One more noobish question

aphelion895

New Member
I've been in the lab with Hitomi, practicing combos and strings that hit at different heights, learning her moves that duck under lows, learning the range of her normals, etc. I've also been winning more matches, but I have not integrated holds into my game yet. I know there are times when I get hit by a long extended combo where I wasn't launched I could hold, but if I press hold, it won't come out until Hitomi is done getting hit, and then I get punished more. My question is, besides when predicting your opponent's moves, when is the proper time to utilize a hold so it doesn't come until after you're getting hit?
 

DR2K

Well-Known Member
Best time to use a hold in stun? When you're 100% sure your opponent is going to hit at the specific hold you have in mind. Theoretically.
 

aphelion895

New Member
Best time to use a hold in stun? When you're 100% sure your opponent is going to hit at the specific hold you have in mind. Theoretically.
Hmm, interesting. I'll try it out in the lab. Guess I could record the dummy doing a string that puts in me in stun, and try to hold it's next string.
 

CatzDaLegit

Tina Purist
Premium Donor
td;dr: If you're talking about strictly "when" to counter/hold, it's all about practicing and getting better at it. Watch out for online though, you're probably never be able to get high counter holds on people in online every time.

I notice a lot of times when the match is laggy but at the same time constant, something like what you described happens. Your brain can see the attack coming and under any normal conditions it would work, but with the lag factor involved, you hold, wiff, and then get attacked more. It can be sorta annoying and there isn't really anything you can do about it aside from trying to adjust your timing on the fly. You might have to change your game style and try not to be as reliant on holds.

In offline games it's quite possible to hold a lot of things on reactions, and I feel like with this edition of DOA, i'm able to do that more because the online is better in general, but yeah, sometimes it gets to the point where you literally have to just guess what they are going to do or when they are going to do it.

If you memorize characters strings and the options they can do, it makes things a little bit easier. That's the majority of what learning doa is about I suppose, just learning all the moves/strings. All these new characters confuse the fuu out of me. I don't know what RIg and Sarah and are doing cuz those characters are tall and there kicks look like it could be mid or high and they screw with me a lot just on the mere fact that I don't know there strings.
 

aphelion895

New Member
[quote="I don't know what RIg and Sarah and are doing cuz those characters are tall and there kicks look like it could be mid or high and they screw with me a lot just on the mere fact that I don't know there strings.[/quote]
As a VF5 Sarah player I can tell you that most or her kicks are either lows or mids, her kicks have very few highs. Her kicks that are highs can be easily ducked under. Once she gets in that azz though, she can mix you up with her flamingo stance strings.
 
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