Lmao, well I mean I wouldn't expect anything less from someone who's Ggod tier.
Ha ha. Nice.
Lmao, well I mean I wouldn't expect anything less from someone who's Ggod tier.
I'm sorry? most of his strings link to PPP, PPK, or PP2P.
Ah ok I see where you're going now. I wrote that down but overlooked it, anyway that explains whyThe PP string is simply his jab/reverse string that every other character has, don't be fooled because it ends the same way as seven other strings. Rather, most of his strings link into his 6p(p). The differences in the strings are small, but important to know. For example, his 6p will allow combo opportunities in open space against heavyweight characters that won't work against anyone else.
Yeah, his punch strings are very lenient and easy to sidestep. Histracks, but in DOA4 it was only safe from max range, but still has slow start up unlike Lei Fang's kk. His only good tracking move that I can think of is 8F+K. In DOA4 it didn't have much purpose, but it did put opponents in a stun stagger. There's no telling if he has gained any new tracking moves for the moment though.
I actually think it's one of his best.
- Has a followup most people won't see coming.
- Gained a new high followup that launches.
- Allows for low juggles when pp and 6p won't hit the opponent.
- It's main use is probably that you can force tech your opponent with it, and when done so 1k and 6p+k become uncounterable.
- Because it hits twice it allows you to gamble and reach stun threshold quicker. In turn it also allows for untechable set-ups to be reached quicker as well, particularly those on heavy characters that require several hits first.
- Has a pretty great hitbox. If you ever wanted to break a wake-up kick in doa4 this was the move to use, as it could break all 3 options.
I actually think it's one of his best.
- Has a followup most people won't see coming.
- Gained a new high followup that launches.
- Allows for low juggles when pp and 6p won't hit the opponent.
- It's main use is probably that you can force tech your opponent with it, and when done so 1k and 6p+k become uncounterable.
- Because it hits twice it allows you to gamble and reach stun threshold quicker. In turn it also allows for untechable set-ups to be reached quicker as well, particularly those on heavy characters that require several hits first.
- Has a pretty great hitbox. If you ever wanted to break a wake-up kick in doa4 this was the move to use, as it could break all 3 options.
2P+KP, the 2P+K is literally a high punch and mid kick at the same iframe, and the second punch is just a good knock back.What were you referring to?
Wow I never knew It was that good. The counter system always screwed me over...but now that I think about it, against blockers, it would hit a ducker which is really good... As far as safeness goes, on block, is it safe?
I was wondering where it went. Cool.It's confirmed Eliot's sabaki is still in the game. The command has changed to 214p.
anyone know if he gets anything guaranteed from his mid holds, low throw that leave opponents back turned or his 214F+P grab. I assume his i9 frame would at least be guaranteed but not sure if the range of it can reach that far after those moves
anyone know if he gets anything guaranteed from his mid holds, low throw that leave opponents back turned or his 214F+P grab.
Didn't Genfu have 2 similar grabs to those, and did he get anything off of his? Also, are 214F+P and F+P breakable?Scrubs do not SE, for many of reasons I will not go into here. They will come out of both of those situations pressing buttons or holding, and possibly blocking. So just going for a super launcher throw will get you blown up unless you pin point their patterns. Good luck with that because a scrub does not have a logical way of dealing with either situation.
214H+P is a nice grab but why go for it when it setups nothing? Stick with his launching throw or his 4H+P. As far as his low grab goes, players will have to find tactics that suits them best. His low throw is still a 50/50.
I guess that's the upside to them, but the damage isn't anything to be proud about, last time I checked in DOA4, but Idk about now.Yeah he has or had the same problem, I don't know how he is now. No, neither grab can be broken from either character. Only neutral and some chain throws can be broken. Everything else is unbreakable.
I haven't seen his old 1P+K string used at all, so I'm inclined to believe it's gone. That would be really disappointing as it was one of his top 5 moves in doa4. I think the new 1P+K is a critical burst, no?