Doa4.0 True Combos

virtuaPAI

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A 2 in1 in DOA means that when a certain hit connects the next is 100% guaranteed and cannot be blocked,held, or slow escaped. certain attacks become 2 in 1s when the opponents back is to the wall as the 2nd hit comes out too fast for them to slow escape or hold after the initial wall hit. for example.

Ein: on stunned or ch :3::K::K: becomes a 2 in 1 relaunch.

Kokoro: on normal hit or stunned or ch :6::K::P: is a 2 in 1 and its a LOW MOVE! a low starter that guarantees this on normal hit! and it does up to 35% depending in the kind of hit or electric/normal wall!

many more 2 in 1's like this in the game. will post more later, feel free to add to this thread.

Originally posted by Tom brady 1/5/06

-Kokoro have sick wall 2 in 1's with her sabaki's. When pressuring her opponent against the wall, and they do an high attack, :3::P:+:K: will knock her opponent into the wall, and guarantee either :P: or :6::P: follow up.

:P: follow up -Does 43pts of damage and result in a lift stun that is non Slow escapable

:6::P: follow up - Does 58 pts of damage and result in a wall slump stun.


- Tina's :3::K::K: is a wall 2 in 1 and it does 63pts on CB and 69 pts on HCB.
:7::P::P: is a wall 2 in 1 and does 55 pts on CB and 62 pts on HCB +places opponent in a stagger for more damage possibilities.
 

virtuaPAI

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-Ok, I used Ein's :3::K::K: , Kokoro's :6::K::P: and Tina's :3::K::K: for the test.

Ein

:3::K: = 14(2)26 = 27 recovery frames
:3::K:[:K:] = 17(2)26 = 18 hit frame

27-18 = 9 frames you cannot hold

Kokoro

:6::K: = 18(3)25 = 27 recovery frames
:6::K:[:P:] = 18(3)22 = 19 hit frame

27 -19 = 8 frames you cannot hold

Tina

:3::K: = 15(2)27 = 28 recovery frames
:3::K:[:K:] = 24(2)27 = 25 hit frames

28-25 = 3 frames you cannot hold

With all of that said, when you are against the wall, it seems you cannot hold/SE up to 9 frames, it may even be slightly more.

Tina

:3::3::K::P: - wall 2 in 1
:K::K: - wall 2 in 1:
:3::K::K: - Wall 2 in 1
:P::P:(nb) - 2 in 1
:P::P:[:P::P:]- 2 in 1 on crouching opponents
:3_::P::P: - 2 in 1 on crouching opponent + ground bounce.
:3::P::P: - 2 in 1 on crouching opponent
:6::P::P:(nb) uncounterable at a slight distance

It should be noted that wall 2 in 1's etc Can only be done either on normal blow, or Counter/ High Counter Blow. If a wall 2 in 1 etc is executed on a staggered/stunned opponent, the opponent will be able to hold out of it.
 
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