Pai questions and answers thread (Fundamentals)

Allan Paris

Well-Known Member
I keep getting blown up by people who use high priority moves to space me out like Kokoro's fast elbow, Hitomi fireball motion punch, Mila's flip kick :(

I know that I have to keep practicing, but how does Pai approach? Use of dashes and mix up behind, low jab, 3p, and high jabs? Just looking for ideas. I can't find video of anyone using Pai in DOA 5 to study.

Any help is appreciated :)

Well you've come across one of the main problems that Pai has. You play against characters that are good at spacing and and can whiff punish very well. You will have your work cut out for you. To get in with her I would suggest crouch dashing in and watching for the moves that you are being hit with at range. Once you're in you have nothing else to worry about because Pai is going to bully whatever character with her speed.

She can also close the gap with a few of her moves as well. 66P, 66K, 66H+K, 6H+K, and 66P+K (you can also cancel this move to bait holds) can get you in and if your opponent likes to attack to cover ground 66H+K is your go to move 100% of the time. It gives an unholdable sit-down stun on CH which she gets a free launch (4K) every time.

People who space on you you are going to have to be patient with.
 

DR2K

Well-Known Member
It doesn't hurt that her 66f+k is a sitdown stun. People that space just for the sake of it are in for a world of pain.
 
These moves -- and most others like them -- are linear and easily sidestepped, and punished. Every attack has a range. Dance just outside of the attack's range to see if this is just an opponent throwing out random (hopeful) attacks or if this tactic is in response to a tendency your opponent has detected in you. The former will find you whiff punishing random attacks. The later will make you more aware of your own tendencies, and show you the value of unpredictability. A quick jab outside of said attack's range will often excite a response from your opponent -- just make sure you're at a safe distance.
 

HoodsXx

Well-Known Member
I keep getting blown up by people who use high priority moves to space me out like Kokoro's fast elbow, Hitomi fireball motion punch, Mila's flip kick :(

I know that I have to keep practicing, but how does Pai approach? Use of dashes and mix up behind, low jab, 3p, and high jabs? Just looking for ideas. I can't find video of anyone using Pai in DOA 5 to study.

Any help is appreciated :)

I'd say definitely utilize her pokes more, when you're up in their face. 46P is +1 on block, and P is +0 on block, both can be used quite well. Her 2P is really amazing, if you can learn to use it sparringly, and follow up with a jab to stun them for a decent amount of time. In terms of dashing, get use to crouch dashing. Definitely if you can, so you can out space someone quickly, master that wavedash of hers. The way I do it on a pad, is I hold back and repeatedly press down with my other hand, you can do it with one hand, the same way, but the motion is harder and doesn't come out as fast. You don't have to worry about letting go of guard, since you're guarding as you're dashing back anyways. Plus it's amazing for ducking highs, and block some mids and most lows. Her 3P is good on stun, out of stun it's quite bad, especially since it's 22i
 

Olive the Great

New Member
Well, I think that I have made some improvement and am using some of the advice on this page. Still getting worked by moves that space me out. I'm able to side step at times, but my punishes after side step need some work!
 
Well, I think that I have made some improvement and am using some of the advice on this page. Still getting worked by moves that space me out. I'm able to side step at times, but my punishes after side step need some work!
One thing that makes Pai different than most other characters -- someone feel free to correct me if I'm wrong -- is that her holds don't lead to instant or sometimes even significant damage. This can be a problem when trying to deter opponents from spamming -- or even strategiclly using -- those power moves you mentioned earlier. Her mid punch hold is probably the biggest offender in that respect. I applaud your resoluteness. Your hard work will payoff. Remember three things, if you remember nothing else; 1) Pai is not your typical DOA 5 fighter, 2) you are not alone in your quest and 3) you should be 'enjoying' DOA 5 -- if you're not, it may be time to give Pai a break.
 

Allan Paris

Well-Known Member
One thing that makes Pai different than most other characters -- someone feel free to correct me if I'm wrong -- is that her holds don't lead to instant or sometimes even significant damage. This can be a problem when trying to deter opponents from spamming -- or even strategiclly using -- those power moves you mentioned earlier. Her mid punch hold is probably the biggest offender in that respect. I applaud your resoluteness. Your hard work will payoff. Remember three things, if you remember nothing else; 1) Pai is not your typical DOA 5 fighter, 2) you are not alone in your quest and 3) you should be 'enjoying' DOA 5 -- if you're not, it may time to give Pai a break.

