@CrayCraySteady What do you think about the Zack vs. Jacky match-up? I think that Jacky wins 6-4 or it might even be an equal MU, but the tier list says otherwise. Being a Bryant character main, I want to know your input.
Akira Yomi: Akira has a lot of deep stun moves on CH, and enough NH deep stuns to get his yomi going. What makes his stun game so strong is that it's single strike after single strike. The opponent has to GUESS what you're going to throw next if they want to counter. There really is only 6KP and 3H+KP and 2H+KP that you can counter intelligently on. That's why Akira gets so much throw damage due to frantic countering. In addition, he has a plethora of + advantage on block, which keeps advantage in his favor.Sly Bass comment:
"You've got me scratching my head over your 3-7 MU in favor of Jackie when it comes to Akira. Why so lop sided? Have you based it on your personal experience against Akira as Jackie or is it based off of game mechanics. IMO, neither character has a glaring strength against the other. Speed, strikes, throws, parries and low jabs are equally effective. Both are close range characters. If anything, Akira has better side step options, but it isn't strong enough to shift the scale."
I have based all of my MUs on 4 categories that I could think of at the time which were speed, damage/counters, yomi which is mix up, and gurantees. These are the three I came up with at the time. Maybe I missed a few categories but I'm not like a DOA expert and I can't think of every situation. Maybe I should've but when I sent my list, I still wanted to look over it to see maybe some characters are put in the wrong place. Some things could change so we can talk about it lol.
Btw NONE of my decisions were based on personal experiences against any character.
So v.
Yomi
In my opinion, I believe that Jacky can mix up better with Akira. Akira doesn't necessarily have to rely on grabs but that is one of his strengths. Which is good but he doesn't get that much damage off of them. The only damaging grab he has is his 64T. Creating a stun with Akira going into his grab is what will happen most of the time. Akira is hard hitting heavy, meaning he stuns but he doesn't have enough tools to keep a stun so he would have to launch fairly quickly in a match. Jacky, can easily get to the CB threshold faster and trickier which gives him more options to work from by using the variety of attacks he has in his arsenal. I am just saying that as far as poking your opponent tricking them during a match, Jacky has a better chance of doing that. I play a little Akira and its easy to get a stun off but I have trouble maintaining the stun because of how slow some of his strings are. I'm not an Akira expert nor a Jacky expert but comparing the two in the yomi category, I like Jacky's options more than Akira's.
Damage/Counters
Akira's parries can give off a lot of damage when used correctly. He is also deadly when using his frame knee in combos or even his 466P+K on counter hit. He can get off a lot of damage in a match but I feel like his most damaging options are one hitters and that are on counter hit. Jacky has his wall grab that can get a lot of free damage off of that his 4H+K that resets a combo on a launched opponent, and his flash sword kick which is similar to Akira knee whereas if you can pull it off you get damage. Akira can use 214P on a launched opponent to get more damage but it doesn't give him that much after it has been used. Akira has to bait on when to use his most damaging move like SSP+K or 466P+K. Sly mentioned that Akira's SS attacks is better than Jacky's which I agree but the only attack worth mentioning in my opinion is his SSP+K. It is evasive to where he can dance around his opponent and get a counter hit to get free damage. Again, he has to use that move cautiously in order to pull it off in a match.
Speed
Jacky and Akira have the same speed so that didn't affect my decision as much.
Guarantees
Akira 214P and 6P+K
Jacky 2P+K and 4H+K
As far as these moves goes, on hit the characters can get a fairly amount of damage from them. I am going to highlight Jacky's 4H+K and Akira's 6P+K. I highlighted those two in particular because both Jacky and Akira can get fairly enough damage from their other move. So with Jacky's 4H+K, he can get damage from that move and he doesn't have to be fairly close to his opponent. He can space them out and throw out that move constantly too get damage. With Akira's 6P+K, it is a guard break that gives him guarantee damage but it is more riskier to use in a match. Using that punch would mean they have to be close to your opponent and the opponent would have to be blocking. Maybe you can set it up during a match but it's unlikely to get hit by that constantly.
