Allan Paris
Well-Known Member
Throw punishment is not exercised as much by players in Dead or Alive as of late. However, this data can be a great deal of help to those of you who rely on it, or want to defend against it or get around it.
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
Knowing the throw ranges allow you to know what characters can and can not punish. From certain attacks with the proper spacing or no spacing at all, as well as strings that are free canceled. Here are 2 examples:
Blocking Ayane's *6PK is -7 but there is a slight push-back on it, making the string difficult to neutral throw punish with your 5i throw. Hayate and Rig, however, have no problem with throw punishing with their neutral throw. Several other characters can achieve this as well.
*Blocking the string at tip range can not be punished. Mid to close range you are good to go with characters that can reach her with a neutral throw.
Blocking Leifang's *PKK or *K2K can be low throw punished by Ayane and Marie Rose. While Kasumi and Kokoro can only low throw punish the PKK variation of that string.
*There is a low kick option that is in both of these strings. Since the low kick is telegraphed Leifnag players poke with strings and Free Cancel them before the low kick option comes out.
Yes, this information is technical, but it can help greatly if you take the time and learn how to apply it.
The extra here includes the Power Blows and Launchers. I am missing more notes on them, but what I have should be enough.
PB AND PL
PB AND PL
PB AND PL
PB AND PL
PB AND PL
The ranges are highly important as well as the properties of them. Unfortunately I no longer have property information. It was separate and more detailed.
Examples: Eliot and Tina both have the furthest reaching Power Blows in the game. They can punish movements and whiffed attacks/strings from a mid-long distance. Players who whiff wake up kicks when their opponent is nowhere near them are highly subject to get popped by the Power Blows of these two characters.
Examples: Kasumi and Marie Rose can use their Power Launcher as a counter poke to crush or interrupt string delays. Not all character can do this even if they share the same animation as these two characters for their Power Launcher.
This is all I have left. I lost or threw out my other stuff I documented in this game. I hope this helps those who are concerned with it.
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
THROW RANGES
Knowing the throw ranges allow you to know what characters can and can not punish. From certain attacks with the proper spacing or no spacing at all, as well as strings that are free canceled. Here are 2 examples:
Blocking Ayane's *6PK is -7 but there is a slight push-back on it, making the string difficult to neutral throw punish with your 5i throw. Hayate and Rig, however, have no problem with throw punishing with their neutral throw. Several other characters can achieve this as well.
*Blocking the string at tip range can not be punished. Mid to close range you are good to go with characters that can reach her with a neutral throw.
Blocking Leifang's *PKK or *K2K can be low throw punished by Ayane and Marie Rose. While Kasumi and Kokoro can only low throw punish the PKK variation of that string.
*There is a low kick option that is in both of these strings. Since the low kick is telegraphed Leifnag players poke with strings and Free Cancel them before the low kick option comes out.
Yes, this information is technical, but it can help greatly if you take the time and learn how to apply it.
The extra here includes the Power Blows and Launchers. I am missing more notes on them, but what I have should be enough.
PB AND PL
PB AND PL
PB AND PL
PB AND PL
PB AND PL
The ranges are highly important as well as the properties of them. Unfortunately I no longer have property information. It was separate and more detailed.
Examples: Eliot and Tina both have the furthest reaching Power Blows in the game. They can punish movements and whiffed attacks/strings from a mid-long distance. Players who whiff wake up kicks when their opponent is nowhere near them are highly subject to get popped by the Power Blows of these two characters.
Examples: Kasumi and Marie Rose can use their Power Launcher as a counter poke to crush or interrupt string delays. Not all character can do this even if they share the same animation as these two characters for their Power Launcher.
This is all I have left. I lost or threw out my other stuff I documented in this game. I hope this helps those who are concerned with it.