Let's discuss the new 46P string ender.

Belinea

Active Member
So what's everyone opinion on this new (old) move? Here's my take:

Pro:
  • Is his strongest juggle finisher. Does 3 points more damage than using the K option.
  • The only safe attack he has at the end of his strings.
  • Knocks back the opponent and let's Eliot play the closing distance game - A game he excels at by using 66p, 66p+k, 6f+k, 236k, 236p, and 46p itself.
  • In a juggle, if you mess up the input, chances are you will still get the regular P to come out.
  • It's pretty much always an option for Eliot, in that he can do it out of at least 9 strings.
Cons:
  • Somewhat tricky to pull off.
  • Quite slow. Seems like it could be interrupted quite easily.
  • Doesn't add much to his mix-up game. Already has a middle punch option.

As for executing it, I find it quite easy if I remove my thumb from the d-pad altogether until the second punch, then after I input it as fast as possible. Seems to work for me, and i'm starting to develop a consistency with it.
 

DontForkWitMe

Well-Known Member
i found it too difficult to pull off consistently(especially online) and it only works as a juggle ender on light weights any way so i don't even bother using it much. the 3PPPK/4PPPPK/PPK/6PPK options are the perfect middleground for me; it may do 3points less damage but at least i know it'll connect 100% of the time unlike 46p. it seems more useful in non-juggles but with virtually everyone constantly spamming mid punch counters whenever i start one of his strings i'd rather just free cancel into 236h+p and get the hi-counter throw damage into bnb juggle
 

DR2K

Well-Known Member
Yeah that move was incredibly difficult to pull off in sparring. Then again almost all reverse direction moves are more difficult to input than DOA4. I'm hoping a patch addresses this.
 

Instant3p

Member
I can get this move to come out consistently, offline and online. I Just input it fast after the third punch connects. It's a combo ender you can do on mid weights if you do :6::P::P::P:;:4::6::P:
 

DontForkWitMe

Well-Known Member
alright pretty much figured how to do it consistently now. instead of pressing the string fast like the other enders; you have to time each punch rhythmically then 46p so instead of 3ppp46p do 3p.p.p.46p doing a slight pause inbetween each punch. much more successful doing it this way
 

TakedaZX

Well-Known Member
alright pretty much figured how to do it consistently now. instead of pressing the string fast like the other enders; you have to time each punch rhythmically then 46p so instead of 3ppp46p do 3p.p.p.46p doing a slight pause inbetween each punch. much more successful doing it this way
Yea exactly. I found that to be the best decision but even still, it seems more consistent for me after the patch, in all of the strings
When the animation of 6pp comes out, that's when you input 46p. It should come out with no problem. I talk about it a little here in the guard break sectionhttp://www.doaworld.com/forums/index.php?/topic/3933-eliot-apprentice-of-the-iron-fist-guide/

Since he's at -3, you can frame trap afterwards with 7p. It'll stuff anything thats higher than i12.
Thanks for this. Gave me a bit more insight.
 

Muttoza

New Member
As for the :4::6::P: execution at the end of a string, I have found that you can buffer the whole string straight away, EXCEPT for the final move - this one has to be timed with the moment of the actual :4::6::P: execution. So in juggles I usualy just instantly input the :3::P::P::P: part, and then pause to time the :4::6::P: input with the animation. This has been the most successful way for me so far, very reliable once I got the timing right.
 

TakedaZX

Well-Known Member
Here's the full list of the strings that it can come off of if you don't know all of them:

:P::P::4::6::P:
:6::P::P::4::6::P:
:9::P::P::P::4::6::P:
:3::P::P::P::4::6::P:
:4::P::P::P::P::4::6::P:
:1::P::P::P::P::P::4::6::P:

:6::6::P::4::6::P:

:P+K::P::4::6::P:
*:P+K::P::P::P::P::4::6::P:
:2::P+K::4::6::P:

*BT :P::P::4::6::P:
*BT :P+K::P::P::P::4::6::P:

Almost hit the nail on the head with 9, but considering the three asterisked strings aren't very practical, it might as well be 9. I'm starting to also believe there's a small window not just before, but after that will change it to the regular p ender.

I wish you could also get it from :1::K::P:, since i find that string useful.
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
How did I not see this thread. Going blind in my old age. This 46p ender is going to give me arthritis. I want to kick eliot in the crotch because of this move. If anyone has anything to add to this thread, I am all ears.
 

David Gregg

Well-Known Member
How did I not see this thread. Going blind in my old age. This 46p ender is going to give me arthritis. I want to kick eliot in the crotch because of this move. If anyone has anything to add to this thread, I am all ears.

It sounds to me like it's less of an execution problem (meaning you can pull off 46P) and more of when you input it amidst a long combo. If worse comes to worse look at the bottom of your screen to see if you're inputting the right commands. For example, if it's his 4PPPP46P make sure you're inputting four punches (no more no less) before you try 46P.
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
Okay, I finally figured out how to do the :4::6::P: ender cosistently.

Thanks to the suggestion of Pringlestaken from gamefaqs of all places!

I'll only be talking about the three strings that are in his combo challenges that involve the :4::6::P: ender. I'm sure this can be applied to the other combos that end in :4::6::P: as well.

:P::P::4::6::P:
:6::P::P::4::6::P:
:3::P::P::P::4::6::P:

All you have to do is input the :4: :6::P: during the "active" frames of the last :P: in the combo string. You may be able to input :4: a frame or two earlier but the important part is that you press :6::P: during the active frames of the last :P:. What makes the move challenging is that the last :P: only has 2 "active" frames. I think that the move should have read something like ":6::P: while hitting :P:" along the lines of an Akira combo.

Whew! Once I got this down, his challenges were a breeze! I hope this is helpful to those who are going for the challenges (gotta be one or two of us right!) or others learning Eliot.

Now off to the Gen Fu forums to ask about that final Gen combo that I forgot about!
 

Tones

Well-Known Member
Premium Donor
dada-dada is the rhythm.
pp-46 is the notation of the rhythm.
The rhythm is the same as how the pp lands (listen to it hitting)
6 and p are pressed at the same time, ensure this by continuing to hold 6 after last punch lands.

Use 7p more against characters who have 13 frame mids.
Other than that you can just p string.
If they jab out of it, just block or crush.
 
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