Help on how to defend properly in DOA5

HiguraShiki

Active Member
Hey guys, this probably sounds like a noob question, but what advice/strategy can you give me on defense in DOA5?
Usually in fighting games, defense tends to be what makes or breaks a player. Defense in my case is my (and probably most players) weakness. Specifically, I cannot react to low attacks, I usually end up getting grabbed, and when I do get grabbed I cannot seem to grab break (the normal breakable grabs). When I attempt to sidestep, I usually end up getting hit regardless, and my slow escape doesnt seem to be fast enough.
To the better players, how did you improve your defense, and what are things I should look for when under pressure by an aggressive player?
 

dawnbringer

Active Member
Hey guys, this probably sounds like a noob question, but what advice/strategy can you give me on defense in DOA5?

That's a deep topic, and not even sure where to start. OK, first, you cannot react to everything you may have to deal with. Some things are reactable only when anticipated. Many good low starters are slow enough to be blocked/dodged/countered on reaction when you anticipate them. Usual 2K is not usually blockable on reaction, but it does low damage and does not give advantage on normal hit. And if you need to block a string with possible low-hitting extension you prepare to these lows by recognizing string starter.

If you have a string that works great for breaking your defense try recording it and blocking it in training mode. You can team up with someone and try guard-sparring in online dojo.

Second, you cannot defend against everything when your opponent attacks from optimal range for their mix-ups. You need to maintain comfortable distance.
 

HiguraShiki

Active Member
Second, you cannot defend against everything when your opponent attacks from optimal range for their mix-ups. You need to maintain comfortable distance.
This is my biggest problem. Once I'm a certian distance away, I tend to get out poked. Any advice on this? I'm not really good at the whole range game thing and usually decent players arent stupid enough to fall for a SS, so they just use a tracking move instead.
 

MasterHavik

Well-Known Member
This is my biggest problem. Once I'm a certian distance away, I tend to get out poked. Any advice on this? I'm not really good at the whole range game thing and usually decent players arent stupid enough to fall for a SS, so they just use a tracking move instead.
use your tracking moves when you're at a distance.
 

MasterHavik

Well-Known Member
I usually end up whiffing these moves, and eating the poke anyway. Essentially why I am not good at the range game.
well sarah doesn't have a strong range game to begin with. And try to stay in the range the move can hit. Don't be too far away.
 

HiguraShiki

Active Member
well sarah doesn't have a strong range game to begin with. And try to stay in the range the move can hit. Don't be too far away.
Well, good enough advice. Now about the rest of the defensive game.
Slow escaping in the D-Pad really is a pain.... sigh...
 
I usually end up whiffing these moves, and eating the poke anyway. Essentially why I am not good at the range game.

Crush moves can also be considered a part of your defense. They avoid certain levels of attack while attacking. Spacing out, and letting them attack first, only to avoid their attack with a crushing attack should help in some situations. Keep in mind, sidestepping can be used after blocking the first couple of attacks up close.
 

HiguraShiki

Active Member
Crush moves can also be considered a part of your defense. They avoid certain levels of attack while attacking. Spacing out, and letting them attack first, only to avoid their attack with a crushing attack should help in some situations. Keep in mind, sidestepping can be used after blocking the first couple of attacks up close.
I do try sidestepping, still need to work on it since I end up eating the rest of the string anyways. But I do have a question, any tips on beating Hayate's 3H+K while on the ground?
 

Chaos

Well-Known Member
All those tatics that dawnbringer mention may work against people online but not so much when you're fighting against the cheating A.I.
because it will go ultimate Mortal Kombat 3 style on your ass & thats when you start to think hmmmm... Should I throw DOA5 disc in a oven or smash it with a hammer lol.
 

