Topic since there isn't one. Possible max damage potential involving 236P fully charged from a bound near a wall + Unholdables
Here's a start of early tech that may be more situational here in 6 due to ground game changes and wake up, but can still apply if your opponent likes to stay on the ground near the wall and doesn't want to get up period.
So frame manipulation / meaties is obviously still present in DOA which you can get different advantages based on when the move actually lands for a certain move (active frames and the startup) after a get up for example, or general advantages. An example case here is Diego's (running shoulder) that's 19F (6) 27. The move when generally used landed on block is -2 however this can be different with frame manipulation (or in which case meaties), especially after forcing someone up and then inputting the shoulder. Here's what happens when the opponent decides to stay on the floor entirely and forcing them up into the shoulder:
If you perform regularly from no get up and the opponent blocks it, Diego is left at -2
> > grounded natural combo force tech leaves you +22. If you perform and the opponent blocks it, Diego is left at +1
> > grounded natural combo force tech leaves you +24. If you perform and the opponent blocks it, Diego is left at +3
Here's a video and also added conditioning situations if they choose to block or SS it via 4T.
What are the weaknesses to this? for start when the opponent is fully forced up, they have a window time on what to do next. They have the option to hold the shoulder or sidestep it since it doesn't track. Attacking would be the worst option for them since you are plus from the pseudo grounded combo force tech to begin with. This comes with disadvantages but can be useful depending on what type of player you'll come across. They can also get up from the first hit so you'll have to find a preparation on first hit situations as well (it's a lot of guess work on the ground, but putting it here just in case for anything). For the most part, situational because it can vary from opponent to opponent.
So how can you apply this in a real match? truthfully it all comes down to how your opponent plays out. Does he like to stay on the ground a lot near the wall? etc. For situations like this, an opponent would think the shoulder is -2 every single time and would likely attack and giving you a free CH against them without realizing you are left at +1 or +3 here. You can also condition someone to get up entirely when you find an attack setup that hits grounded and lands at that very small window time - next to impossible moment for when the player is able to input a wake up kick for 2P or 1P.
So frame manipulation / meaties is obviously still present in DOA which you can get different advantages based on when the move actually lands for a certain move (active frames and the startup) after a get up for example, or general advantages. An example case here is Diego's (running shoulder) that's 19F (6) 27. The move when generally used landed on block is -2 however this can be different with frame manipulation (or in which case meaties), especially after forcing someone up and then inputting the shoulder. Here's what happens when the opponent decides to stay on the floor entirely and forcing them up into the shoulder:
If you perform regularly from no get up and the opponent blocks it, Diego is left at -2
> > grounded natural combo force tech leaves you +22. If you perform and the opponent blocks it, Diego is left at +1
> > grounded natural combo force tech leaves you +24. If you perform and the opponent blocks it, Diego is left at +3
Here's a video and also added conditioning situations if they choose to block or SS it via 4T.
What are the weaknesses to this? for start when the opponent is fully forced up, they have a window time on what to do next. They have the option to hold the shoulder or sidestep it since it doesn't track. Attacking would be the worst option for them since you are plus from the pseudo grounded combo force tech to begin with. This comes with disadvantages but can be useful depending on what type of player you'll come across. They can also get up from the first hit so you'll have to find a preparation on first hit situations as well (it's a lot of guess work on the ground, but putting it here just in case for anything). For the most part, situational because it can vary from opponent to opponent.
So how can you apply this in a real match? truthfully it all comes down to how your opponent plays out. Does he like to stay on the ground a lot near the wall? etc. For situations like this, an opponent would think the shoulder is -2 every single time and would likely attack and giving you a free CH against them without realizing you are left at +1 or +3 here. You can also condition someone to get up entirely when you find an attack setup that hits grounded and lands at that very small window time - next to impossible moment for when the player is able to input a wake up kick for 2P or 1P.
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