Allan Paris
Well-Known Member
The reason I posed the question 5-5 between Zack and Eliot is becuase they both play the same game, stun;launch;stun;throw. That's the basic game play of DOA and they both do not excel at using the new system mechanics (guaranteed launchers from stuns, easily accessed sit-down or faint stuns, quick CB setups, or any other new mechanic I left out). No matter how fancy or top level Zack or Eliot player you are, you will forever be playing the stun;launch;stun;throw game. Again, this is why I put this match up at 5-5.
Eliot and Zack both have solid damage outputs. On CH and HCH Zack does well and Eliot got a damage buff in DOA5 and now his damage is up to par.
Zack's holding game is a little better because he picks up guaranteed damage from all of them. Eliot, has to play a 50/50 game on some of his holds.
Eliot's throw punishment is better than Zack's. Eliot has launching throw for any juggle in his arsenal and his 7i punish throw grants him 58 points of damage (this damage is pretty good the majority of the cast can't produce this from a 7i punish throw) when completed (38pts when it's not completed).
Zack's throws only hurt when he catches you holding. He can't launch you from any of his throws and his punish throw is the weakest in the game. Zack's 7i frame punish throw is only 15 pts of damage but he is guaranteed a jab or his 6p, making the throw 25pts( jab) of damage or 33pts( 6p) of damage. Neither guaranteed hit extends the stun, both hits are on NH.
At long range, it is a stalemate because both of their options are linear. SS at range will get them away from both of their best options. Though, if you take out SS because most players don't, then Eliot wins at range. He has GB options and moves that either give him frame advantage or a neutral situation. Zack has to wait for him to be at least at mid range for some of his range options to connect.
At close range, Zack has the upper hand slightly. Zack is evasive with sway and his duck and Eliot's 7p will be tough to land to consistently interrupt Zack. The speed of Zack will keep Eliot on the defensive end but Eliot's parries will slow up zack's mix up. At close range it can go back and forth with these 2. But with both characters played at their potential, Zack has the upper hand.
At the wall, Eliot is stronger because after a wall splat he can relaunch you back into the wall for more damage. Zack's wall game is not that efficient. However, Zack will be able to land a CB more than Eliot becuse 1 of them is built into Zack's sway stance which is a part of his mix up.
I honestly do not see how anyone is getting a 6-4 in either of their favor. But if your knowledge is there on both characters, please do explain.
Eliot and Zack both have solid damage outputs. On CH and HCH Zack does well and Eliot got a damage buff in DOA5 and now his damage is up to par.
Zack's holding game is a little better because he picks up guaranteed damage from all of them. Eliot, has to play a 50/50 game on some of his holds.
Eliot's throw punishment is better than Zack's. Eliot has launching throw for any juggle in his arsenal and his 7i punish throw grants him 58 points of damage (this damage is pretty good the majority of the cast can't produce this from a 7i punish throw) when completed (38pts when it's not completed).
Zack's throws only hurt when he catches you holding. He can't launch you from any of his throws and his punish throw is the weakest in the game. Zack's 7i frame punish throw is only 15 pts of damage but he is guaranteed a jab or his 6p, making the throw 25pts( jab) of damage or 33pts( 6p) of damage. Neither guaranteed hit extends the stun, both hits are on NH.
At long range, it is a stalemate because both of their options are linear. SS at range will get them away from both of their best options. Though, if you take out SS because most players don't, then Eliot wins at range. He has GB options and moves that either give him frame advantage or a neutral situation. Zack has to wait for him to be at least at mid range for some of his range options to connect.
At close range, Zack has the upper hand slightly. Zack is evasive with sway and his duck and Eliot's 7p will be tough to land to consistently interrupt Zack. The speed of Zack will keep Eliot on the defensive end but Eliot's parries will slow up zack's mix up. At close range it can go back and forth with these 2. But with both characters played at their potential, Zack has the upper hand.
At the wall, Eliot is stronger because after a wall splat he can relaunch you back into the wall for more damage. Zack's wall game is not that efficient. However, Zack will be able to land a CB more than Eliot becuse 1 of them is built into Zack's sway stance which is a part of his mix up.
I honestly do not see how anyone is getting a 6-4 in either of their favor. But if your knowledge is there on both characters, please do explain.