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[template=text-box-h2]title=Launched state | align=center[/template] You take less damage while launched, though equal or higher damage than you would take while stunned. [TABLE] [TR] [TD][B]State[/B][/TD] [TD][B]Damage revision[/B][/TD] [/TR] [TR] [TD]Normal hit[/TD] [TD]50%[/TD] [/TR] [TR] [TD]Counter hit[/TD] [TD]62%[/TD] [/TR] [TR] [TD]High counter hit[/TD] [TD]75%[/TD] [/TR] [/TABLE] If an opponent is launched high enough, it is possible to pass underneath them to the other side. In DOA3, some characters have Air Throws that they can only perform when an opponent is launched. If an opponent is too low to the ground, it will cause the throw to whiff. [template=text-box-h2]title=Teching | align=center[/template] In certain situations, you can press :F: to tech, meaning you immediately stand back up again instead of going to a downed state. There are a few different situations where you are allowed to tech: [LIST] [*]When hitting the ground during a launched state. [*]When hitting the ground after getting knocked back. [*]When hitting the ground during an opponent's throw or hold. [/LIST] [template=text-box-h2]title=Downed state | align=center[/template] It is possible to get up from a downed state in multiple ways. You can get up in place (:F:), forward (:6_::F:), backwards (:4_::F:) or sideways (:8_::F:/:2_::F:). While getting up, you are still vulnerable to down attacks, except when getting up backwards. You can also choose to keep lying on the ground. Once a set amount of time has passed however, you are forced to automatically get up. While getting up, you can perform a mid wakeup kick (:K:) or a low wakeup kick (:2_::K:). Wakeup kicks are invincible, except against down attacks. You can perform wakeup kicks after getting up in any direction [I]except [/I]backwards. Some characters also have special wakeup attacks requiring them to be lying in certain positions. While a character is lying down, opponents are able to attack them with down attacks and ground throws. In some knockdown situations these down attacks are guaranteed and cannot be avoided. Some jumping moves, such as Kasumi's :9::P:, are able to jump over downed opponents.
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