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[template=text-box-h2]title=Triangle System | align=center[/template] Damage-dealing moves in DOA come in three forms: [COLOR=rgb(226, 80, 65)]Strikes[/COLOR], [COLOR=rgb(44, 130, 201)]Throws[/COLOR] and [COLOR=rgb(65, 168, 95)]Holds[/COLOR]. These three types of moves have a rock-paper-scissors type relationship: Strikes beat throws, throws beat holds, and holds beat strikes. [CENTER][ATTACH=full]40986[/ATTACH][/CENTER] [template=text-box-h3]title=[COLOR=rgb(226, 80, 65)]Strikes[/COLOR] [COLOR=rgb(204, 204, 204)]beat [/COLOR][COLOR=rgb(44, 130, 201)]Throws[/COLOR][/template] Throws cannot connect during the startup of a strike.* Striking a throwing opponent will result in a high counter state, increasing damage to 150%. [template=text-box-h3]title=[COLOR=rgb(44, 130, 201)]Throws[/COLOR] [COLOR=rgb(204, 204, 204)]beat [/COLOR][COLOR=rgb(65, 168, 95)]Holds[/COLOR][/template] Throwing an opponent during the active frames of a hold will result in a high counter state, increasing damage to 150%. [template=text-box-h3]title=[COLOR=rgb(65, 168, 95)]Holds[/COLOR] [COLOR=rgb(204, 204, 204)]beat [/COLOR][COLOR=rgb(226, 80, 65)]Strikes[/COLOR][/template] Holding a strike during the early frames of the hold will result in counter states, increasing damage. [TABLE] [TR] [TD][B]Frames[/B][/TD] [TD][B]State[/B][/TD] [TD][B]Damage revision[/B][/TD] [/TR] [TR] [TD]1-4[/TD] [TD]High counter hold[/TD] [TD]150%[/TD] [/TR] [TR] [TD]5-10[/TD] [TD]Counter hold[/TD] [TD]125%[/TD] [/TR] [TR] [TD]11-22[/TD] [TD]Hold[/TD] [TD]100%[/TD] [/TR] [/TABLE] Some strikes when held will only cause the defender to move to the side instead of activating their hold animation. This is known as a Divert Hold. [template=text-box-h2]title= | align=center[/template] *Certain throws bypass this rule and are known as Catch Throws. Jann Lee's :6::F+P: and Tina's :4::6::F+P: are examples of catch throws.
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