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Dead or Alive 5 - Survival Mode Leifang Guide


Capcom Juri Han
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12.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/kokro_zps34cd839d.png

Ah yes the beautiful, adorable Kokoro. Kokoro excels in up close or mid close range distance. Most of the habits or attacks Kokoro uses have a high stun or heavy stun priority. Kokoro is probably somewhat of a big threat if you are not careful when facing her as a opponent. Therefore you should never let your guard down, or ever take her lightly every time you face her. She is easy a bit in the less levels of progress defeats. But once you are in your 30's, 40's, or 50's onward, she becomes a nightmare if she gets close to you often. You better hope you have a good/descent defense and can shake her off quick to zone/space yourself away properly to keep her away at a good/safe distance again. Kokoro likes to get on you with her kind of confusing pokes, blows, and strikes. Some are highs, mids, and maybe lows. She's probably one of the hardest opponents I have ran into having a hard time guessing right her move(s) type and proper counter type. I just get lucky sometimes and counter correctly to deal with her offensive attacks. Then I make sure I keep her at a good zoning/spacing distance onward to not miss up again, for the rest of the fight. She also likes abusing her 3 part special combo throw which drains quite a bit of good damage. So you'll want to avoid that a bit. Which she can also get bonus danger wall damage with it, if she catches you with it and you are near the danger wall reach when she finishes the 3rd throw part. She also has pretty good reach with her strange string/strike pokes. Tactic and zoning? Keep Kokoro about 3 1/2 or 4 steps away. A bit close to half or an entire half a distance from her to be exact. You will want to play the turtle baiting charge move tactic strategy with her from these distances. She will mostly always will start a string of strikes. Or a poke and her two low kicks while you are charging your 1 P+K move. Keeping your zoning to 3 1/2 or 4 steps away is good and wise zoning/spacing tactic choice. Due to Kokoro's random good reach possibility. From this distance you will be able easily see when she starts her strings of any type of attacks, without much threatening risks from Kokoro. From your side, favoring you. You are/will be safe from being hit often a bit, unless you are still a scrub at using the 1 P+K move/charge move. Or not knowing when to release it. It is easy to punish her as long as you keep your proper good/safe zone/space distance often. Release/releasing your 1 P+K move after you see her second string of any attack type missing, should be a good hint/clue and your common exposed "hit box" timing for Kokoro. Remember her danger is being up close or too close to you. Avoid it as much as possible. If she gets close to you or within a attack reach distance, use the usual method to shake her off and hope for the best. As a final fact tip, Kokoro is extremely weak from you being far away in case you haven't figure it out. Distance is her weakness that favors you mostly. In many ways Kokoro should be approached like you would Kasumi. Where distance is your friend and favors you, while it doesn't favor much for Kokoro. Kind of funny Kokoro and Kasumi share something in common. The only thing I can say you should worry about from being very far away from Kokoro that is not so good, is you miscalculating your punish or hit mark with your 1 P+K move. Like a common problem you'll be facing for a lot of survival opponents and troubled situations you may run into for doing this small mistake often. Kokoro is a opponent who is aggressive on higher defeat levels and if you leave yourself open for an attack by a mistake of missing with an attack or to punish her and she can reach you on time. She will not hesitate to take advantage of your mistake and punish you, if she can get within your reach distance on time of your exposed opening.

 

 

 

Habits

- Punch string/strikes

- Punch strings/strikes into mid air double kicks, or a mid air kick into standing punch again upon landing

- Punch string/strikes into low sweep or double sweeps

- Low sweep or double sweeps

- Standing launch kick ( she does a spin animation with her kick as her leg raises up and ends up looking backwards when it finishes)

- Punch strings of high and mid punches

- Charge attack blow

- Punch strings/strikes into semi cancel/canceling, then into a punch or kick

- Elbow fist strong blow ( she faces backwards a bit when executed, striking with her elbow and fist hand with intense force. Has a rebound bounce effect on hit if I recall)

- Launch paw

- Shoulder power strike blow

- Twin air kicks

- Triple standing kicks strings ( Kokoro faces backwards as she does 2 or 3 kicks)

- Double palm fists power blow ( Her biggest reach attack, she tilts her head side ways forward and brings both her arms and hand palm fists with intense force forward towards you. It sends you flying with intense force to the ground upon hit. Like the 1 P+K does.)

- 3 part combo special throw ( Kokoro players should know what I mean)..

- Throws on higher defeat levels if you allow her to get close to you often by being careless a bit

- Low sweep into standing punch

- Short fast punch mini combo string

- Running slide kick (Rarely happens ever)

 

 

 

Hitbox

- Punch string/strikes miss, after 1st or 2nd one ( I recommend after 2nd one misses for best result against Kokoro)

- Punch strike/strings into kicks miss ( By kicks I mean any type, sweeps, jumping, or standing. Recommend before the kick(s) are executed by her or just exactly after they are executed)

- Low double sweeps (before the 2nd one is performed or exactly as it's executed)

- Standing launch kick misses ( As she is spinning a bit to face backwards)

- Charge attack blow misses

- Launch paw misses

- Twin air kick miss, as she is coming back down to land

- Any string/strike combination where Kokoro semi cancels/cancels and will usually follow up ( as the semi cancel/canceling animation of Kokoro is happening)

- Short fast punch mini combo string misses (Very easy, since the reach is short)

- Triple standing kicks strings miss, after the 2nd or exactly 3rd one is executed

- Elbow fist strong blow misses

- Double palm fists power blow misses

- Any common strike/string missing and trying to follow up instead of stopping her own attack(s)

 

 

 

Bad/danger/disadvantage zoning/spacing

- 3 steps near her or below being close/up close to her (You can be a bit safe from a small number of her habits of attacks from 3 steps, but it doesn't happen that way often. So can't recommend 3 steps, even on average bases)

 

 

 

Good/safe/advantage zoning/spacing

- 3 1/2 or 4 steps away from her, this is about half a distance from her ( Your best zoning/spacing against Kokoro.You will be often pretty much safe from any attacks or gimmicks Kokoro will try and throw at you from this area)

 

 

 

* Note: As a final reminder tip, Kokoro's advantage is up close to minor mid close range distance. That's her intense/major advantage she has. One where she can turn into a nightmare foe if you are not careful and have a good defense. Her weakness is distance like Kasumi or Christie. So have in mind distance is a bit your friend when facing Kokoro. Kokoro doesn't have much options she can do from far away. She can only run to you and/or try and start a punch string/strike usually. Or start any string/strike of any type that is very easy to punish once you get the hang of Kokoro. The only thing you have to watch out for if you far distance from her, is to try and not miscalculate your hit or punish with your 1 P+K move/charge move. Or it could give Kokoro time to get on you and pressure you or punish you instead. Which can easily cost you your survival progress real quick by too many mistakes like this/these when facing Kokoro. You don't want that to ever happen or be the situation case as much as possible. That's pretty much all you have to worry about or watch out for. Otherwise distance is your friend again against Kokoro, just like Kasumi. Staying mostly within your 4 steps away from her. Or 4 1/2 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Kokoro. Fight her knowing this for best fight comfort of confronting her.

Edited by Capcom Juri Han
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13.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/ryuhayabusa_zps6dd9d53b.png

Ryu Hayabusa, the super ninja of DOA. Like Ayane, Kasumi, and his friend Hayate, Ryu is a ninja obviously. So mostly he excels in speed, a bit aerial attacks, spacing or zoning in close to you at will often. Ryu is a bit less aggressive than Hayate and Ayane. He's not very aerial either. Rarely has he ever attempted his teleporting arsenal gimmicks. Like his punch, kick, or throw by his ninja teleport. Ryu likes playing "I attack you a bit. While you charge your 1 P+K move and turtle bait me" most of the time. Like Kokoro he's most dangerous very close or up close to you. A bit mid close range also. I will also note and say that Ryu can be dangerous a small bit from very far away. Like Ayane or Hayate. But not a whole lot compared to them. He rarely and randomly likes playing zoning/spacing mind games with you a bit as well. He still has a few gimmick habits he may try and do to throw you off a bit and make you guess what to do or how to deal with him. But again, it's not as frequent as those two. Tactic and zoning? Try keeping about similar distance as you would facing Kokoro, except maybe half a step less. His reach isn't that threatening as Kokoro's much. But he does pack a good reach non the less, thanks to some moves he likes throwing out randomly. So don't take/underestimate Ryu's reach capability lightly ! Keep your distance a bit while playing turtle bait with your 1 P+K move/charge move. Ryu likes abusing his Izuna drop in higher defeat levels. He also randomly likes using his upside down hand stand leg throw, that cracks your neck or so. Defeating Ryu is about keeping your distance a bit by doing good zoning/spacing on him and baiting him to attack you. And you punishing him with your charge attack. When he attempts to attack you and get you with his attack(s) or strings, but misses. Obviously due to you doing the good spacing/zoning tactic strategy on Ryu. Proper release timing of the 1 P+K move/charge move is your key to victory over him. Ryu's is probably a small threat opponent like Hayate or Kokoro, but he's less threatening a bit than Kokoro. Not really hard to deal with, unless you lose your cool or focus. Or don't play your cards right all the way through out the fight with him. Or entirely let your guard down on Ryu. If he gets up close to you, use the same shake off method/options as usual to deal with him. Use Ryu's recovery time while he is getting up, to zone/space yourself good again to start the 1 P+K charge move bait game all over. On higher defeat levels he likes abusing his Izuna drop throw if you allow him to constantly get close to you. Or when/if he counters you. So keep him at a distance as much as possible. Also don't spam your 1 P+K move/charge move like crazy, so he does not counter you eventually or frequent. Throw them during the hitbox frame time always, as much as possible. Ryu has a few good reach moves like his triple forward diving mid air kicks. His ninja charge double punch palm blow attack or forward aerial smash kick. His backwards somersault kicks ( usually turns into his power blow attack when his life is glowing). Ryu is also an opponent that he can punish you or pressure you easily if you make a mistake like miscalculate your hit or attack. Or you end up missing with your charge move attack. As Ryu does turn aggressive for such a mistake on higher defeat levels. And he will often take advantage of your mistake, like pretty much every other opponent. So try and avoid this common mistake as much as possible, once again when facing/fighting Ryu. You should be okay when facing/fighting Ryu every time, if you listen and follow my advice.

