ailingeternity
Active Member
In DOA4 noIn 4 nothing was guaranteed from it because of slow escaping. In DOA5 1k still trips stuns, just not on close hit and on counter.
I'm going to break down how I use 1k...
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Close/Knock downKnock down. Free cancel and follow up with 1k. If they tech you have set up the follow up 2k, continue tool. If they tech don't force get up +15/16.FarOn hit, follow up 1k to force knock down or continue as following. Trip stun (counter/hi counter) +8-15, Normal hit +5-10. Follow up with dash OH, copy tool, start new tool, or dash back and play it safe. Gamble with combo throw follow up.Just whiff rangeUse to bait interrupts, if both hits whiff follow up with 2k. See above. Don't follow up if they successfully low crush (I say successfully because often her big feet hits them during the crush).
Tools are little games you play with her. Examples are working for CB, screwing around with carrera, working the frame advantage (ppp, 6k+f), stun then PB, jab throw.
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That is why it's better. This is also why I dislike people saying this, this and this that needs changing. It's inversed logic...
See how dimensional it is compared to if it just knocked down or trip stunned? I'm against a change of the 1k only trip stunning and 2k follow up to knocked down because it would give them an opportunity to counter.
Back to DOA5, been experimenting a lot with
I have no objection to it having certain properties at different ranges, but at whatever range you use it, there's little to work with that can really frighten the opposition, I just have an issue with the poor damage potential and that fact it makes Lisa work harder to put them in a sticky situation. A slow low such as this needs to grant better opportunities for pressure. As for being worried about being held, I don't need to elaborate on her hold punishing, it's amongst the best in the game, this is why I like the trip stun so much in DOA4 and why having 50/50's are crucial to Lisa's game.