Maybe Jacky and Akira aren't that different from one another but I don't believe that they are a 5-5 with each other. Feel free to correct me if I said anything wrong or stupid lol. I am so hungry.
@CrayCraySteady What do you think about the Zack vs. Jacky match-up? I think that Jacky wins 6-4 or it might even be an equal MU, but the tier list says otherwise. Being a Bryant character main, I want to know your input.
Jacky's bad? I thought that he was a decent character to be completely honest. Thanks, though. I needed some clarifications. I was sat at my screen like: "Zack beats Jacky? Dafuq?" lol.I believe I said that Zack was in favor of the MU because of his fast strings, grab guarantees, and his yomi. Jacky is bad... lol
Sly Bass comment:
"You've got me scratching my head over your 3-7 MU in favor of Jackie when it comes to Akira. Why so lop sided? Have you based it on your personal experience against Akira as Jackie or is it based off of game mechanics. IMO, neither character has a glaring strength against the other. Speed, strikes, throws, parries and low jabs are equally effective. Both are close range characters. If anything, Akira has better side step options, but it isn't strong enough to shift the scale."
I have based all of my MUs on 4 categories that I could think of at the time which were speed, damage/counters, yomi which is mix up, and gurantees. These are the three I came up with at the time. Maybe I missed a few categories but I'm not like a DOA expert and I can't think of every situation. Maybe I should've but when I sent my list, I still wanted to look over it to see maybe some characters are put in the wrong place. Some things could change so we can talk about it lol.
Btw NONE of my decisions were based on personal experiences against any character.
So v.
Yomi
In my opinion, I believe that Jacky can mix up better with Akira. Akira doesn't necessarily have to rely on grabs but that is one of his strengths. Which is good but he doesn't get that much damage off of them. The only damaging grab he has is his 64T. Creating a stun with Akira going into his grab is what will happen most of the time. Akira is hard hitting heavy, meaning he stuns but he doesn't have enough tools to keep a stun so he would have to launch fairly quickly in a match. Jacky, can easily get to the CB threshold faster and trickier which gives him more options to work from by using the variety of attacks he has in his arsenal. I am just saying that as far as poking your opponent tricking them during a match, Jacky has a better chance of doing that. I play a little Akira and its easy to get a stun off but I have trouble maintaining the stun because of how slow some of his strings are. I'm not an Akira expert nor a Jacky expert but comparing the two in the yomi category, I like Jacky's options more than Akira's.
Damage/Counters
Akira's parries can give off a lot of damage when used correctly. He is also deadly when using his frame knee in combos or even his 466P+K on counter hit. He can get off a lot of damage in a match but I feel like his most damaging options are one hitters and that are on counter hit. Jacky has his wall grab that can get a lot of free damage off of that his 4H+K that resets a combo on a launched opponent, and his flash sword kick which is similar to Akira knee whereas if you can pull it off you get damage. Akira can use 214P on a launched opponent to get more damage but it doesn't give him that much after it has been used. Akira has to bait on when to use his most damaging move like SSP+K or 466P+K. Sly mentioned that Akira's SS attacks is better than Jacky's which I agree but the only attack worth mentioning in my opinion is his SSP+K. It is evasive to where he can dance around his opponent and get a counter hit to get free damage. Again, he has to use that move cautiously in order to pull it off in a match.
Speed
Jacky and Akira have the same speed so that didn't affect my decision as much.
Guarantees
Akira 214P and 6P+K
Jacky 2P+K and 4H+K
As far as these moves goes, on hit the characters can get a fairly amount of damage from them. I am going to highlight Jacky's 4H+K and Akira's 6P+K. I highlighted those two in particular because both Jacky and Akira can get fairly enough damage from their other move. So with Jacky's 4H+K, he can get damage from that move and he doesn't have to be fairly close to his opponent. He can space them out and throw out that move constantly too get damage. With Akira's 6P+K, it is a guard break that gives him guarantee damage but it is more riskier to use in a match. Using that punch would mean they have to be close to your opponent and the opponent would have to be blocking. Maybe you can set it up during a match but it's unlikely to get hit by that constantly.
Maybe Jacky and Akira aren't that different from one another but I don't believe that they are a 5-5 with each other. Feel free to correct me if I said anything wrong or stupid lol. I am so hungry.
