DOA have something called 3rd level yomi. This basically means that for each option that the opponent has, there is a counter option that you can use. For each counter option that you have, there is an appropriate counter for that that the opponent may use.
Some people feel that DOA in all forms does not have this. To illustrate this aspect of DOA, I give you this chart of options and counters. It illustrates the appropriate action, and counter-action, to each basic thing that can be done in this game.
TC is tech crouch, TJ is tech jump, and CD is crouch dash.
.Attack..............|...Counter-options...
-------------------+-----------------------
.High/mid block..| High throw
........................| Low move
........................| Guard crush (DOA3)
.Low block.........| Force crouch move
........................| Low throw
........................| Mid floater
........................| Mid NH limbo stun
.High hold..........| High throw
........................| Mid floater
........................| Mid limbo stun
.Mid punch hold..| High throw
........................| High floater
........................| Mid kick floater
........................| Mid kick limbo stun
.Mid kick hold.....| High throw
........................| High floater
........................| Mid punch floater
........................| Mid punch limbo stun
.High throw........| Floater
........................| Limbo stun
.Low throw.........| Mid floater
........................| Mid limbo stun
.Basic
or :K OR.| High hold
...very fast highs| Tech crouch move
........................| Crouch dash attack
.Non-basic highs.| Basic
or :K
........................| Fast high
........................| Mid poke
........................| High hold
........................| CD attack
.Mid poke..........| Mid
or :K hold
........................| Basic
or :K
........................| Fast high
........................| Mid
/:k hold
.Mid floater OR...| Basic
or :K
...mid limbo stun| Fast high
........................| Mid poke
........................| Mid punch/kick hold
.Low move.........| Tech jump move
........................| Low hold
.TC move..........| Mid poke
........................| Hold
.TJ move...........| Strong CH floater
.CD move..........| Mid poke
........................| Low move
.Guard Crush.....| Hold
...(DOA3)...........|
From this chart, you can derive each move's counter-option, and how to counter their counter options.
each option typically has several options that can defeat it. So, if you read the chart, it goes like this. High/mid block loses to high throw, which loses to strong CH launcher/limbo stun, which loses to block (which can be throw punished). There's a basic yomi set that is level 3.
Now, here's a more complicated scenario coming from high/mid block.
High/mid block loses to low move, which loses to tech jump, which loses to strong CH launcher, which loses to jabs, which loses to high hold, which loses to high throw, which loses to strong CH launcher/limbo stun, which loses to block (can be throw punished). That's a lot of layers... layer 7 of yomi to be exact.
DOA games, depending on the options used, can go from anywhere from layer 3 to upwards to layer 7 and up.
Originally written by Dan Hibiki
Some people feel that DOA in all forms does not have this. To illustrate this aspect of DOA, I give you this chart of options and counters. It illustrates the appropriate action, and counter-action, to each basic thing that can be done in this game.
TC is tech crouch, TJ is tech jump, and CD is crouch dash.
.Attack..............|...Counter-options...
-------------------+-----------------------
.High/mid block..| High throw
........................| Low move
........................| Guard crush (DOA3)
.Low block.........| Force crouch move
........................| Low throw
........................| Mid floater
........................| Mid NH limbo stun
.High hold..........| High throw
........................| Mid floater
........................| Mid limbo stun
.Mid punch hold..| High throw
........................| High floater
........................| Mid kick floater
........................| Mid kick limbo stun
.Mid kick hold.....| High throw
........................| High floater
........................| Mid punch floater
........................| Mid punch limbo stun
.High throw........| Floater
........................| Limbo stun
.Low throw.........| Mid floater
........................| Mid limbo stun
.Basic
...very fast highs| Tech crouch move
........................| Crouch dash attack
.Non-basic highs.| Basic
........................| Fast high
........................| Mid poke
........................| High hold
........................| CD attack
.Mid poke..........| Mid
........................| Basic
........................| Fast high
........................| Mid
.Mid floater OR...| Basic
...mid limbo stun| Fast high
........................| Mid poke
........................| Mid punch/kick hold
.Low move.........| Tech jump move
........................| Low hold
.TC move..........| Mid poke
........................| Hold
.TJ move...........| Strong CH floater
.CD move..........| Mid poke
........................| Low move
.Guard Crush.....| Hold
...(DOA3)...........|
From this chart, you can derive each move's counter-option, and how to counter their counter options.
each option typically has several options that can defeat it. So, if you read the chart, it goes like this. High/mid block loses to high throw, which loses to strong CH launcher/limbo stun, which loses to block (which can be throw punished). There's a basic yomi set that is level 3.
Now, here's a more complicated scenario coming from high/mid block.
High/mid block loses to low move, which loses to tech jump, which loses to strong CH launcher, which loses to jabs, which loses to high hold, which loses to high throw, which loses to strong CH launcher/limbo stun, which loses to block (can be throw punished). That's a lot of layers... layer 7 of yomi to be exact.
DOA games, depending on the options used, can go from anywhere from layer 3 to upwards to layer 7 and up.
Originally written by Dan Hibiki