Defensive Holds:
Defensive Holds are grappling maneuvers that is used to reverse your opponent attacks. Unlike a reversal, Defensive Holds (DH) Does throw damage, Punished heavily, used within a stagger system to escape critical sitiations(also known as Critical Holds). These holds also have an active window of 22 frames with 8 frame recovery for high/mid holds and a 6 frame recovery for low holds. DH's can also be used offensively to bait/setup your opponent. Ex. Jann Lee Buffers
6
from a low DH.
DH 22 frame Window:
A. As most of you may know, Doa4 DH's have a 22 frame active window. This window is broken down into 3 sections:
B.What is the likelyhood of having 22 frames to hold?
In all reality, the likelyhood of actually having a 22 frame active hold window is slim. When you are guarding an attack(string), or getting hit with a String of attacks, You have far less than 22 frames to hold your opponent's attacks. You have more like 1-12 frames(the standard amount of active frames for reversing attacks in most fighters) to hold, depending on the string of attacks you are trying to hold. The only time you have a 22 frame window at your disposal, is when you are at neutral. The idea that you can just use this 22 frame window to hold 100% of the time is a myth.
Skid Holding:
Skid Holding is when your character moves forward(by a meter), and then executes a Hold, essentially increasing your Hold range. This is done by your opponent doing an attack, and you holding(your hold being a Guaranteed Hold attempt). This moves your character forward, then into a Hold. If done correctly, it will appear as if your character magically Held the opponent from a much larger Hold range than they normally have.
Hold Manipulation:
Hold manipulation is the use of a hold to escape criticals (staggers/stuns), while giving you enough time to Block, crush, evade your opponents attack. This is effective when the holds duration is less than that of your opponents attacks recover:
Ex. 28(opponents attack recovery) - 28(Low Hold duration) = 0/Neutral
Ex. 23(opponents attack recovery) - 28(low Hold duration) = -5 disadvantage
The above allow you to block any of your opponent's attacks, however, throws are always guaranteed in this situation, even if you have frame advantage. The way the RPS system is built, throws have priority over holds.
Defensive Holds are grappling maneuvers that is used to reverse your opponent attacks. Unlike a reversal, Defensive Holds (DH) Does throw damage, Punished heavily, used within a stagger system to escape critical sitiations(also known as Critical Holds). These holds also have an active window of 22 frames with 8 frame recovery for high/mid holds and a 6 frame recovery for low holds. DH's can also be used offensively to bait/setup your opponent. Ex. Jann Lee Buffers
DH 22 frame Window:
A. As most of you may know, Doa4 DH's have a 22 frame active window. This window is broken down into 3 sections:
- Frames 1-4 <HIGH> 150% Revision
- Frames 5-12 <COUNTER> 125% Revision
- Frames 13-22 <HOLD> 100% Revision
B.What is the likelyhood of having 22 frames to hold?
In all reality, the likelyhood of actually having a 22 frame active hold window is slim. When you are guarding an attack(string), or getting hit with a String of attacks, You have far less than 22 frames to hold your opponent's attacks. You have more like 1-12 frames(the standard amount of active frames for reversing attacks in most fighters) to hold, depending on the string of attacks you are trying to hold. The only time you have a 22 frame window at your disposal, is when you are at neutral. The idea that you can just use this 22 frame window to hold 100% of the time is a myth.
Skid Holding:
Skid Holding is when your character moves forward(by a meter), and then executes a Hold, essentially increasing your Hold range. This is done by your opponent doing an attack, and you holding(your hold being a Guaranteed Hold attempt). This moves your character forward, then into a Hold. If done correctly, it will appear as if your character magically Held the opponent from a much larger Hold range than they normally have.
Hold Manipulation:
Hold manipulation is the use of a hold to escape criticals (staggers/stuns), while giving you enough time to Block, crush, evade your opponents attack. This is effective when the holds duration is less than that of your opponents attacks recover:
Ex. 28(opponents attack recovery) - 28(Low Hold duration) = 0/Neutral
Ex. 23(opponents attack recovery) - 28(low Hold duration) = -5 disadvantage
The above allow you to block any of your opponent's attacks, however, throws are always guaranteed in this situation, even if you have frame advantage. The way the RPS system is built, throws have priority over holds.