I'm probably gonna catch hell for this, but I really don't see why people think Kasumi is as high as she is. Other than her speed, she really doesn't strike me as top 5.
- She has pretty average damage,
- most of her lows are reactable offline, and even online in good enough connection. they're unsafe, and they knock you down on NH, so I can't even keep momentum going afterwards. God forbid you tech roll as well, then I can't even attempt a FT. Some of them have a light stun at tip range though.
- She's beyond unsafe on almost everything, even if I free cancel, and if someone really knows the MU, they can check me with their own pressure or even a throw if they're feeling ballsy because I'm -7 or 8 (being extremely generous) and I don't want to risk getting counter blown for poking out.
- She also has pretty bad crushes that are either unsafe, reactable, or both. Outside of 3 P+K and 2P anyway.
- She's a very honest character in a game full of scumbags. Mostly everyone has some effective way to open you up while Kasumi lives and dies on either counter hit poking, or risky mixups.
- Her neutral game's strength is dependent on what your opponent lets you get away with.
She does have some good things going for her though.
- Her speed, an i9 jab, i11 mid, and i12 (?) low are nothing to scoff at.
- Her spacing game is alright, and she can get in pretty quickly with 3 P+K, P.
- Her 33T is great for exploiting any slight frame advantage you get beyond jab range or for whiff punishing.
- She has a true vortex on ceiling stages.
- She has a solid amount of guaranteed damage.
- Her parry is great when applied correctly, plus you get style points for doing it.
- She probably has the best wall carry in the game.
- Even though she's forced into 2 play styles, she's very open ended on how to go about doing them..
Sadly though, her wall carry also hampers her combos "near" walls. I've lost more rounds than I care to remember to a random wall bounce from half way across arrival. Her wall game is pretty good, but so is everyone else's, and it's nowhere near a standout like Christie's or Helena's. She also doesn't blow you up for 50% off of any day one bnb like one Mr. Jann Lee. Plus his dragon gunner is amazing for keeping pressure going as a trade off to going for max damage. That's something all the top tiers have, they all have some type of way to pressure you into doing something wrong, or they can just reset you for days on any stage. I don't think any of the other top tiers have to fish for counter hits all day because they have no real ways to get a stun going otherwise that don't involve hard reads or yolo moves. While Kasumi is very good at that, she clearly suffers when against solid play. There's probably a reason almost all the offline Kasumi mains dropped her for another character.
Don't get me wrong, I really have fun playing her, I dropped her myself for a while and I'm just starting to get back into the swing of things with her again. I also realize that my experience may be skewed because I'm relatively new to DoA, but I think she's better on paper than in practice.
It's character dependent. I found out the other day that it crushes certain setups & certain tools that characters use.What are the requirements to make Kasumi's 6P crush? @J.D.E.
Also I agree with JDE the M.U is far from a 6-4 as Sarah doesn't have anything that presents an issue for Kasumi. Kasumi can handle her pokes just fine and even when Sarah has light frame advantage the Sarah player has to do something about Kasumi's jab if she doesn't want to trade blows all day. It is difficult for any character to frame trap Kasumi at +1 because what is normally decent advantage becomes a guessing game depending on your initial strike speeds. And this is not even taking into account holds and parries which Kasumi has going for her in these situations.
It works on all characters. This is not the thread to discus this. We do that in the Kasumi board.It's character dependent. I found out the other day that it crushes certain setups & certain tools that characters use.
I agree with it. He's at a disadvantage on them. Both require him to guess more so than other characters; he has difficulty interrupting their strings due to his speed; he has difficulty landing his non-high-crushing attacks due to each of their evasive properties. Also, in general, their good strings are either safe or difficult to read the free cancel.@Mr. Wah what would you rate the - & - MU?
They're listed as 3-7, do I'm curious to know why that may be the case.
I agree with it. He's at a disadvantage on them. Both require him to guess more so than other characters; he has difficulty interrupting their strings due to his speed; he has difficulty landing his non-high-crushing attacks due to each of their evasive properties. Also, in general, their good strings are either safe or difficult to read the free cancel.