 

 

 

Habits

- Basic ninja punch string/strikes

- Basic ninja punch string/strikes into triple forward diving mid air kicks ( Ryu punches twice and starts spinning in mid air a bit, doing 3 kicks as he is spinning in mid air towards you a short distance)

- Standing kick to spinning strong kick

- Small uppercut punch to hammer ninja kick ( Ryu tries launching you into the air with a strong spinning punch and brings you back down with a standing high raising leg kick)

- Spinning launch punch (looks like a uppercut/small uppercut)

- Uppercut punch into aerial combo ( Ryu attempts to launch you into the air with a uppercut and then combo or Izuna drops you in mid air)

- Twin short mid air forward kicks

- Forward dive kick ( has a good/descent reach, but rarely does it)

- Ninja Teleport, with or without any attack (Rarely does it, only mostly if you are very far away he may do it on high defeat levels)

- Low kick

- Spinning low sweep

- Ninja raising uppercut

- Crouching spinning low jab into spinning low sweep

- Forward aerial smash kick ( Ryu jumps forward towards you performing a small turn in mid air, doing a kick that has a strong smash effect as he travels a short distance and lands)

- Ninja charge double punch palm blow attack ( Ryu pulls back a bit to charge both his arms and fists and release a double forward punch blow with intense force)

- Triple forward diving mid air kicks (without start up strings/strikes)

- Forward roll kick

- Side stepping/side walking (Not frequent)

- Running slide kick

- Hand stand stance ( Ryu stands upside down with his hand supporting him and his feet on the air, similar to Brad Wong's hand stand stance)

- Hand stand throw on higher defeat levels if you allow him to get close to you often by being careless a bit

- Izuna drop throw on higher defeat levels if you allow him to get close to you often by being careless a bit

- Izuna drop counter throw on higher defeat levels, if you keep spamming certain combos, moves, or timing wrong your 1 P+K punish frequently/often

- His backwards/charging backwards somersault kicks ( becomes Ryu's power blow when his life is glowing/flashing)

- Basic throws on higher defeat levels if you allow him to get close to you often by being careless a bit

- Backwards low kick to strong punch blow

- Special ninja stance

 

 

 

Hitbox

- Ryu starts his basic ninja punch strings and misses, after the 1st or 2nd one

- Standing kick to spinning strong kick misses ( Before his spinning strong kick is executed if you are skilled or a smart players. Or just as soon after his spinning strong kick misses)

- Spinning launch punch misses, as his back is turning

- His small uppercut punch to hammer ninja kick combination misses

- Twin short mid air forward kicks miss, as he is landing

- Forward roll kick misses (Just as he misses and his roll animation is trying to finish to get back into neutral position again to be able to follow up)

- During hand stand, if he can't get you with his hand stand throw

- His backwards/charging backwards somersault kicks misses hitting you, before he two legs touch the ground again

- Forward aerial smash kick misses (Recovery frame is a bit slow, very easy to punish, provided he missed you due to you having a good zoning/spacing area when he did it)

- Backwards low kick to strong punch blow misses, before he does his punch (As he is turning around forward back, to do his punch)

- Ninja charge double punch palm blow attack misses (Very unsafe upon miss and a bit easy to punish, provided he missed you due to you having a good zoning/spacing area when he did it)

- Triple forward diving mid air kicks miss, as he is landing back

- Any common strike/string missing and trying to follow up instead of stopping his own attack(s)

Edited by Capcom Juri Han
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**(Ryu Hayabusa continue guide)**

 

 

Bad/danger/disadvantage zoning/spacing

- 3 steps near him or below being close/up close (You can be a bit safe from a small number of his habits of attacks from 3 steps, but it doesn't happen that way often sadly. So can't recommend 3 steps, even on average bases. As you can get hit by moves of incredible reach Ryu has. Such as his forward aerial smash kick, ninja charge double punch palm blow attack, or triple forward diving mid air kicks. Which these moves possess incredible reach that even from 3 steps they often can reach/hit you )

 

 

 

Good/safe/advantage zoning/spacing

- 3 1/2, or 4 steps away from him, this is about half a distance from him ( Your best zoning/spacing against Ryu Hayabusa.You will be often pretty much safe from any attacks or gimmicks Ryu will try and throw at you from this area.)

 

 

 

* Note: As a final advice tip, Ryu's advantage is up close or a bit mid close distance range. Due to his random good reach range attacks he can use. He's a interesting opponent in a small way because he shares a similarity tactic approach trait to Kasumi and Kokoro. And also a bit to his ninja allies of Hayate and Ayane as well. On one hand distance is/can be your friend like when facing Kasumi and Kokoro. But he can also be a bit aggressive randomly from a very far distance, like Ayane or Hayate. If you do mistakes like not landing hits or making him block and he can quickly reach you. And also if you let your guard down or take him lightly from such a distance away from him. So if you are gonna play or approach him a bit by keeping him a bit too far away, always keep your guard up, just in case ! I will also remind you that Ryu can play a bit zoning/spacing mind games with you. Just like Ayane or Hayate from a long distance. Though not as often as those two. Just be aware of this a bit. As again, this tactic and strategy of his will be to confuse you or throw you off a bit. And to make you have a harder time predicting Ryu and understanding how to deal with him in that situation. Also on higher defeat levels, once again try not to miss your correct timing punishments with your charge move. Or doing them by just spamming, as Ryu will mostly counter them and Izuna drop you on higher defeat levels eventually. If you start to spam your charge move and not use it/them correctly. If Ryu is able to get close to you or he counters you on higher defeat levels, you most likely will suffer his Izuna drop wrath by either throws or special counter throws. Staying within your 3 1/2 steps away from him. Or just 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Ryu. That is all I can say or share with you for facing Ryu. Fight him knowing this for best fight comfort of confronting him.

Edited by Capcom Juri Han
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14.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/pai_zpsfaaf79a1.png

Pai, the semi Chun Li clone from Virtua Fighter. Pai is a bit of a fast attacker and has a good arsenal of strings/strikes to keep confusing and making you have a frequent hard time guessing what to do. Or how to defend/deal against them. She's also an opponent who likes playing offensive mind games with you. Similar to Lisa. This is perhaps one of Pai's specialty's. Pressuring you in having a hard time guessing how to deal with her and her attacks, if she gets close to you. Pai's biggest threat arsenal is probably a forward cartwheel kick similar to Eliot's, she randomly does or will do. Which has a very good reach. Probably covers half a step more than Eliot's cartwheel kick. She also has a low sweep that has descent/average good reach and her own version of the Dragon Kick Jann Lee does. Which again Eliot also does have one as well. Which of course is a strong aerial flying power kick that has a good reach coverage and can hurt very bad if it hits you. I believe it's also unblockable, if I am not mistaking. Those are probably her only most threatening moves from a distance she has. She is a opponent that is best taken out from a distance, by your small or medium charged type 1 P+K moves. If you will/are going to play the turtle bait and punish tactic game with your charge move with Pai. As Pai Chan's advantage is obviously being close or up close to you. So you will want to avoid facing her by close or up close fighting range. So what is her tactic and zoning? Keep distance similar to Ryu or Kokoro, mostly because of her annoying good reach distance forward cartwheel kick she has. If she misses you with it, it will be easy to punish with a charged 1 P+K move. As it's unsafe upon missing and her landing again animation. If she doesn't throw the forward cartwheel kick, she usually tries simple strings of punches, followed by kicks randomly. Very easy to read after a while, and getting your 1 P+K move/charge move release timing right. Just release them before she's able to recover from her strings/attacks she misses with and is trying to follow up. She hardly seems to counter, and if she does, her counters are mostly tickles to you. Since they hardly do any damage or even close to the DOA characters. They are mostly for stuns, and openers for combos. But the A.I. will mostly not combo you when you are in counter stun from my knowledge. If you go defensive as soon as you gain recovery from them. Only on higher defeat levels mostly. Keep your distance as much as possible always, and watch out for her cartwheel kick and her version of the dragon kick and you'll be fine. Also beware of her spinning low sweep. As being just a bit certain close distance from her, it can still reach you. If she gets up close to you, just use same usual method as explained for shaking her off of you and creating space/good zoning again afterwards. Go defensive a bit and wait for a opening to execute your shake off combo strategy or launch combo juggle to get her away from you once again. I will also like to state that like common problems when facing most of the opponents, Pai can be aggressive if you make a mistake of missing an attack or punish. She will do everything in her power to take advantage of your opening danger, due to your mistake of miscalculating an attack and not hitting her or making her block. Mostly on higher defeat levels. So Pai is also one of those opponents that you don't want to let your guard down a bit or take her lightly always or at any time. She can turn the tables on you real quick if you are not careful, don't have a good/descent defense, or can't guess right her moves/strings up close.

 

 

 

Habits

- Quick punch strike/strings into kicks, low punches, low kicks, or jumping kicks, or sweeps

- Variety of jumping kicks, usually towards you (They have small travels towards you priority

- Jumping double knee forward twin kicks

- Aerial flying power kick (Pai's version of the Dragon kick. She has a small spin animation in mid air before she does it. One of her biggest reach attacks. It's punishable if you are a bit skilled or experienced. You can punish it before it even hits you. Or if you are a bit far enough for it to miss you by a good/safe zoning/spacing miracle, then just as it misses hitting you. As Pai is about to land back on the ground)

- Back flip kick ( she does a standing back flip, with a kicking element)

- Spinning low sweep (Has a descent/average good reach, not threatening if you are in average good/safe zoning/spacing distance from her.)

