Like Hayate's 236P for example).

For genfu's 16P shoulder, you would throw it if you blocked with i7 frame throw. The same if you blocked his 4P6PP and 4PP.

The Move Details in-game helps a great deal with learning the character frame data and hit/guard advantage. Using it will help you learn what single strikes and strings are unsafe enough to throw punish on block.

You technically "can" strike punish at certain instances, but they are situational (although very rewarding on reaction).

For example: If Leifang does any string and transitions into Unshu (PP6P4 as an example to get into Leifang's Unshu) as a block string, I can use 4K with Ayane and counter hit every Unshu follow up and deal 96 damage as a guarantee on reaction.
 
Last edited:
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top