Defensive Holds

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
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 :4:6:p 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:
  • 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.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
There is a 4 point system used in doa4. The separation of holding between a mid kick and mid punch is the most one of the most dramatic change to the hold system(when 1st introduced in doa2). The majority of attacks in the DOA games are mid punches and mid kicks. This separation force players to not only know the hit level, but whether the attack is a mid kick or punch. The commands for Defensive holds are:
  • High attacks: :7 :f
  • Mid Punch: :4 :f
  • Mid kicks: :6 :f
  • Low attacks: :1 :f

Hold Types:

When you talk about reversals in other fighters, you will find that the majority of reversals have one basic function, and that is to reverse your opponents attack which results in a knock down. In Doa4, there are more types of holds such as:

Launching Holds:

These are holds that launch(or slam) your opponent into the air. The initial hold does less damage than a standard hold, but can be followed up with a Juggle. Ex: :ka Mid kick hold :6 :f

Environmental Holds:

These are holds that interact with an environmental obstacle. This can result in your opponent going through a stage break, a partition, a ceiling, or simply hitting the wall which result in a knockdown. Ex: :ti mid punch hold :4 :f

Knockdown Holds:

These are holds that result in your opponent getting knocked down to the ground, which leads into the ground game. Ex: :kok mid punch hold :4 :f

Multi-Throw Holds:

These are holds that lead into multi throws, or multiple throw ~ attack combinations. Ex: :ba mid kick hold :6 :f ~ :2 :f

Knockback holds:

These are holds that knock your opponent away from you. These holds also produce environmental interaction. Ex: :ei low kick hold :1 :f

Set up holds + Advanced Holds:

Set up holds in DOA, are the equivalent of parries, however, nothing is guaranteed. A successful Set up hold produces a small stun that is escapable only with a Defensive hold. Using a hold during this situation extends the stun from a medium disadvantage to a large disadvantage.

The commands for set up holds are:
  • High Set up hold (Parries) Up ForwardFree Button
  • Mid set up hold (Parries) Down forwardFree Button

    While Back turned:
  • High attacks Up BackFree Button
  • Mid attacks Down BackFree Button

Advanced defensive holds have double direction commands compared to a standard defensive hold. These holds do more damage for the extra effort needed to execute them. The commands for Advanced Defensive holds are:
  • High Punches :6 :7 :f
  • High Kicks :4 :9 :f
  • Mid Punches :6 :4 :f
  • Mid Kicks :4 :6 :f
  • Low Punches :6 :1 :f
  • Low Kicks :4 :3 :f

Sabaki: Deflecting attacks

Doa4 introduces Sabakis into the series. A technique introduced first in vf4. Unlike the Sabakis in Vf4, The sabaki's in Doa4 can always be high counter thrown during the holding portion of the sabaki (sabakis in doa4 are broken down into hold/attack), and once successful the sabaki will cause a critical hit (stagger). Sabakis are attacks with Defensive hold properties. Ex: :lf :6 :pkick

Defensive Hold Modifiers (hold Window):

Defensive hold on average is 0/22/8 with the exception of Back turned parries being 3/22/8, low DH being 0/22/5 and sabakis having their own individual execution and hit detection frames. For those holds with a 22 frame hit detection, that hit detection is broken down into 3 sections:

Hold: This is a maneuver that reverse your opponents attack. When an attack is held in the end of the hold active frames (Frames 12-22 out of 22 frame hold window), 100% damage revision is given. In stun, the damage is scaled back to 80%.

Counter Hold: This is a maneuver that reverse your opponents attack. When an attack is held in the middle of the hold active frames (Frames 5-11 out of 22 frame hold window), 120% Damage revision is given. In stun, the damage is scaled back to 100% damage revision.

High Counter Hold: This is a maneuver that reverse your opponents attack. When an attack is held in the beginning of the hold active frames (Frames 1-4 out of 22 frame hold window), 150% Damage revision is given. In stun, the damage is scaled back to 120% damage revision.

A hold is more than a Reversal:
  • Low DH- The more you become familiar with holds, you will start to see holds have a broader usage than that of your standard reversal. One of these usages is the ability to avoid high throws/attacks with a low DH as well as Hold low attacks. On average, a low DH allow you to get a free counter throw from a whiffed throw, or modest frame advantage when a high attacks whiffs.
  • Baiting- Baiting is also a plausible function of holds. Any well versed player will tell you to punish a hold with a throw. Often times, you will see a player whiff holds on purpose (sometimea multiple hold attempts back to back) to get you to try and throw him. Once you make the attempt to throw, you are hit with a high counter blow attack.
  • Stagger escape- You can escape the majority of front facing staggers with a DH. You cannot hold out of some front facing staggers, and all Back turned staggers.

Doa4 Master File: Hold Ranking

Character/HP/HK/MP/MK/LP/LK/JP/JK/Overall damage

1. Bayman 60/60/60/60/60/60/65/65/ =61.0(+ advanced holds)
1. Lei Fang 58/58/58/5/58/58/63/63/ =48.4(+ advanced holds)
3. Kasumi 52/52/52/78/52/64/57/57/ =59.9(+6) = 65.1
4. Gen Fu 55/55/55/55/55/55/60/67/ = 56.7(+6) = 62.7
5. Hayabusa 75/52/75/52/75/52/57/57 =62.2
6. Spartan 60/60/60/63/60/60/65/65/ = 61.6
7. Helena 60/60/60/60/60/60/65//67/ =61.2
8. Leon 60/60/60/60/60/60/65/65/ = 61
8. Tengu 60/60/60/60/60/60/65/65/ = 61
8. Brad Wong 60/60/60/60/60/60/65/65/ = 61
8. La Mariposa 60/60/60/60/60/60/65/65/ =61
12.:Ayane 55/55/55/78/55/55/60/60/ =60.6
12.Bass 60/60/60/58/60/60/65/65/ =60.6
14.hayate 55/55/55/70/55/55/60/73/ = 60.5
15.Tina 60/55/60/55/60/60/65/65/ =59.5
16.Hitomi 55/55/55/70/55/35/60/60 =56.0(+3) =59.0
17.Eliot 60/60/35/35/60/60/65/65/= 51.0(+6) = 57.0
18.Kokoro 55/62/55/55/55/55/60/55 = 56.2
19.Ein55/55/55/55/55/55/60/60/ =56
20. Zack 55/55/55/55/55/55/60/58/ =55.8
21. Jann Lee 55/57/50/55/55/55/60/60/ =55.2
22. Christie 52/52/52/52/57/52/58/58 = 53.7

*Thank you viper excess for helping me recover the data
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top