- Forward cartwheel kick ( By far Pai's biggest reach attack)

- Strings/strikes into different fight stances

- Standing double kick

- Low punch strike

- Throws on higher defeat levels if you allow her to get close to you often by being careless a bit

- Random parries (non damaging deflecting attacks) , mostly if you attacker her during special stances

- Special throw (Pai rolls you over and brings you down to the ground with intense force as you are rolling/spinning. The damage of this throw is a bit intense similar to Lisa's special mid air throw. Could suck nearly a quarter of your health. You should avoid it at all costs or as much as possible. By keeping away from her as much as possible.

- Standing kick into low kick or low spinning sweep (Does a standing kick, then does a small low/crouching position to get ready to do a low kick or sweep. Which takes a bit of small time to execute her low kicks after her standing kick)

 

 

 

Hitbox

- At the start of her string strikes of usual punches and kicks ( After mostly the 2nd hit misses, similar to Kokoro's hitbox)

- Jumping double knee forward twin kicks miss hitting you, as she is landing back on the ground

- Aerial flying power kick misses you (Before it's able to hit you, or it misses entirely and she's landing on the floor. Provided you had a very good zoning/spacing at the time she did it and it missed you)

- Basic jump kicks miss you, as she is landing back on the ground

- When she is going into difference stances ( It's more of a 50/50 chance of a successful punish chance. She can parry you often as well. But you should chance it, if you want. Provided you have plenty of life to spare. You may get lucky and get a punish instead of a parry, which could end the fight quicker)

- Forward cartwheel kick misses you, as she is landing back ( Provided you had a very good zoning/spacing at the time she did it and it missed you)

- Her low punch strike misses

- Standing kick into low kick or low spinning sweep misses, as she is going into her low/crouching position to perform her kicks. ( it's a bit slow for her to execute her final low kick things. Very easy to punish on time)

- Her spinning low sweep misses

- Any common strike/string missing and trying to follow up instead of stopping her own attack(s)

Edited by Capcom Juri Han
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**(Pai continue guide)**

 

Bad/danger/disadvantage zoning/spacing

- 3 steps near her or below being close/up close to her (You can be safe from a small number of Pai's habits of attacks from 3 steps, but it doesn't happen that way often sadly. So can't recommend 3 steps, even on average bases. As you can get hit by moves of incredible reach Pai has. Such as her aerial flying power kick, her spinning low sweep, and the annoying forward cartwheel kick. Which has such an incredible reach often.)

 

 

 

Good/safe/advantage zoning/spacing

- 3 1/2, or 4 steps away from her, this is about half a distance from her ( Your best zoning/spacing against Pai Chan.You will be often pretty much safe from any attacks or gimmicks Pai will try and throw at you from this area)

 

 

 

* Note: As a final reminder and advice tip, distance and being away from Pai is often in your favor. However being too far away can also be too risky for beginners/casual or less experienced players. I recommend exceeding the suggested best/good zoning/spacing distance against her only if you are a smart or skilled/experienced player. Or to put it in a simple way, if you think or know you won't make the mistake often of miscalculating your punish hit marks and missing with mostly your charge move. Therefore being open for a punishment or pressure by Pai Chan. Which she can be aggressive and take advantage, if you do such a mistake often. Other than worrying about doing that simple mistake, distance is more or less your friend against Pai otherwise. One you should consider as a good strategy for facing her. Once again, avoid as much as you can confronting her close/up close. As I will remind the player that Pai likes playing offensive mind games with you from close/up close range. Which mostly applies to average players or if you don't have much experience fighting Pai. Pai's offensive mind games won't/shouldn't be much of an issue from a distance. Or from your good spacing/zoning areas. Close/up close fighting should be handled only if she manages to get close to you by luck. And you are forced to play defensive a bit, and will need to try and shake her off when the time is right. Therefore if you end up in a situation where avoiding dealing with her offensive moves from a close/up close range mostly is not an option. Here is what you'll need to do from close/up close range. Be very patient and play defensive a lot with Pai Chan. Do your shake off strings or combos on Pai, when you see and feel/believe there is an opening to attempt it (your shake off strategy). If you eventually knock down Pai Chan successful, zone/space yourself good again while she recovers. Backing away from her, to start your charge move "keep away" offensive tactic strategy on her again. Remember this is if you have no choice, but to engage Pai by close/up close range. Otherwise close/up close range is Pai's dangerous area and her advantage. So I will suggest not to engage Pai Chan in close/up close fighting as much as possible. Always keep about half a distance from her and you should be fine. She's not that hard to deal with if you play your cards right in the entire fight, when you face her. She's actually a bit easy to punish if you get the hang of her and spend some time studying and fighting her in survival. Staying within your 3 1/2 steps away from her. Or 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Pai. Fight her knowing this for best fight comfort of confronting her.

Edited by Capcom Juri Han
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15.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/akira_zpsba77edad.png

Akira, often refer to as the Ryu (from Street Fighter) of Virtua Fighter. He seems to strike fear into a lot of survival players. Or players who attempt playing/clearing survival mode. Claiming he's a big pain and nightmare to deal with. But to me, he is actually a sweetie pie to Leifang. He just needs love. What, what do you mean? Well he is actually not that hard to predict or approach for Leifang. He likes to also play "you turtle bait me with your charge move, I attack". Akira's arsenal habits are his deadly fists, his charge fist, punch blows, or his double fist blow as his favorite attacks. While you turtle bait him with your charge move. And random kicks or jump kicks. Tactic and zoning? Try keeping 3 to 3 1/2 steps away minimum, and not exceed 4 steps away from him. Very easy to deal with him, as long as you keep within the proper zoning/spacing distance away from him. And turtle bait and punish him well timed with your charge move. He will always attack in these patterns mostly by throwing punches, punch blows, or punch strike/strings. Timing of your 1 P+K move/charge is easy to get. Just release it as soon as you see him execute any move to try and reach/attack you with and he fails to reach you. His reach is not that big compared to Ryu or Kokoro. He's very easy to get by with Leifang often. Probably a punching bag and life restorer if anything, once you get to know him and his habits. His "hit box" is so easy to read or see after spending time getting to know him. If he gets close/up close to you, shake him off usual method as explain. You can also try countering, if you have good health life left. He's mostly a mid counter A.I. (mid counter punch type that is). Very easy to deal with and counter his punches often. I find it just so easy to always punish him often by just waiting for exactly when he throws his punches. They are a bit slow and the recovery frames are descent upon miss and their reach is just horrible. If you keep your good/safe zoning/spacing on him. Here is a funny advice I will share with you to make it easier for you to always catch Akira on time, during his hitbox for success punish always. When ever he throws his punches and misses. I use to wait for him to do his chant or small yell, which would mean he would throw a punch usually. So as soon as I heard his voice chant or small yell I would get ready to release my 1 P+K move/charge move. I found this funny habit very reliable for guaranteed punish. I suggest you try it. You will see Akira isn't as threatening as people/players make it out to believe/think. At least not for Leifang. The only attacks you have to worry about. And time a bit more cautious your 1 P+K move/charge move with/against, is Akira's charge attack punch. Which he can obviously hold for a while or delay a bit before he releases it. So just make sure you hold your 1 P+K charge move longer than he does, when he does his charge punch. And you'll always end up beating him most of the time in a charging move face off. Otherwise releasing too early gives him the advantage and chance to hit you with his charge attack instead. Akira also has a few punch strings/strikes where he can semi cancel/cancel, similar to Kokoro. He usually backs up/backs away a bit when he semi cancels/cancels his attacks or punches. This can often cause you to miscalculate your attacks or punish, if you are not careful. I suggest if you using a 1 P+K charge while he's doing this, you wait for Akira to end his often backing up/away semi cancel/cancel animation and wait for his usual follow up attack. He will almost always follow up with an attack after he does his semi cancel/cancel animation. Either by a punch, low sweep, or in rare cases a backwards elbow blow. He's just trying to play a small zoning/spacing mind game with you. To catch you off guard and to cause you miss with your charge move mostly. So he can get in on your from close/up close range to pressure you. That's pretty much all you to watch out for or worry about for/from Akira, to take small precautions. Otherwise Akira isn't that hard at all. He is a easy opponent and a bit of a survival life saver, if you know what you are doing. And don't lose your focus during the entire fight. He is a opponent where medium distance and distance is your advantage and friend mostly. You don't really have to be more than half a distance away from him ever, never found the the need for it to be honest. Akira can be a bit of a pain from close range distance, if he is able to get you into his punches. As they seem to have random high stun priority if hit. Which he will usually end up getting you into a juggle combo if he does. Mostly on higher defeat levels. But he is often not that aggressive up close, compared to other opponents or as much. He is often easy to shake off of you, if you react quick as soon as he gets close to you. He often falls easy for sweeps or low sweeps. So don't be afraid to throw a few sweeps or low attacks, if he gets up close to you. Instead of only resorting to a shake off or launch juggle combo to deal with him.

 

 

 

Habits

- Forward punch (stun priority often on hit)

- Double forward fist punch

- Strong palm blow strike

- Forward elbow strike

- Forwards punch into semi cancel/canceling into punch, or into low kick, standing kick, or backwards back elbow blow strike ( He often pulls back/backs away when he does his semi cancel/cancel animation. Similar to what Kokoro can do)

- Backwards elbow strike (He turns with his back quick and attacks with his back and elbow, with a strong force)

- Jumping forward twin kicks

- Standing kick into punch or punch strings

- Forward twin power punch blow ( Similar to Kokoro's biggest reach attack blow)

- Side stepping or side walking ( Random, barely does it)

- Forward elbow into semi cancel/canceling

- Low sweep or twin low sweeps

- Standard punches strings/strikes ( They are mostly mids, so they are counterable by mid attack or punch counter type counters)

- Standing low kick

- Charging Attack Forward punch ( He does a charge stance for whining up a punch and travels forward a bit while unleash his strong charge punch. He can hold it often for a bit to try and trick you to attack before he does. So you have to be a bit careful when ever he does it and make sure you don't strike first before he does to not get hit by it by a simple mistake. This charge attack war is best won by him striking/making his move first and you punishing as soon as he strikes first.)

