Divert Holds(aka Parries)

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Divert holds are holds that do minimal to no damage, while placing your opponent in a position that will allow you to do more damage. Here are the characters so far that have set up holds and parries:

Kasumi

:9 :f high parry :p and :k
:3 :f Mid Parry :p and :k
* she recieves no type of frame advantage from these parries except for the frames it take to turn around.and your opponent may not even turn around and may just crouch. *Unlike Previous Doa games, she have two canned followups.

:6 :f mid hold :k launcher- she recieves 30 pts off the bat and She can get well over the max of 60pts(with a juggle) that a Hold can produce, however, for good amount of Extra damage, she needs that high counter.

:1 :f Low hold :k launcher- she recieves 30 pts off the bat and She can get well over the max of 60pts(with a juggle) that a Hold can produce, however, for good amount of Extra damage, she needs that high counter.

Hayabusa

:7 :f High hold :p - He recieves 30 pts off the bat, He can do over the max of 60 pts with this launhing hold by doing a juggle.

:4 :f Mid hold :p- He recieves 30 pts off the bat, but Its better to just Do the regular Izuna Drop
:1 :f Low hold :p -He recieves 30 pts off the bat, He can do over the max of 60 pts with this lauching hold by doing a juggle.

Kokoro

:6 :f Mid hold Jumping :k launcher- she gets 30 pts off the bat, she can go past the max of 60pts when used with a juggle, even more damage is tacked on when opponent is knocked against the wall or through a stage break.

:7 :f High hold :k launcher -she gets 30 pts off the bat, she can go past the max of 60pts when used with a juggle, even more damage is tacked on when opponent is knocked against the wall or through a stage break.

:7:P High :p/:k sabaki - Forces a mixup where your opponent can both SE and Hold.

:3:P:+:K High :p/:k sabaki - Forces a mixup where your opponent can both SE and Hold.

Hitomi

:6 :f Mid hold :k launcher- she gets 30 pts off the bat, she can go past the max of 60pts when used with a juggle, but more damage is tacked on when opponent is knocked against the wall or through a stage break.

:1 :f - Low hold :k- She gets 30 pts off the bat, She recieves a 5 frame advantage, but thats only enough to Force a mixup, she has no guaranteed attack from this set up.

:9 :f High/mid parry :p + 7 frame advantage- thats enough Force a mixup, she has no guaranteed attack from this set up.

Eliot

:9 :f High parry :p and :K + 20 frame advantage- thats enough to guarantee an attack, and a launcher is possible.


:3 :f Mid parry :p and :K + 20 frame advantage- thats enough thats enough to guarantee an attack, and a launcher is possible.


:7:p High :p/:k sabaki - Forces a mixup where your opponent can both SE and Hold.


Gen Fu

:9 :f High parry :p + 16 frame advantage, thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

:9 :f High parry :k + 17 frame advantage, thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

:3 :f Mid parry :p + 16 frame advantage, thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

:3 :f Mid parry :k + 17 frame advantage, thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

Jann Lee

:7 :f High hold :k he recieves 33 points off the bat,+24 frame advantage thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

:4 :f Mid Hold :p he recieves 26 points off the bat +24 frame advantage thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

Lei Fang

:6 :f Mid hold :k- +5 frame advantage- she can only force a mixup.

:4 :6 :f advanced Mid hold :k. She gets 40pts off the bat +5 frame advantage. she can only force a mixup.

:9 :f High Parry :p and :k + 20, frame advantage thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

:3 :f Mid Pary :p and :k + 20, frame advantage thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

:7 :f BT High Parry :p and :k + 20, frame advantage thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

:1 :f BT Mid Pary :p and :k + 20, frame advantage thats enough to guarantee an attack, and a launcher is possible, however, when done against the wall, a wall crumple is possible which may lead to alot more damage.

:4:4:p High :p/:k sabaki - Forces a mixup where your opponent can both SE and Hold.

:2:3:6:p High :p/:k sabaki - Forces a mixup where your opponent can both SE and Hold.

:6:p:+:K High :p/:k sabaki - Forces a mixup where your opponent can both SE and Hold.

Christie

:1 :f low hold :p She receives 10pts off the bat and launches her opponent. She can get over the 60pt max normal holds do.

Hayate

:6 :f Mid hold :k He recieves 30pts off the bat and it launches, it can go past the 60pt max of regular holds.

:6 :f Jumping Mid hold :k He recieves 35pts off the bat and it launches, it can go past the 60pt max of regular holds.

Ayane

:6 :f Mid hold :k she recieves 30pts off the bat and it launches, it can go past the 60pt max of regular holds.

Zack

:6 :f Jumping Mid hold :k he recieves 30pts off the bat and it launches, it can go past the 60pt max of regular holds.

Helena

:6 :f Jumping Mid hold :k she recieves 36pts off the bat and it launches, it can go past the 60pt max of regular holds.

Bayman

:9 :f High Parry :p and :K: +7 and the opponent is BT if a high punch is parried/+10 if a high kick is parried. The high parry does 25 damage and the frame advantage is enough to force a mixup; he has no guaranteed attack from this set up.

:3 :f Mid Parry :p and :k +6 and the opponent is BT if a mid punch is parried/+10 if a high kick is parried. The mid parry does 20 damage for the punch and 25 damage for the mid kick, and the frame advantage is enough to force a mixup; he has no guaranteed attack from this set up.

:7 :f BT High Parry :p and :k +7 and the opponent is BT if a high punch is parried/+10 if a high kick is parried. The high parry does 25 damage and the frame advantage is enough to force a mixup; he has no guaranteed attack from this set up.

:1 :f BT Mid Parry :p and :k +6 and the opponent is BT if a mid punch is parried/+10 if a high kick is parried. The mid parry does 20 damage for the punch and 25 damage for the mid kick, and the frame advantage is enough to force a mixup; he has no guaranteed attack from this set up.
 
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