GrandMasterson

Active Member
Just block & punish

Seriously, for some reason most players don't like blocking in DoA5. I can't tell you how many ranked matches I've won just by blocking and punishing their unsafe moves. When I do this, they usually stop and then back away from me because they have no idea what to do

Sidestepping is not as useful as you would think, because almost every move has tracking properties and you'll just get hit anyway
 

Prince Adon

Best in the World!!!
Premium Donor
Blocking and SE is your best friend. Seriously, I don't understand how it can be so difficult to SE. All you have to do is do a 360 motion, or 77-33 on the D Pad/stick rapidly. Usually you can tell if the SE is successful by the animation. Though keep in mind if you're playing a good player and they hit you with a deep stun with a guaranteed follow up there is nothing you can do. Just work on SE and blocking. Blocking is great in this game when it works(I.E not lagging).
 

shinryu

Active Member
Just block & punish

Seriously, for some reason most players don't like blocking in DoA5. I can't tell you how many ranked matches I've won just by blocking and punishing their unsafe moves. When I do this, they usually stop and then back away from me because they have no idea what to do

Sidestepping is not as useful as you would think, because almost every move has tracking properties and you'll just get hit anyway

Please define "unsafe" in this context. I'm actually curious if you're having success punishing -6 stuff, say, or if we're talking about -21 low kicks or something. I can't reliably punish Helena online so I doubt it's the former.
 

GrandMasterson

Active Member
Please define "unsafe" in this context. I'm actually curious if you're having success punishing -6 stuff, say, or if we're talking about -21 low kicks or something. I can't reliably punish Helena online so I doubt it's the former.

You can really only "punish" something on -6 with a blockstring and get some pressure in, or go for a grab if you think they'll be blocking. They could, however, just go right back into trying to pressure you, where their strike will beat your grab.
 

Prince Adon

Best in the World!!!
Premium Donor
You can really only "punish" something on -6 with a blockstring and get some pressure in, or go for a grab if you think they'll be blocking. They could, however, just go right back into trying to pressure you, where their strike will beat your grab.

That don't really sound like punishing if you have to guess. Punishing is pretty much making your opponent pay for doing something unsafe that leaves them open. This sounds like they still have time to strike. Which is the problem online.
 

shinryu

Active Member
That don't really sound like punishing if you have to guess. Punishing is pretty much making your opponent pay for doing something unsafe that leaves them open. This sounds like they still have time to strike. Which is the problem online.

Exactly. -6 should be absolutely unsafe to at least grapplers, you should get a guaranteed command throw. That is what I was trying to get at. If you can't do that it's not really punishing.
 

SilverKhaos

Active Member
Just block & punish

Seriously, for some reason most players don't like blocking in DoA5. I can't tell you how many ranked matches I've won just by blocking and punishing their unsafe moves. When I do this, they usually stop and then back away from me because they have no idea what to do

Sidestepping is not as useful as you would think, because almost every move has tracking properties and you'll just get hit anyway

Agreed about sidesteps, it gets pretty ridiculous. Characters will even change direction in MID AIR to keep tracking you so you get hit while sidestepping. If most everything (that shouldn't) hits SS anyway, I don't really see much point in even putting it in. Unless the move explicitly swings horizontally, there's no reason it should hit someone doing a sidestep.
 

HiguraShiki

Active Member
Agreed about sidesteps, it gets pretty ridiculous. Characters will even change direction in MID AIR to keep tracking you so you get hit while sidestepping. If most everything (that shouldn't) hits SS anyway, I don't really see much point in even putting it in. Unless the move explicitly swings horizontally, there's no reason it should hit someone doing a sidestep.
I personally don't feel that is true. Even the hits that do track in mid air are step-able, they are just more difficult to step, since you literally have to do it at the last second before it hits you. Aside from that, I sidestep moves into TD with Mila all the time, and it works quite well.
 

dawnbringer

Active Member
Exactly. -6 should be absolutely unsafe to at least grapplers, you should get a guaranteed command throw. That is what I was trying to get at. If you can't do that it's not really punishing.

You can't punish -6 with 6-frame grab in this game. 6-frame grab becomes active only on 7th frame. It should be at least -7 for grab to connect guaranteed. Similar (not the same!) thing is with strike punishes.
 
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