-Throws on higher defeat levels if you allow him to get close to you often by being careless a bit

 

 

 

* Habit note: Akira's average punch strike/string attacks will be mids mostly. So don't panic much if you have descent life. You can try dealing with them mostly by countering by mid attack/punch counter type. About 75% or 80% you should counter him successful if he does punches. On higher defeat levels he will randomly change this, so be careful not to rely too much on mid counters later on. Mostly if you are lacking descent life energy bar remaining.

 

 

 

Hitbox

- As soon as he does his punches and they miss (His hit/contact time frame is very short for mostly any punches he does. That the instant he does them and miss, they are no longer valid to hit/make contact with you. Very easy to punish)

- Double forward fist punch misses

- Strong palm blow strike misses

- Forward elbow strike misses

- Just as his semi cancel/cancel animation is finished and is about to follow up with an attack

- Jumping forward twin kicks miss

- Forward twin power punch blow

- Backwards elbow strike misses, before he is able to turn around again

- Charging attack forward punch misses ( remember it's best to hold your 1 P+K as long as you can and release it only after he strikes/releases it first to win the charge attack war game face off. Unless you are Positive your 1 P+K can still reach him from your distance to wear he's at, before he releases his charge attack. Or else you will mostly get hit by his charge attack instead, all the time ! )

- Any common strike/string missing and trying to follow up instead of stopping his own attack(s)

Edited by Capcom Juri Han
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**(Akira continue guide)**

 

 

Bad/danger/disadvantage zoning/spacing

- 2 1/2 steps near him or below being close/up close to him ( Akira doesn't have really incredible reach like most of the opponents. But he does have/has descent/average good reach. So being even at 2 1/2 steps away from him is a bit risky and you can get hit randomly by his habits.)

 

 

Good/safe/advantage zoning/spacing

- 3 steps or 3 1/2 steps away from him (Your best zoning/spacing against Akira in my book.You will be often pretty much safe from any attacks or gimmicks Akira will try and throw at you from this area. As he doesn't really have any incredible reach coverage attacks. Only average descent/good reach attacks if anything. So you don't have to be that far away from him like other opponents often. )

- 4 steps or more away from him (Optional: Just don't try and do the mistake of missing with your attacks or punish and you'll be fine from these distances.)

 

 

 

* Note: As final reminders and tips, Akira is mostly dangerous close/up close range. Like a common opponent, or almost all of them. Mostly if he can get you caught in his punch strings and get you stun to get you into a juggle combo punishment. He's not that threatening from a distance or fair distance, thanks to his lack of incredible reach attacks or habits. So that's a plus for you when fighting him. Once again, he's the type of opponent that distance and maybe far distance favors you and not him. I will only say if you want to exceed 4 steps being away from him (half a distance), to just try and not to miss with any attack or punish ever ! With mostly your charge move, and you will be fine. Otherwise you will be just fine being just 3 1/2 steps away from Akira the most. As his habits/attack arsenal lack good reach capability, which is a small surprise. If he gets close to you, you can often counter his punches by mid punch type counters. Or more specifically do a counter for mid punches. As most of his punches are/will be mids from my experience. Though I suggest doing counters only if you have descent or good life to spare. As a wrong counter could miss you up a bit. And there might be a small chance it can happen if you are a bit unlucky on higher defeat levels. As Akira will randomly start to change his punch types to highs sometimes, on higher defeat levels. And no longer just mid types, if you counter a lot. If he comes close to you, don't panic much. Just play defense patiently a bit with him. When he stops a string of punches and you see a small opening chance, shake him off and zone/space yourself again at a good distance. Away from him again. If you are having minor problems being able to predict his hitbox and misses, remember to listen to his yells or chants for better predictions to get your charge move punish timing right. You can also sweep/low sweep him a few times as he seems to fall for them often. Staying within your 3 1/2 steps away from him. Or just 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Akira. Fight him knowing this for best fight comfort of confronting him.

Edited by Capcom Juri Han
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16.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/rig_zps3ca1dba9.png

The tattooed up Taekwondo fighter of DOA, Rig. Rig excels in quick kick strikes/attacks and descent damage. And often easy combos or air juggle kick combos punishments, if you are not careful and allow him to get close to you often. Like most of the opponents so far, Rig is the type of opponent that close/up close range favors him. But distance is his enemy and favors you often. Rig is really not that threatening in terms of incredible reach distance he can cover, which is a minor advantage for you. He only has maybe one or certain moves that has/have a bit of incredible coverage, and you can get hit by it. If you don't have good zoning/spacing distance frequently away from him.One of them is a bit like the Dragon Kick of Jann Lee if I recall. I'm pretty sure it's a flying aerial power kick he does and has. The other is like a spinning aerial double kick he does where he travels a fair distance towards you, in the process of the execution and animation. Those are about the only danger or threat habits he has. Or can do from a minor good distance from you. He's very threatening a bit from close/up close range. Because his kick(s) attacks/habits can be a bit unpredictable to deal with from close range engaged fights, for the casual/average player. Or players who have little to no experience facing Rig's A.I. opponent. In a way I will say he's a bit of a mind game playing opponent towards you. Due to again, his offensive kicks he will abuse from close range being a bit hard to deal with/predict and handle for casual/average players. He also has a throw he can abuse, which is a auto air launch I believe. Which in higher defeat levels he will try and abuse and take advantage of getting you into air juggle combos. If you keep letting him constantly get close to you. But if you can maintain your good zoning/spacing distance away from him often. You won't run into this problem/situation of Rig's offense pressure. He is often a 1 P+K move/charge move turtle baiting opponent. Like all the others mostly. He likes playing "you turtle bait me with your charge move, I attack". Once again Rig is not much of threat if you maintain your proper zone/space away from him. Tactic and zoning? Rig's usual/regular attack habits cover the most 2 to 2 1/2 steps distance of reach. Maybe up to 3 steps of reach coverage, if you are unlucky a bit. Maintain a minimum of 3 steps or 3 1/2 away from him. Or to be much safer, stick to 3 1/2 or 4 steps away only. Charge your 1 P+K move and wait for him to try and attack you by his crazy kick combination or punch strings/strikes. He can't reach you ever if you have at least 3 1/2 steps away from him. 3 steps away can be risky sometimes, but not always. Unless he does any of his 2 or 3 certain attacks that have some incredible reach range only. He is very easy to punish often, just release your 1 P+K charge move while he's doing his kicks or punches and is missing you. If he gets close to you, shake him off the same usual way. And zone/space yourself away from him again properly, after you shake him off. Another punching bag if you play your cards right at all times. Just like Akira. He's only aggressive a bit if he gets close to you, mostly on higher defeat levels. As mentioned previously. He will try and get you in kick strings and punch strikes where you can easily get stun/heavy stun and critical burst, for a big juggle combo. If he doesn't do that, he can get you in a special launch throw. Where he launches you high into the air and you are just juggle you hopelessly. So try and shake him off as soon as possible to avoid this problem/situation. Whenever he manages to get close to you. Rig is to be taken a bit more serious than Akira. Even though I said he can be a punching bag often, he can be more aggressive and dangerous way more frequent than Akira will ever be. I had a few Rig confrontations fights where it was almost over for me, because I kind of let my guard down a bit. Don't do this mistake that I use to often do, so you never have to face this situation or case. Always keep your guard/defense up, just in case. When ever you face Rig. Rig also is the type of opponent that if you do the common mistake of missing with your 1 P+K charge move punish on correct timing. Or miss hitting your mark and not cause him to at least block. He will try his best to take advantage of your exposed opening and pressure or punish you. So avoid doing this mistake and you should be otherwise fine from a distance or so. He can fall randomly for low sweeps or attacks. So don't be scared to throw 1 or a few more low sweeps if he's a bit close/up close to often, instead of just shaking off or doing launching combos. If Rig is giving you problems even from a distance. For example still landing kicks on you or attack strikes. Even from distances where you think you are doing a bit good zoning/spacing on him. Play more patient against him. Maybe you are releasing your charge move too soon/fast or just too late. Sometimes being patient a bit and playing a bit defensive from a distance. And taking the time to see better his moves and animation/animation time is a good strategy to apply. To no longer get hit by random attacks he does. Due to maybe a small timing mistake you are not seeing. With you using your charge move as a offensive strategy against him.

 

 

 

Habits

- Forward strong punch (Has stagger or stun priority, but nothing to worry about if you are away from him a good distance at least. He kind of yells when he does it)

- Kick string strikes

- Spinning forward kick

- Launch kick (Raises his leg upward to kick)

- Elbow strike blow (Has stagger ability, but usually does it after a kick or kick string)

- Flying aerial double kick (Basically spins in mid air traveling towards you a bit, while doing two kicks. Has a bit of incredible reach)

- Quick twin aerial kicks ( Has good reach, but not really incredible. Has strong impact blow priority upon hit, sending you flying and into the ground)

- Flying aerial power kick (Rig's version of the dragon kick. Jumps into the air, flying towards you and does a flying kick with intense force. Has incredible reach)

- Launch throw

- Mid air special leg grab throw ( Only happens if he can get you in a air jiggle, he can catch you with his leg in mid air and bring you down with his leg)

- Low sweeps

- Punch string/strikes into kicks

- Kick string/strikes into punches

- Throws on higher defeat levels if you allow him to get close to you often by being careless a bit

 

 

 

Hitbox

- Forward strong punch misses, as soon as he misses

- Kick string strikes miss, after 1st or 2nd one

- Launch kick misses, as he is bringing his leg back down

- Elbow strike misses

- Quick twin aerial kicks miss, as he is coming back down or is landing back on the ground

- Spinning aerial double kick, as he is landing back on the ground ( provided he missed you, by you having a very good zoning/spacing distance at the time he did it)

- Flying aerial power kick misses ( if you are skilled/experienced punish before it can make contact with you. Otherwise if it misses you entirely due to your good zoning/spacing distance at the time of his execution, punish him as he is landing or about to land on the ground again.