Yup, lol this is her other main problem.

The hold that gives her the most though is her mid kick hold. It allows her to get full juggles that lead up to decent damage. Her mid punch one is her second best hold though. Her holds overall is a giant downside to her game play. They dish out 7pts of dmg (depending on your timing, lol the damage is pretty weak jabs do more on NH) and then you have to hope you get a mid kick hold to even seem scary with her when you hold.

Pai has to constantly guess right to win a match, that is extremely fatiguing. Then you have characters that can guess right twice or three times and end a match.
 
Yup, lol this is her other main problem.
The hold that gives her the most though is her mid kick hold. It allows her to get full juggles that lead up to decent damage. Her mid punch one is her second best hold though. Her holds overall is a giant downside to her game play.

While I typically agree with your postings, I respectfully disagree with your comment on her best/worst holds -- yes, I'm aware that you didn't mention worst, that was me. The main reason I disagree is because, there is no guaranteed damage following her mid punch hold. Even if there was, you couldn't land an unholdable attack afterward. Her high punch hold however, allows for just such a stun. Secondly, you are likely to be able to hold many long range mid punches on reaction, but your 'reward' is a mix-up -- and I don't think that's her strong-suit.
 

Allan Paris

Well-Known Member
Yeah, my bad on that. As far as guaranteed things go her mid punch one wouldn't be up too high up there. I just get over on a lot people from it because of the situation calls for people to focus primarily on SE'ing the stun and that causes them to hold accidentally at times because of them pressing block while doing it. It's a 50/50 nonetheless, it just always works in my favor when I get it.
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
In the guide they mention that she can parry after one of her stances (I forget the name of it). It's the stance that she goes into after :9::P+K:. Does anyone know how it works?

Also as far as throws go, her most damaging throw is her :624::F: throw (I think that's the correct notation). Is that my goto throw when punishing holds and setting up people to take a throw? I can see (frame wise) why other throws would be useful for punishing block strikes.

Any tips on throws in general would be great.
 

NightAntilli

Well-Known Member
Yeah when she goes into the stance, it parries all mid and high punches. It basically only works while transitioning into the stance so to speak. While you're in the stance walking it doesn't parry anything, but every time you 'switch' to walking into the other direction it also parries all mid and high punches. Hope you get what I mean. It's kind of hard to explain. But it's really hard to time correctly, so I wouldn't rely on it.
 

HoodsXx

Well-Known Member
The only way I found that you can use it, is if you delay the input for the Hakkeshou ( :9: :P+K: ) So that they think you've finished your string and decide to attack you, but like Night said, it's not very useful. Best to use it during a combo, and get the P off of the stance, then juggle off of it, with :6: :6: :H+K: .
 

Tokkosho

Well-Known Member
We Pai players need to organize a day to just work together, find new tech, share strategy, and just learn in online dojo or something... but i see we're not all on the same console :(
 

Tokkosho

Well-Known Member
well we're not gonna find everything in the first month of release, though your right there probably isn't much left. but still, sharing strategies and tossing ideas back and forth could improve our game
 

phoenix1985gr

Active Member
I love the character and the way she plays but shes so different from the doa cast im just masshing most of the time lol I even have trouble with her combos but i hope i ll get them with practice
 
Free cancelling seems to be an essential aspect of Pai's offence. Is this something that is widely accepted -- and I'm just late to the party -- or just my feeling on the overall character design?

Does H+K from BOK stance crush lows? If so, is it early in the animation or is it instant.
 

HoodsXx

Well-Known Member
Really? I seem to be rarely free canceling with Pai tbh. But yeah H+K does crush lows, and it does during the animation I believe.
 

Tokkosho

Well-Known Member
huh, something interesting i just learned you can do with Pai. since she can walk backward (technically forward) when shes backturned, you can do her back dash from back turn. i just accidentally did this so idk if anyone else can do it but idk just thought i'd share if you guys didn't already know
 
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