Okizeme...wake up

virtuaPAI

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Staff member
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Okizeme:

Out of all the games in the Doa series, Doa4 have the most intricate wake up system. It share much in common with Virtua Fighter, while sharing similar elements with Namco fighters. This meshing of the two have created a ground system that is unique to doa. If you do not know, Okizeme is the fighting while in a knocked down position.


Options While grounded:

There are 3 different rising attacks with a special 4th (5th depending on the character) Character specific rising attack.
  • :8:k - High Get up kick
  • :k - Mid get up kick
  • :2:K - Low get up kick

Side Roll + Rising Attacks:
  • :2:~:F:~:8:k
  • :8:~:F:~:8:K
  • :2:~:F:~:k
  • :8:~:F:~:K
  • :2:~:F:~:2:k
  • :8:~:F:~:2:K

Forward Step + rising Attacks:
  • :6:~:F:~:8:K
  • :6:~:F:~:K
  • :6:~:F:~:2:K

Rolling
  • :8:F - Roll into the background
  • :2:F - Roll into the forground
  • :6:F - Step Forward
  • :4:F - Step backward
  • Tapping :F/:p - Rise in place

SE out of ground stun: - Tapping :4:6:4 :p/:K repeatedly will allow you to shake off the stun. There are certain ground stuns you cannot escape out of.

*Note* You can always Rise, roll and techroll, than commence with an attack that is not bound to the wake up.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
Options when opponent is grounded:


Ground Stun- when in ground stun, doing a ground hitting attack will hit your opponent. Using 2 in a row (or a single powerfull ground attack) will force your opponent to tech(forced tech). You will gain frame advantage and can use attacks that cannot be held or counter attacked.

Rising Attacks- With 3 different Rising attacks + the ability to roll and attack, To continue placing pressure on your opponent, you can use attacks that can interrupt. Low rising kicks are the easiest, and can be interrupted with your standard Jumping :p or :K. High rising attacks for the most part can be high crushed. Mid Rising attacks involve more effort. You will need to use an attack that have just as much power (priority) and must hit the Mid rising attack during its weak point...aka the point where the attack goes from execution into active frames.

Uramawari - This is using a maneuver that expose your opponents back when they are using a rising attack. These can punish all rising attacks with one action as opposed to using specific attacks to crush each particular rising attack.

Whiff Punishment- many characters in the game can backdash away from rising attacks, than dash in to punish, usualy with a throw or fast attack.

Anti Roll/Techroll- When your opponent rise from a techroll or anyother roll(sans forced tech), he is vulnerable to a low throw or a well timed mid during his rising phase. If your opponent do not attack, you will get a free low throw, if your opponent attack, he will be counter blown from your mid attack. This is a 50/50 on a grounded opponent.
 
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