- Any common strike/string missing and trying to follow up instead of stopping his own attack(s)

Edited by Capcom Juri Han
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**(Rig continue guide)**

 

 

Bad/danger/disadvantage zoning/spacing

- 2 1/2 steps near him or below being close/up close to him

- 3 steps near him or below being close/up close to him (Random: You can be a bit safe from most of Rig's habits of attacks from 3 steps away, but it doesn't happen that way often sadly. So can't recommend 3 steps, even on average bases. As you can get hit by 2 or 3 certain moves of incredible reach Rig has and might often pull off on you. Such as his flying aerial power kick, his spinning aerial double kick, and the quick twin aerial kicks.)

 

 

Good/safe/advantage zoning/spacing

- 3 1/2 or 4 steps away from him. (Your best zoning/spacing against Rig in my book. You will be often pretty much safe from any attacks or gimmicks Rig will try and throw at you from this area. Being about half a distance or so from him.)

 

 

 

* Note: As a final advice reminder, Rig's danger is mostly close/up close range. He also can be more aggressive often compared to Akira, if engaged by close range fights. So try and avoid dealing with him from close/up close range as often as you can. Try keeping him away to avoid his aggression on higher defeat levels mostly. If he gets close/up close to you, he will try his best to often get you in critical stun or a launch juggle combo. Making you suffer intense punishment. Unless you have a good/descent defense and can shake him off quick, before he strikes pressure on you. I will state again that distance favors you and not Rig often. So try and keep him away from you and at a distance as much as you can for the entire fight. Just be sure to not do the common mistake that can cause you to suffer unneeded punishment or pressure from him. That being missing or miscalculating your attack(s) and leaving yourself wide open a bit for an attack. Mostly by your charge move attack obviously. Rig will take advantage of this mistake of yours if you do it, when ever he can. Also again, I will say if you are feeling a lot of pressure. Or things not going your way/too well with you facing Rig. It's best to start playing very patient a bit. Maybe you are just making a common mistake of timing wrong your charge move most likely. You are releasing it too soon or just too late. And Rig is just taking advantage of it. It's a sign that you just have to pay more attention to Rig's attack animations to get your release timing right/better again for the charge move attack. Staying within your 3 1/2 steps away from him the minimum. Or just 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Rig. That being said/shared, that's all pretty much you have to know or worry about. Fight him knowing this for best fight comfort of confronting him.

Edited by Capcom Juri Han
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17.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/hitmoi_zpsa2553c0f.png

Hitomi, the pretty and attractive German Karate girl of DOA. She excels a bit in descent fast punches/strings and pretty good/average damage. Her kicks have pretty good or often incredible reach. Probably her biggest threat of attack arsenals in terms of distance coverage and the distance it can reach to hit you. Or her attack reach possibility. Some of her kicks can even hurt you badly if she lands a hit on you. Her additional A.I. habits besides punches and kicks include throws. Mostly this special throw that has a 2 part throw combo string priority. Which she slams you on the floor and does a knee bash as her final throw attack combo string. It is breakable, but becomes harder to break on Master and Legend difficulties, even for skilled or experienced players sadly. She becomes a bit of a counter freak on higher defeat levels. But if you are a smart or skilled player, you will find out it's not a big problem much to deal with this situation. Since counters/countering also have/has small recovery frames and a frame time in which they become useless to counter further a/an attack. After a certain frame window timer has past for a counter and it's animation. That's right. For the 1st time, I am actually telling you counters also have recovery frames a bit and a time frame window when they no longer work at all and you can get a free punish/clean hit regardless. You just have to spend some time studying the counter frame time. And their exact frame timing of when their priority principles become useless effects by then. Or animation(s) of a counter. She plays similar to Kokoro or her attack pattern is similar. She likes playing "you turtle bait me with your charge move, I attack you" like the others mostly. Hitomi's main habit arsenal includes fist or punch strings and her kicks which have good range reach as explained before. Once again her kicks are probably her biggest threat against Leifang. Tactic and zoning? Keep your distance and zoning similar to Ryu or Kokoro. About 3 1/2 steps to 4 steps away from her because of her annoying kick(s) reach. Play turtle bait charge move with her by zoning/spacing a good distance away from her. She will usually start with fists/punch string combos or a combination of fist, kick, or a aerial kick. She can't reach you if you use the zoning/spacing tactic for Kokoro or Ryu. Very easy to punish her with a 1 P+K move/charge move bait game tactic. Release your charge move when you see 1 or 2 strings of Hitomi about to/being finish and missing you. And if you know you or are a bit sure you can reach her. She has no chance to counter you if you always approach her this way. If she gets up close to you, shake her off same method as described. Use Hitomi's recovery time to zone/space yourself good away from her. To restart your charge move bait game from a safe, good distance again. However like so many others, even though distance is indeed you friend against Hitomi, she can turn aggressive. By simply doing the common mistake of missing your punish or miscalculating your attack(s) and not making Hitomi at least block. I don't need to tell you anymore that hitting nothing but air will leave you open for an attack or punish pressure for/from Hitomi. Instead of the situation favoring you to punish/pressure her often. On higher defeat levels Hitomi will try her best often to take advantage of this mistake. Should you be foolish to not avoid this common mistake or try your best not to. She also can be aggressive up close on high levels simply by abusing throws. Her prefer one is again a special 2 part throw where she slams you to the ground and knee bashes you as finishing move to the throw. It is breakable, but becomes very complex and hard to break from it on Master and Legend settings onward a bit. So try and avoid her getting close/up close to you as much as possible. So you don't have to deal with this annoying throw. If she does get close to you by luck, try and shake her off as soon as possible. Or as you can, the same usual way I have explained and teached/taught you. Then rezone/space yourself a good distance away from her all over again, before she gets up. Hitomi is not an opponent to ever take lightly, even though it may seem a bit. She can turn the tables on you if you are not careful or don't have a good defense by letting your guard down a slight bit. Hitomi is bit average in terms of easy to punish for the most part. Distance again is your friend against Hitomi. The only thing you need to watch out for a bit is her kicks, which sooner or later you will find out they are indeed a reach range pain to deal with, if you don't maintain good zoning/spacing often. Other than that, there is nothing left to say. Besides saying again to try your best to not do the mistake of hitting nothing. With any or your attacks or especially with your 1 P+K move/charge move. Avoid doing this mistake and keeping your distance, and Hitomi will prove not much problems to deal with.

 

 

 

Habits

- Basic Punch strings

- Travel Punch strings ( Hitomi does a patterns where she travels a bit forward with each punch)

- Forward rhythm strings strikes (Hitomi attacks you in a sort of arkward rhythm with attack strings/strikes consisting of elbows, and fists. While traveling towards you with each elbow/punch strike)

- Punch strings into kicks, or low kick(s)

- Travel punch strings to kick(s)

- Twin raising kicks ( Jumps up a bit doing double kicks)

- Spinning strong power kick (while standing Hitomi slightly jumps and does a spinning strong kick that can blow you away, sending you flying to the ground)

- Standing double low kicks

- Forward lunging/leaping double/triple kicks (Hitomi goes into this jumping skipping/leaping pattern and lunging herself forward doing a kick. After each landing she keeps leaping/jumping and lunging forward doing a kick every time. Eventually doing 2 or up to 3 kicks in the process while sort of traveling near you. Probably one of Hitomi's biggest reach attack habits)

- Side hammer smash kick ( Hitomi does a kick with intense force, while throwing herself a bit forward in a side way position. Landing on the ground, on her butt. Has incredible reach a bit) .

- Standing spin kick ( Hitomi does a standard spin kick where she faces backwards after it misses or is executed)

- Aerial mini short kick ( Hitomi jumps forward a short distance and does a full 180 motion kick with one of her legs in mid air, and lands back on the ground standing. Readjusting herself from the aerial turn effect.)

- Forward strong punch blow ( Hitomi does a standing very strong punch, that she throws forward with intense force. Can send you flying off to the ground on hit. Has a descent/good reach)

- 2 part special throw ( She brings you down to the floor with a bit of force and does a knee bash attack on you. Knee smash attack is breakable, but very hard to break on Master or Legend settings)

- Standing uppercut launch punch

- Counters (Mostly on higher defeat levels. Unless you spam the same move often during no hitbox time or so. And are not using them as a punish tactic)

- Throws on higher defeat levels if you allow her to get close to you often by being careless a bit

 

 

 

Hitbox

- Basic punch strings miss, after 1st or 2nd one

- Travel punch strings miss, after the 2nd or as soon as the 3rd punch ends

- Twin raising kicks miss, as she is landing back on the ground

- Spinning strong power kick misses, as she is landing back on the ground with both her feet

- Forward rhythm strings strikes miss, after 1st or 2nd one

- Standing double low kicks miss and can't reach you, as soon as the first one is executed and misses

- Side hammer smash kick misses you (As soon as she is landing on her butt. Provided you have a very good/safe zoning/spacing distance away from her when she does it and avoided in entirely)

-Standing spin kick misses, as soon a sit misses and she is turning her back

- Aerial mini short kick miss, as she is landing back on the ground with both feet

- Forward strong punch blow misses, as soon as she executes her punch and the punch is entirely in front of her. (Missing you)

- Standing uppercut launch punch misses

- When she counters, as her arms/hands are coming back down a bit. (Back to neutral position again.)--recommended for skill/experienced players mostly, or if you wanna get the counter uselessness time frame right or practice--

- Any common strike/string missing and trying to follow up instead of stopping her own attack(s)

Edited by Capcom Juri Han
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**(Hitomi continue guide)**

 

 

* Habit and hitbox tip: As explained, counters/countering have/has recovery frames as well. In which at that precise frame time and animation onward, it denies their counter priority principles further. They are useless pretty much by then. To deal with counters in case Hitomi decides to randomly abuse them as a habit. Or in order for you not to get countered with your charge move timing releases, I recommend to study a bit the counter(s) animation(s). Or spend some time if you can doing so. My advice and tip? Pay attention to Hitomi's or any other opponent's counter animation. They will often raise an arm/hand upward or raise it a bit upper/midward. The exact frame time in which the counter is no longer pretty much valid. And is safe for you to attack again by a clean hit/punish, is when they start to bring their arm/hands back down a bit. That's a good sign or clue that you won't get counter anymore. Unless you are very unlucky. That's how pretty much I have dealt with counters from A.I. opponents and Hitomi. So just spend some time seeing counter animations and getting it on your head/mind. If you want to learn their weakness and your perfect timing with your charge move. If they ever do them and you want to handle a counter situation with your charge move very well. That is !

