Okizeme general discussion

shinryu

Active Member
I posted a Tina specific thread on this, but I think it's an interesting enough subject for general discussion, so I'd like to ask: how best to play the okizeme game in doa5? It's very different from Tekken and sort of similar to VF, but I have a lot more hard info on how to make things work in VF I don't really have for this game. So:

Vs Hard Knockdown: Rising kicks seem like a terrible idea in this game. In VF one had to set up certain knockdowns to force linear rising kicks, which could then be evaded or crushed more easily. In this game, it looks like holds on reaction do that job regardless. In particular, it seems like the grapplers are well set up to take advantage of this: Tina, Bayman, and Bass all have advanced mid kick holds, with Tina's in particular leading to a nasty situation. Bayman of course has the advanced low kick hold as well. Leifang can do the same thing, and Mila also can play this game pretty well (as her mid kick hold gets her into mount and I think that her low kick hold is the one that guarantees side control, though it might be the one that gives a bounce combo, not sure). So is this generally the optimal response? Low kicks are additionally crushable but mid kicks aren't and that may be more advantageous for some characters. Also, I don't know if the frames on block for either kick make them safe or not, but for a grappler it may not even be worth going for the low counter but going for the low throw.

Given this, and absent special wakeup attacks, it seems like a good player is usually going to want to just get up safely with pressing G, so: how much frame advantage do you have vs. the wakeup? Does it matter how they get up? I know there's a brief invincibility window, but I assume if you time your active frames to hit as it ends you effectively can land whatever you want, so I suppose the question is then how long that window is?

Vs Tech Roll: Basically the same question as above. This is going to be tech specific in many cases (e.g. Tina's actually at something like -15 if you tech after a Shining Wizard), but generally assuming you have advantage after a teched knockdown is it the same basic situation as a standard wakeup from hard knockdown? I've seen some odd things against some techs where it almost looks like you can arrange to suck opponents into some moves (I managed to vaccuum the CPU into a Tina 8f+p on a tech roll and it was bizarre looking; didn't mean to do it); is that more of a lucky/glitchy thing or are there setups?

Finally, in general, are the unholdable setups from forced techs gone? I didn't play Doa4 long enough to care about those. If they're still an option in this game it's worth knowing about. I haven't found anything myself, for what it's worth. But some people know the engine way better than I do obviously.
 

Tones

Well-Known Member
Premium Donor
Low get up kicks are also throw punishable if you block them close enough (-10 on block, which means Low OHs should land, on that note Lisa can deal 85-111 from her low OH). Some characters can also whiff punish wake up kicks (EG Lisa's 236p).

Yes they can counter from forced get ups, only if the attack lands though.

Laying there and threatening the wake up kick is sometimes the best option.
 

Valentine

New Member
Laying there and threatening the wake up kick is sometimes the best option.

I've found that this is one of the safest options when an opponent is at range, despite the instinct to do a wake-up kick. With that said, I've seen certain characters whose 8P+K is very generous. I've been hit with it both early tech-roll and at (what seems like) very late into the wake-up kick animation. Though, the latter may just be bias at getting hit with the attack.
 

Tones

Well-Known Member
Premium Donor
Using ground attacks "very generously" doesn't work for me offline. Stills, you may be able to force tech rolls with it.
 

Valentine

New Member
Sorry - I wasn't clear. When I said "generous" I meant the window with which certain characters can us 8P+K on a downed opponent. I wasn't implying that people spam it (quite the opposite in fact.) I've found myself trying to tech out of being downed or using a wake-up and still being hit with the attack. In particular, a friend of mine using Lei Fang seems able to use her 8P+K immediately and I have no reaction time for it.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
You can use uramawari, which are attacks that will jump over a knocked downed opponent while in the initial frames of their wake up attack to get back turned advantage. There are also times :2::K:/:P: or :8::P::+::K: ground attacks will stomp on an opponent who attempts to do a rising attack. You will also find that the way you get up will either put you in danger, or put you into a safety zone. Often times, teching towards the opponent will lead you into getting ground stomped.
 

shinryu

Active Member
You can use uramawari, which are attacks that will jump over a knocked downed opponent while in the initial frames of their wake up attack to get back turned advantage. There are also times :2::K:/:P: or :8::P::+::K: ground attacks will stomp on an opponent who attempts to do a rising attack. You will also find that the way you get up will either put you in danger, or put you into a safety zone. Often times, teching towards the opponent will lead you into getting ground stomped.

Any specific examples of the uramawari attacks? Do all characters have these? It seems like mid rising kick will generally stuff most things I try with who I play (Tina 3p+k, Mila 9p). I know you can hop the low kicks pretty effectively a number of ways but the mid kick pretty much seems to be built to be countered and nothing else, which makes me just want to crouch in front of the opponent and wait for the most part. If these will work against mid kicks as well that would be a great additional option to have.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
Tina's :4::P:+:K::F:, (kasumi and lisa versions) and Leifangs :6::F:+:K: all jump over a grounded player and allow you to get Back turned advantage after a rising attack.
 

shinryu

Active Member
I've been trying to work this into my game (thanks, by the way) but this is very hard to use, seems like. It doesn't seem like you can wait to start at least Tina's version until after you've seen the wakeup kick initiate so it's a total guess, and even when I guess right and it comes off it doesn't seem like I have any advantage (I'd like to think a totally whiffed wakeup kick would be throw punishable, but nope hey elbow to the face). Could just be the online, I guess.

