Breaking rising attacks
Lets start off with the term Okizeme. Okizeme refers to applying pressure to a downed opponent. This includes attacking them when they attempt to rise and keep them downed.
Rising attacks in doa3 can either be:
For the most part, these are the properties of rising kicks. Some characters have more extensive rising attack move sets, but for the majority, the following applies:
Face Up
Face Down
*A successful interrupt(also known as a break) will produce the counter blow sign when done correctly. There are a few exceptions to the rule, but most produce the CB sign.
:brad
While lying down throw
+
 interrupt mid
F
K interrupt Mid
K:K (2nd hit) interrupt Mid
:6b
k interrupt Mid
K:K (2nd hit) interrupt Mid
K interrupt mid
:kasumi
:6b :6b:K interrupt mid
K interrupt low
:9b:k interrupt low
:2b
+:K interrupt mid + juggles
P jumps over mid/low rising attacks
			
			Lets start off with the term Okizeme. Okizeme refers to applying pressure to a downed opponent. This includes attacking them when they attempt to rise and keep them downed.
Rising attacks in doa3 can either be:
- Mid
 - Low
 
- Face up
 - face down
 - Head towards
 - Head away
 
For the most part, these are the properties of rising kicks. Some characters have more extensive rising attack move sets, but for the majority, the following applies:
Face Up
- The rising attack will be full-circular and a crescent attack
 - You cannot evade the attack
 - Holds and Parries will work
 
Face Down
- The rising attack will be half- circular
 - Holds and parries will work
 - When the opponent is knocked to the ground, the "raised knee" is always the leading foot. This corresponds to the opponent's back prior to when they were knocked down.
 
*A successful interrupt(also known as a break) will produce the counter blow sign when done correctly. There are a few exceptions to the rule, but most produce the CB sign.
:brad
While lying down throw
:6b
:kasumi
:6b :6b:K interrupt mid
:9b:k interrupt low
:2b