 

 

 

Bad/danger/disadvantage zoning/spacing

- 2 1/2 steps near her or below being close/up close to her

- 3 steps near her or below being close/up close to her (Random: You can be a bit safe from most of Hitomi's habits of attacks from 3 steps, but it doesn't happen that way often sadly. So can't recommend 3 steps, even on average bases. As you can get hit by 2 or 3 certain moves of incredible reach Hitomi has and might often pull off on you. Which mostly consists of her kicks. Such as her side hammer smash kick, spinning strong power kick, or her forward lunging/leaping double/triple kicks.

 

 

 

Good/safe/advantage zoning/spacing

- 3 1/2 or 4 steps away from her (Your best zoning/spacing against Hitomi in my book.You will be often pretty much safe from any attacks or gimmicks Hitomi will try and throw at you from this area. Being about half a distance or so from her. Even any of her kicks. Unless she gets extremely lucky. Which won't happen much if you are a smart or skilled player)

 

 

 

* Note: As a final tip and advice Hitomi is straight out more or less a opponent where distance favors you and is your best defense option. Especially in higher defeat levels where she can abuse her throw combo, or just pressure you in different ways. And her damage is pretty good/average for a girl fighter. So you don't want to take too many hits from her, if you can avoid it. It will be obvious that close or close range is Hitomi's danger fighting field. Avoid it as much as you can. Keeping a distance is also good for the sake of 2 or 3 of her kicks that have such incredible reach. And they hurt like hell if you get hit by them. Not as much as a Dragon Kick. But they are a bit up there to a certain degree of damage wise. If you keep a distance (which I recommend you always do as much as you can), just make sure to again hit your mark or at least make Hitomi block. So you don't leave yourself wide open for punish or hit when you are hitting just air. Hitomi will turn aggressive often in higher defeat levels and take advantage of this situation and mistake of yours. If you choose not to avoid doing this small mistake. Other than those things of having to worry about, you should be fine by keeping your distance always or frequent from Hitomi. And taking her out from a good distance by timing well your charge move releases. While you turtle bait her and play "keep away" by your good zoning/spacing and charge move. Just be sure to always punish Hitomi and not miss up, when ever she makes the mistake of missing you. You should mostly breeze through her, if you do so. Staying within your 3 1/2 steps away from her the minimum. Or just 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Hitomi. Fight her knowing this for best fight comfort of confronting her.

Edited by Capcom Juri Han
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18.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/tina_zps946a4680.png

Tina Armstrong, the wrestling diva of DOA. She excels in damage power a bit and grapples. Also special type of throws. Such as aerial throws, mid air throws, combos throws, ground throws and counter combo throws. Tina surprisingly is a bit of a punching bag. Like her father, Bass, against Leifang. If you know what you are doing or how to handle her. Due to her speed and attack speed being a bit slow or semi average slow a bit. She is a opponent where you can play turtle bait with, with your charge move easily a bit. She has a bit of incredible reach a bit, only by 1 common habit she often does. Which are double low kicks into a low sweep that has incredible reach if you are not careful. She has a few other habits that also have incredible reach. Such as her forward flying cross chop dive, or her flying butt torpedo attack. But she will hardly ever do those from my knowledge and experience. Maybe on higher defeat levels only, if you get unlucky mostly. Tina likes to play the same game as the other slow common opponents. Tina's common arsenal habits if you play turtle bait with her are wrestling drop kick, forward air knee attack, chop, chop, spinning chop, or chop, chop, knee attack. Or her 2 low kicks, into low sweep kick. Where she starts a bit standing and keeps going low with her kicks. Ducking/crouching until she's laying on the floor doing a long reach low sweep. Tactic and zoning? Keep about 3 1/2 steps away the minimum. Or 4 steps away from her at all times, as much as you can. Not farther than that or closer. Unless you are a player who knows/is certain that you will have a high chance of not missing with your attack(s). And end up hitting nothing but air instead. Which you should know by now the consequences you will likely face, if you don't avoid this mistake. If you decide to exceed the suggested range for very good zoning/spacing against Tina that is. I suggest just turtle bait her with your 1 P+K charge move. And wait for her to do any of her common listed habit moves in her arsenal. Which Tina will try and reach you with. She'll most likely always miss and you'll always punish her with no chance for her to counter. Provided you are doing good zoning/spacing on her often. Release your charge move as soon as one those habit attacks of her's is executed. Hard to miss up or easily get by her if you play your cards right. Most of her habits are extremely slow for her to recover quick from. So she will be wide open very easily with each miss, for you to take advantage of. Tina is not very threatening, unless she manages getting close/up close to you. If she does, shake her off the usual method and zone yourself properly away from her again. To start the turtle bait game again with the charge move. Tina's advantage and one where she can become a nightmare opponent is close/up close range obviously. She often becomes a grappling or throwing freak. And boy does she like to do combo throws often. Which I will say again that they become a bit extremely hard to break out of. In Master and Legend difficulty or so. Even for skilled players. And those take a descent chunk of damage often. Especially if they turn into counter hit throws. Tina also has a grapple take down like Mila, which can turn into a deadly strong spinning throw. Which will infect intense damage if pulled off. Tina is also a ground grapple freak. So Tina is the type of opponent that you may often want to get up as soon as possible, every time you get knocked down to the floor. So you don't get caught by Tina's annoying ground grapples/throws. This is where "Tech roll" and "Tech recovery" come in handy and why you should master it and apply it a bit. To avoid Tina's ground grapple throws. To put it simple and in a short sum up for Tina. Close/up close range is Tina's turf. She rules and dominates these areas. She just has so many habit tools she can do and they are extremely powerful in damage wise. So just stay away as much as possible from her. Keep your good zoning/spacing away distance area from her. It's your only advantage a bit that favors you against Tina. If she gets close to you, just shake her off as soon as you can. The same usual way I been explaining. And rezone/space yourself again by creating good distance again from Tina, before she gets up. To avoid her deadly grapples and throw arsenals she will most likely abuse on you and do extreme damage with. Like I been saying it a bit over and over. A common way to end up getting in pressure traps or danger situations is by you missing your hit mark with your punish or attack(s). Mostly with your charge move. Which will often leave you wide open for an attack instead. Tina is no different. She will try her best to get close to you to start her grapple/throw nightmare trap on you if you do this common mistake. Avoid this error as much as you can. Even though Tina is often a punching back for the most part thanks to her minor slowness. Don't ever let your guard down or take her lightly ever. One small mistake can turn the tables on you real quick, thanks to her damage power and grapples/throws.

 

 

 

Habits

- Punch chops

- Punch strings/strikes

- Wrestling drop kick

- Low drop kick (does a weird wrestling drop kick for a slight lower angle than a standing one, can hit you low I think/believe)

- Take down grapple (very devastating if she can get the follow up throw on you)

- Mini jump forward kick ( Tina jumps a small bit forward and does a kick raising high one of her feet/leg. Has either launch or stagger priority on hit if not mistaken)

- Forward jumping twin fist strike ( Tina does a small forward jump, combining both her hands/fists together to try and strike you with it. Has average/good reach)

- Low sweep (Has descent/good reach)

- Double low kicks into long reach low sweep ( Last kick has incredible reach a bit)

- Special Mid throw ( Tina attempts to jump and wrap her legs around your head/neck and bring you down with her)

- Forward knee attack ( Has a bit of launch priority on hit)

- Standing mini jump back kick ( Tina while standing, jumps a short bit jump and does a back facing kick)

- Spinning punch (Tina does a standing side ways spin animation, traveling a short distance towards you while doing a punch)

- Side hammer smash kick ( Similar to Hitomi's move.Tina does a kick with intense force, while throwing herself a bit forward in a side way position. Landing on the ground, on her butt. Has a bit of incredible reach)

- Forward flying cross chop dive ( Tina throws herself forward to you head first with both her elbow and fists in front of her. Doing a forward dive attack. Has incredible reach)

- High flying aerial backwards body dive ( Tina jumps high into the air backwards and comes down with a bit of intense force with her body. Trying to smash you with her body weight. Rarely happens)

- Throw/throw combos on higher defeat levels if you allow her to get close to you often by being careless a bit. (Can happen also occasionally if you allow her to get close/up close to you frequently)

- Mid air throws (Only applies when you are being launched or juggled)

- Ground/floor grapples/throws

- Flying butt torpedo blow attack ( Tina lunges/leaps forward, backwards with such intense force and does a torpedo like attack with her behind. Trying to hit you with her butt with a strong impact force blow. Has incredible reach, but rarely does it ever come out)

- Wrestling back kick to the skull ( Tina attempts to do a wrestling drop kick, targeting specifically your back head skull. Has instant stun or stagger priority if hit while you are standing. Only happens or is executed often a bit from close range)

- Crouching spinning low jab punch

- Cowboy punch strikes/strings ( Tina does funny punches in a weird rhythm, kind of like a back short whine up fashion animation to release each punch strike.)

- Charge up take down ( A slight more powerful take down, Tina does a slight charge stance. Then goes for a powerful tackle take down. Can also throw after the ground take down)

- Basic normal throws on higher defeat levels if you allow her to get close to you often by being careless a bit

 

 

 

Hitbox

- Punch chops miss, after the 1st or 2nd one

- Punch string/strikes miss, after 1st or 2nd one

- Mini jump forward kick misses, as she is landing back on the ground with both her feet

- Forward jumping twin fist strike misses, before it hits you ( if you are skilled or experienced). Or it completely misses you as she lands (provided you had good/great zoning/spacing distance from her, for it to completely miss)

- Low sweep misses

- Double low kicks into long reach low sweep misses (Before she executes her last low sweep kick or as soon as she misses with her good reach low sweep kick. Provided you could avoid it by having good zoning/spacing distance when she executed it)

- Forward knee attack misses

- Standing mini jump back kick misses, as she misses completely and is landing with her back turned.