Two quick rising kick questions, on that subject:

1) Anyone have the frames on the mid rising kick on block handy? Again, can't imagine it wouldn't be throw punishable, but never seems to work for me.

2) Are they considered crouching during both kicks? That might explain the whiffing as well.
 

Scornwell

Active Member
I've been trying to work this into my game (thanks, by the way) but this is very hard to use, seems like. It doesn't seem like you can wait to start at least Tina's version until after you've seen the wakeup kick initiate so it's a total guess, and even when I guess right and it comes off it doesn't seem like I have any advantage (I'd like to think a totally whiffed wakeup kick would be throw punishable, but nope hey elbow to the face). Could just be the online, I guess.

Two quick rising kick questions, on that subject:

1) Anyone have the frames on the mid rising kick on block handy? Again, can't imagine it wouldn't be throw punishable, but never seems to work for me.

2) Are they considered crouching during both kicks? That might explain the whiffing as well.
Uwaramari attacks generally don't work as well as they did in DOA4, the exception being Kasumi and Ayane. The frame window for the attack must be executed JUST before the opponent enters the kick animation or the kick will track. Try throw punishing depending on the hit level of the kick if you manage to behind an opponent.

1. The frame info for the mid rising kick on block is -6, so in other words safe.

2. Only the low kick is crouching, but the mid kick is funny about this. The mid kick pushes an opponent far enough away on block that they are out of throw range. Strikes whiff against both low and mid during the intiation of the animation, I guess you could call it invulnerability, and appear to whiff.
 

Kiku

New Member
Laying there and threatening the wake up kick is sometimes the best option.
Yeah, especially against unexperienced players or casual. Just wait for 2 or 3 seconds and they will start to mash out a string, which will then be punished by a wake up mid kick.
 

Drake Aldan

Well-Known Member
Are you supposed to be holding wakeup kicks on reaction? I haven't really been trying to do it.

After I get a knockdown, I've been backing off and whiff punishing the wakeup kicks... I don't know how I'm supposed to keep the pressure on. Is it supposed to be a combination of holds and "down attacks"?
 

shinryu

Active Member
Uwaramari attacks generally don't work as well as they did in DOA4, the exception being Kasumi and Ayane. The frame window for the attack must be executed JUST before the opponent enters the kick animation or the kick will track. Try throw punishing depending on the hit level of the kick if you manage to behind an opponent.

1. The frame info for the mid rising kick on block is -6, so in other words safe.

2. Only the low kick is crouching, but the mid kick is funny about this. The mid kick pushes an opponent far enough away on block that they are out of throw range. Strikes whiff against both low and mid during the intiation of the animation, I guess you could call it invulnerability, and appear to whiff.

Well of course Kasumi and Ayane are the exception. Jesus. Well, that explains why I'm just getting butchered trying to do anything with Tina. I had been trying to get over and throw punish but it was always a strike in the face afterward. I thought maybe the rising kicks were both considered crouching in recovery and that's why I was whiffing.

Mid kicks being -6 suggests they're just barely throw punishable, but I guess the pushback is the problem. At least that's good odds on an OH for character with them except against Kasumi/Christie, I'll have to check that.

So it looks like the okizeme game is, in effect:

Hold Mid Rising kick
Block and throw Low Rising kick
Throw something big and slow out if they tech, since fast moves just end up in the invincibility frames or throw.
 

Scornwell

Active Member
So it looks like the okizeme game is, in effect:

Hold Mid Rising kick
Block and throw Low Rising kick
Throw something big and slow out if they tech, since fast moves just end up in the invincibility frames or throw.
Just keep in mind that most characters have strikes that can crush a low wake up kick and begin a stun combo, and some characters can even crush the mid kick. For example, Helena's BKO duck and Christie's forward roll. Don't know what Tina has when it comes to crushes, but I'm sure she's got options.
 

shinryu

Active Member
Just keep in mind that most characters have strikes that can crush a low wake up kick and begin a stun combo, and some characters can even crush the mid kick. For example, Helena's BKO duck and Christie's forward roll. Don't know what Tina has when it comes to crushes, but I'm sure she's got options.

Sure, Tina can 6f+k or 4k, but the timing seems very finicky. I'd rather low throw for big damage and reset the situation; same with Mila, where her low throw is a free launcher. Other characters might do better off a stun, I'm sure.
 

shinryu

Active Member
Does anyone know the invincibility frames on a standard rise from a hard or unteched knockdown? Trying to time something to hit "meaty" seems to be really hard, and as for some characters this is one of the few times they have frame advantage it seems important to know.
 
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