Reave
[13] Hero
Brad and Zack are the kings of tag throws.
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A-freakin-ha.
If a Critical Hold is done at the earliest possible moment (read- someone is mashing), the recovery time is almost the same as if it were slow escaped at the maximum speed.
I don't like that at all, but the numbers don't lie. So this is why I can't stun hold-happy opponents.
Also, I know what's throwing me off about this game.
It's this damn nonexistent blockstun. Oh, you just blocked a 7-hit string and you wanna retaliate? Too bad, have some more!
I see why some people just swear off online for everything. I block a wakeup sweep, retaliate with a 5-frame low throw, and get 9KKK'd out of it. How does that even work?!
Reminds me of SCIV "frametraps"...
okay. so i pretty much play my Pai the same way. so i guess i'm not as bad as i though. I just thought i was missing something crucial with her. but then again Pai might have more potential than this guy is showing? only time will tell.Yeah, having the same trouble here. Probably best to just hold down and then mash throw just after blocking.
EDIT: Awesome Pai
RIPPING THEM INTO PIECES
Every tag throw in DOA5. Lots of new ones (and some are rather... hilarious) but it seems some characters still got shortchanged
So this is why I can't stun hold-happy opponents.
I think I'm starting to understand. A few thoughts occur to me:
- If an opponent holds it seems to change the advantage gained off the stun. It feels like there's no time to think, either input attacks on faith, or wait for the hold and throw.
If I wait for the hold and attack, it usually gets blocked... or I hit, but I lose my stun (?) Is it because I'm too slow?
Every tag throw in DOA5. Lots of new ones (and some are rather... hilarious) but it seems some characters still got shortchanged
Hi Counter Throw, right?They take a shit ton of damage if you throw someone when they're trying to hold.
Yeah, I saw that.Practice all combo with Stagger Escape Fastest and Recovery on,
That's exactly my problem too. Screw these online mashers. Here I am trying to play intelligently and they're just smashing out buttons and beating me every time.I know what's throwing me off about this game.
It's this damn nonexistent blockstun. Oh, you just blocked a 7-hit string and you wanna retaliate? Too bad, have some more!
A-freakin-ha.
If a Critical Hold is done at the earliest possible moment (read- someone is mashing), the recovery time is almost the same as if it were slow escaped at the maximum speed.
I don't like that at all, but the numbers don't lie. So this is why I can't stun hold-happy opponents.
Also, I know what's throwing me off about this game.
It's this damn nonexistent blockstun. Oh, you just blocked a 7-hit string and you wanna retaliate? Too bad, have some more!
I see why some people just swear off online for everything. I block a wakeup sweep, retaliate with a 5-frame low throw, and get 9KKK'd out of it. How does that even work?!
Reminds me of SCIV "frametraps"...
Use a low throw. Everyone has them in DOA. They are not just a special quirk of a few characters like SC.And what do you do if they low hold?
Hi Counter Throw, right?
If you just keep attacking, well, they recovered from their stun fast if they mashed it out, so not everything will work...
I think I'm starting to understand. A few thoughts occur to me:
- During stun, the point is to extend or launch (or knockdown, but I don't know why you'd do that yet). Using mid punches and kicks makes sense, and using lows make sense. But what about highs? Low holds duck right under high attacks, but does that make them "off limits", or do those high attacks act as "virtual lows" inside the stun?
- Are there "NC" strings within a stun? i.e. if I put a guy into a stun, he can critical hold out. But if I PP him, can he high hold the second P? If they are NC within the stun, are they different from regular NC strings on normal hit?
- Carrying on with the stun, I can go for the Critical Burst (mid punch) or balls-out for the launch (mid kick). But I also have a high kick launch. I should be using this too, right?
- Does anyone in the game have low launchers?
- If an opponent holds it seems to change the advantage gained off the stun. It feels like there's no time to think, either input attacks on faith, or wait for the hold and throw.
If I wait for the hold and attack, it usually gets blocked... or I hit, but I lose my stun (?) Is it because I'm too slow?
You can recover from a stun with mashing?
Damn why did they remove the change? Did they ever explain?In the Alpha Demo and Dead or Alive Dimensions they added 8 frames of recovery when you hold out of critical, this definitely helped, but was removed from the game at the E3 build.
Well, if they're attacking, you can't throw them. (Unless you use an offensive hold, apparently, which can interrupt like regular SC throws. I guess I need to use Takedown at advantage more often.)That's exactly my problem too. Screw these online mashers. Here I am trying to play intelligently and they're just smashing out buttons and beating me every time.
well I mean, in SC, you have moves with short blockstun, and moves with long blockstun. A lot of moves have long blockstun, so you can fit inputs in there. There's a 20 frame buffer window to help with that, too. If someone is mashing BB in your face it's easy to interrupt them. The general action is slower, is what I'm trying to say, I guess.As for the block stun, the disadvantage is applied once the 'string input' window expires. So the player can delay the string but once the string input window time expires it begins the - or + advantage.
I don't have the reaction time for this... I guess I'll get used to it...Use a low throw. Everyone has them in DOA. They are not just a special quirk of a few characters like SC.
if they mash out the critical hold, I mean.You can recover from a stun with mashing?
And you guys run Best of 5, too. As you should, if reading is that important in this game.5) Pretty much, they make it so it's not so much reactionary punish but prediction that is key. Some would say that if SF4 is 60% mental and 40% technical, DOA is 80% mental and 20% technical.
Well, if they're attacking, you can't throw them. (Unless you use an offensive hold, apparently, which can interrupt like regular SC throws. I guess I need to use Takedown at advantage more often.)
if they mash out the critical hold, I mean.
If they don't do anything when they're stunned, you get a lot of time before they can guard, you can hit them at an easy, leisurely pace, or use slower moves.
If they mash out the hold, your options just shrank in an instant. If you're not paying attention you'll lose the stun opportunity. You might hit them, but then it'll be normal hit, and most of my stuff is - on normal hit... which means I'm getting mashed on again.
Damn why did they remove the change? Did they ever explain?