- Spinning punch misses you

- Side hammer smash kick misses (Provided you had enough good zoning/spacing distance away from her to avoid it entirely)

- Forward flying cross chop dive misses( Provide you had enough good zoning/spacing distance away from her to avoid it entirely. I recommend using low sweeps instead if you can, instead of your 1 P+K, to punish this attack)

- Cowboy punch strikes/strings miss, after your 1st or 2nd one

- Any common strike/string missing and trying to follow up instead of stopping her own attack(s)

Edited by Capcom Juri Han
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** (Tina continue guide) **

 

 

Bad/danger/disadvantage zoning/spacing

- 2 1/2 steps near her or below being close/up close to her

- 3 steps near her being close/up close to her (Random: Even though you may be safe from a small number of Tina's attack habits from this distance, there are still so many you can still get caught with. Her low sweep(s), her charging tackle take down, her side hammer smash kick, or her forward flying cross chop dive. In rare instances even her flying butt torpedo blow attack which hurts like hell a bit. The stacks are just not that great and are against you even at 3 steps away from Tina sadly. Can't really recommend this area being safe at all still.)

 

 

 

Good/safe/advantage zoning/spacing

- 3 1/2 or 4 steps away from her (Your best zoning/spacing against Tina in my book.You will be often pretty much safe from any attacks or gimmicks Tina will try and throw at you from this area. Being about half a distance or so from her. Even from her biggest reach arsenal attacks Tina may possess pretty much.)

 

 

* Note: As a final reminder, Tina can mostly be a punching bag opponent if you always fight her with knowing what to do. Not letting your guard down in the entire fight against her. And loose your focus. Tina is a character that lacks speed in both movement and attacking by a small bit. Such that often what habits she throws at you are often so easy to punish and get the hitbox right. Your charge move release timing is also very easy to get the hang of and apply well because of this. And their recovery frame is so average or a bit slow for the most part upon miss mistakes. However, this comes with a price not favoring you. Tina's damage power. Mostly with her throws and grapple habits. On higher defeat levels she will become a close range nightmare and a grapple and throw beast. Trying to quickly turn the tables and end your progress if you are not careful. So always keep your distance as much as possible against Tina. Every time you face her in survival. As Tina mostly controls the close range area with her habits and arsenal attacks and damage power. Distance is your best friend. Also Tina's zoning/spacing weakness strategy area mostly, where you can easily take her down a bit. So hold on to it as much as you can. As a final warning and precaution, always try your best not to miss your attack mark once again. Always at least try and force Tina to block your attack(s) and not leave yourself wide open. As this small mistake opening can give Tina the chance to get close to you and get you in a grapple, or a throw trap. You don't want that to ever happen. I would like to remind players that Tina is an opponent that every time she knocks you to the ground, that you need to get up as fast as possible. As not listening to me or this advice, will lead you to find out the hard way that Tina does not forgive even ground knock out opponents often. She will often abuse and punish you even on the floor/ground by doing ground/floor grapples/throws. When ever she gets the chance or you give them to her by being careless. So again try to get right back up as soon as you can to avoid this cheesy extra damage offensive strategy Tina may try and pull/do on you. Practice your "Tech roll" and "Tech recover" to avoid this problem a bit you may face when knocked down. That is pretty much all you have to worry about when facing Tina. Staying within your 3 1/2 steps away from her. Or just 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Tina. Fight her knowing this for best fight comfort of confronting her.

Edited by Capcom Juri Han
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19.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/bayman_zps005692d5.png

The deadly Russian assassin of DOA, Bayman. He excels in damage power attacks, throws, and grapples. Being that he's an assassin, he will mostly try and get you in his throws or grabs. And they do pack a punch and do a pretty good amount of damage, if he manages to get you on them. He lacks in travel and attack speed, but his damage power is incredible. He is more stronger and dangerous in damage power compared to his assassin rival, Christie. Bayman's common habits are punch strings into side rolls or forward rolls. Usually followed by kicks or punches after he finishes his roll(s) entirely. Or just punch strings into kicks. Bayman is a turtle bait and "keep away" opponent. He likes playing the same game as most pf the other opponents. "You turtle bait me with your charge move, I attack you to try and reach you". He's probably a average threat in the wrestling/grapple fighter class type opponents. But he is a bit easier than maybe Ryu to deal with. Bayman's arsenal habits if you play turtle bait with him, are similar to Christie's. He fights very similar to her actually, but he is a bit slower. Easier to deal with actually. Compared to Christie by a small degree, thanks to his slower speed compared to her. As mentioned, like Christie he has a forward roll habit to zone in on you. He likes either doing only forward roll, or punch to forward roll. And try and attack again, after the entire roll animation ends. He also likes doing a bit of punch and kick combinations if he ditches the forward roll/side roll strategy habit(s). He also has a charge attack of his own he likes to randomly use. Thankfully his charge attack doesn't have as much of a good reach like Leifang's. So her charge move attack always will have a good chance to beat his in a charge blow move war game. But it does have a good descent reach non the less. Bayman also likes to randomly throw his random take down grapple which he uses his legs to bring you down and get you in a grapple throw combo. Which is a good reason to keep him at a distance as well, to not get caught by it. He also likes doing it by other different methods as well. Such as after a forward roll, after a side roll. Or even as a wake up surprise throw take down. Which he will obviously do instead of a wake up kick. Which is a minor good reason to stay away from him, even if he is recovering and getting back up. As a ignorant player can fall for this wake up surprise take down grapple. If they are not expecting it or are aware Bayman is capable of pulling it off this way as well. Tactic and zoning? Same zoning and spacing can be applied as Kokoro and Ryu for Bayman. Keep about 3 1/2 or 4 steps away minimum because of his forward roll habits. Which he will zone himself towards you within reachable distance of your 1 P+K move/charge move, by doing them. Good release/timing of your charge move is just when Bayman rolls forward and has halfway completed his roll animation move. Before he finishes it obviously and is back in standing/neutral position. To be able to follow up, after his forward roll completely finishes. Or just as his does his strings of attacks. He's very easy to punish and deal with once you get his pattern. If he gets close/up close to you, shake him off the usual method. Zone/space yourself away from him again properly, while he recovers. To start the turtle bait game with him again and keep him away from a distance with your charge move. Bayman is extremely dangerous close/up close thanks to his damage power and alternative habits. On high defeat levels, if you are a bit near him he will go for throws or special grab throws. Such as his low leg take down into a STF. As mentioned previous. He also has a few combo throws. And his throws or grabs do a great deal amount of damage. For what he lacks in speed, he excels in great damage power. Bayman like Tina, also has ground grabs/throws when you are knocked down on the ground/floor. Which he can abuse and will do so in higher defeat levels, for extra bonus damage. If you give him the chance. So Bayman is also a bit the type of opponent that you may what to get up as fast as you can, when you get knocked out to the ground as well. Just like Tina. Bayman is another good reason why you should learn to "Tech roll" and "Tech recover" as well. To avoid ending up in this bad situation, when facing Bayman. I would state that like Tina, Bayman also controls the close/up close field and favors him mostly. So be careful and don't let your guard down at any time. Try and always keep your distance and keep him away from you as much as you can. Bayman is rather a easy opponent to often punish and not miss up. Thanks to his often slowness and his moves being so slow to recover from, most of the time. Upon misses, that he so often will abuse on you. All I can say is distance is your friend here against him. Provided you don't do the same common mistake I been saying to always avoid doing. Missing your mark with your attack(s) and ending up hitting nothing but air. Instead of at least making Bayman block/guard. Ignoring this advice may give Bayman the time to close in on you and get you in a grapple or deadly assassin trap grabs that will suck massive good amounts of damage. But if you maintain good zoning distance always from him. And also avoid this small common possible mistake, you'll be okay against Bayman pretty much. Bayman doesn't really have threatening incredible reach moves. Only maybe his spinning standing strong kick, charge attack punch, double handed twin smash blow strikes, or his forward shoulder charge attack. So Bayman's reach is not really a big problem much. Which is a good thing. His best reach level is only mostly average/good if anything.

 

 

 

Habits

- Punch strings into forward roll, into another attack

- Forward roll into an attack

- Punch strings, into side roll

- Side roll into an attack

- Punch strings/strikes into kick(s)

- Standing double kick

- Charge attack super punch strike (Has decent/good reach)

- Spinning standing strong kick ( Bayman does a standing kick with a bit of reach, while spinning, with a bit of intense force)

- Double handed twin smash blows strikes ( Bayman combines both his hands together, combining a double fist strong blow attack, has)

- Forward shoulder charge attack ( Bayman leaps/lunges forward a bit trying to hit you a bit hard with his body and shoulders. Has good/average reach)

- Combo throws

- Special assassin grapples ( Like his leg take down into a STF/STO submission)

- Ground/floor grapples/throws

- Counter combo grabs/throws

- Basic throws on higher defeat levels if you allow him to get close to you often by being careless a bit

 

 

 

Hitbox

- Punch strings/strikes miss, after the 1st or 2nd one

- During forward rolls, before he finishes his entire roll animation and gets to neutral/standing position again to follow up with an attack or so

- His spinning standing strong kick misses

- During his charge attack super punch strike ( If you are sure it can reach him before he releases his. Or if you are a bit unsure,as soon as he releases his charge punch attack and misses)

- Any common strike/string missing and trying to follow up instead of stopping his own attack(s)

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**(Bayman continue guide)**

 

 

* Habit and hitbox tip: As I explained this for Christie before, Bayman's forward rolls or side rolls are not a true threat(s) to you. They are simply to confuse the average or less experience players into thinking it is. But again, it is a habit and move that won't attack or cause you damage by itself. It's what Bayman follows up with, if you allow him to finish the roll completely. That you should worry about, if anything. Bayman's forward or side roll's main principle is to simply get close to you, by a rather low ducking/crunching method. Which sort of protects him from high attacks hitting him, by forward rolling. Or from plain straight attacks hitting him. That don't/can't hit side ways, by his side rolls. Otherwise his rolls are simply to try and get to you, so he can reach you afterwards. They are not to harm/attack you directly. However let me just say it straight out to my readers. His forward rolls are a very easy hitbox. So every time he does them, it will mostly be a free punish/ clean hit for you, with no harm or risk to you, what so ever. So unless you are a scrub who may have very bad/slow reaction time/reflexes, you will won't ever miss. Every time Bayman does a forward roll and you can reach him with your charge move. While he executes it, it's a nice free punish gift for you, with your charge move pretty much. So don't ever drop these nice chances given to you, to easily punish Bayman. If you can avoid missing it up entirely. Which really will be so hard to screw up and miss the chance. Always take Bayman's free punish gift to you, when he does forward rolls. That is what he really wants from you. For you take him out a bit like this/that way. If he starts abusing/using his forward rolls against you. Show him your thanks by doing so !

 

 

Bad/danger/disadvantage zoning/spacing

- 3 steps near him or below being close/up close to him ( From this area you are/may be pretty much safe from most of the habits or any attacks from him. Unless you get unlucky and he manages to travel a bit quick towards you, before doing a average/good reach habit attack. Maybe only his charge attack super punch could reach/hurt you from this area. But I still would not recommend 3 steps, because maybe you will often get caught by his special assassin throw(s)/grab(s), like his leg take down into STF submission. Which hurts like hell and is hard to kind of break from/out of on higher settings. Even from this distance. So to be safe from this nasty habit move I recommend not sticking to 3 steps away.)

 

 

 

Good/safe/advantage zoning/spacing

- 3 1/2 or 4 steps away from him (Your best zoning/spacing against Bayman in my book.You will be often pretty much safe from any attacks or gimmicks Bayman will try and throw at you from this area. Being about half a distance or so from him. Even his biggest reach arsenal attacks Bayman may possess. Or his special assassin grabs/grapple throws won't pose much of a threat to you from this distance.)

 

 

 

* Note: As final advice and reminders, Bayman is a bit easy to punish in my book. Because he is often kind of slow. But he is not to be underestimated or taken lightly ever. Because one mistake and he can turn the tables on you real quick. Thanks to his damage power he possess, in exchange for his lack of speed or attack speed. So don't let your guard down ever. Bayman also attacks in all kinds of grapples besides his basic form of usual fighting methods. Except for mid air grab throws. So avoid anything where grapples/throws can be made as much as possible. Such as close/up close range or being on the floor/ground for too long. Remember to study and learn to "Tech roll" and "Tech recover" if you can. So you can eventually start using them and apply them when facing opponents like Bayman or Tina. Who have floor/ground grapples. To stay safe from facing this possible situation problem with them. You should be fine a bit from any of those dangerous throw or grab gimmicks this way. Just like Tina, Bayman kind of controls the close/up close range field. So keep him away and keep your distance as much as you can. Through out every fight you face him in. Also once again, I hate reminding players over and over again. Try and avoid hitting nothing, but only the air with your attack(s). Or missing your punish, mostly with your charge move attack. This will leave you mostly wide open for a counter attack and be hopeless. Bayman can easily get some intense damage by only punches and kicks. Or by getting you in a deadly trap of assassin grabs/throws, causing intense damage. If you keep missing up and doing this common mistake. As long as you avoid this small mistake while always maintaining your good zoning/spacing distance away from Bayman, you should be fine dealing with him. Staying within your 3 1/2 steps away from him the minimum. Or just 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Bayman. Fight him knowing this for best fight comfort of confronting him.

Edited by Capcom Juri Han
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20.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/helena_zps85feda51.png

Helena Douglas. The lovely French Diva most of the DOA fans seem to like/love. She excels a bit in descent speed and fast attacks a bit. And in having a rather confusing attacking/offensive strategy habit sometimes. Possessing annoying evade special moves or pressuring you with her special low stance sometimes. That her low stance evade specials have handy principle attributes that favor her. Also tech pressuring you often. Her slap strings/strikes often have stun/stagger priority as well. Anyway, she's a turtle bait game opponent mostly. Like other usual opponents from a distance, she likes playing "you turtle bait me with your charge move, and I attack you". Helena's arsenal habits while you play the turtle charge bait game including simple slap strings. A string combo that leads to her low special stance, or a simple move that gets her in the low special stance. If she's already in her low stance while you are baiting her, she will do either a low stance sweep or a poking slap combination or strings from her low stance. Or if you are being a bit unwise letting your guard down on her and allow her to get close to you while she's in her special low stance. She may pull on you a special low stance launch throw. Sending you high into the air for an easy air juggle. Tactic and zoning? Use the similar zoning/spacing tactic as Akira. Helena has average reach at best. Her low stance low sweep is probably her biggest incredible reach attack she has. If she has any. Her other dangerous technique if anything, is this evade or parry she has during her low stance. Which can cause your 1 P+K move/charge move to randomly miss and of course be open to a pressure or punishment from her. She often punishes you by a low stance launch throw or a descent string slap combo. But she's been tone down or nerf a bit, so she is not a damaging beast if you get caught by a combo, juggle or throw. You'll be alright if you have a good or descent health bar left. Your 1 P+K move/charge move should be released when ever she starts attacking you. Kind of easy to deal with and read her habits and react to them eventually. If you play your cards right. If she gets up close to you, use the same usual method/options to shake her off and create good zone/space again, away from her. After a successful shake off. The thing you may find annoying on higher levels if anything, is again her special low stance "evade" or "parry" specialty she can pull off. During her low stance. If she abuses this on higher defeat levels and you find just missing constantly with your 1 P+K move/charge move. Due to her evade or parry special move during her low stance, and you pretty much end up just taking damage most of the time. I suggest you stop relying a bit on your 1 P+K move/charge move punish strategy. Instead switch to close range fighting with Helena. And try and do/get her on the shake off combos or the launch juggle combos to try and finish her off. Or drain her remaining life. So that you don't face possible defeat for failing to realize that her special low stance evade or parry is causing/costing you the survival progress slowly. Another obviously note is not to do the same common mistake I been saying it constantly. Which again is not hitting your attack mark or at least making Helena block your attack or charge move. Constantly ending up hitting nothing but air. As this will often cause you to end up in Helena's annoying slap strings/strikes that may stun/stagger you a lot and may be a bit hard to defend. Or get out of. Or you may end up being launched by her special low stance launch throw and get one mean juggle combo by her. Avoid making this small mistake and you should be fine facing her from a good distance. Helena's only advantage is mostly close/up close. She is mostly weak or hopeless from a distance. Unless you end up doing the mistake I already explain which will leave you wide open for her to come in, even from a minor distance. Or being careless, letting your guard down on her. I don't think Helena is much of a threat in terms of incredible reach attacks. The only attack I can say has some what a incredible reach is a spinning low sweep she can do, during her special low stance only. That's the only attack I had problems avoiding or getting hit by often from her a bit. If I by a small chance had miss calculated my good/safe zone/spacing distance from her, that was. Otherwise Helena is really not that hard to defeat or deal with if you listen to these helpful tips or minor warning(s) information I have given you. Especially if you keep your distance most of the time from her.

 

 

 

Habits

- Basic slap strikes/strings

- Basic slap strikes/strings to kick(s)

- Slap strikes/strings into low special stance

- Kick strings/strikes into low special stance

- Standing multi kick (Helena standing, does mid multi kicks with a single leg at a fast pace speed)

- Slaps, to kicks, to low special stance

- Standing spinning super kick ( Helena standing, does a powerful spinning kick with intense force, jumping just a slight bit towards you)

- Double criss cross slaps ( Helena first uses both her arms and hands to do a sort of raising motion animation , doing a slap with a bit of strong force with both arms/hands going upward standing. Then she does it again with both arms/hands going a bit slightly downward. Has high stagger priority if hit by it)

- Low kick to special low stance

- Dancing upward forward to downward low stance mini slaps (Helena starts out by doing a slap attack string mini combo from a upward forward angle going 180 degrees down into her special low stance.)

- Slap strike into spinning slap strike

- Forward hand palm strike(s)

- Low special stance

- Launch throw (During her special low stance)

- Raising twin kicks (During her special low stance)

- Evade or parry special technique (During her special low stance)

- Backwards slaps/strikes ( During her special low stance)

- Spinning low sweep (During her special low stance, probably her only incredible reach attack)

- Standard standing spin kick ( Helena does a small jump forward and does a kick with a spin animation. She faces backwards upon her landing)

- Throws on higher defeat levels if you allow her to get close to you often by being careless a bit

 

 

 

* Habit note: Most of Helena's slap strikes/strings the A.I. will abuse are mid attack/punch counter types. If Helena gets lucky by getting close/up close to you and she is pressuring you by her slap strikes/strings. You may try and deal with them by mid punch type counters. About 75% or 80% of the time you should be able to counter her successful, if she tries this offensive tactic on you. On higher defeat levels however she may change this. So take caution and don't rely on it too much, unless you have good/fair health remaining. In case you counter wrong and you get pressured/damaged instead by her attacks.

 

 

 

Hitbox

- Basic slap string/strikes miss, after the 1st or 2nd one

- Kick strikes/strings miss, after the 1st or 2nd one

- As Helena is going into her special low stance

- When she is in her special low stance, not doing nothing ( Random, she can randomly do the evade or parry technique from this stance causing you to miss. But it's mostly on high defeat levels)

- Standing multi kick misses

- During standing spinning super kick (Before it can make contact with you if your are skilled or experienced. Or as soon as it misses)

- Double criss cross slaps miss, as the 1st one is missing before she does her 2nd one. Or also as soon as she misses with her last slap coming back downward

- Dancing upward forward to downward low stance mini slaps misses, as she is getting into her special low stance

- Forward hand palm strike(s) misses

- Her raising twin kicks miss, as she is landing again

- Her standard standing spin kick misses, as she is landing back on the ground facing backwards

- During her backwards slaps/strikes, as they are missing you or can't reach you.

- Spinning low sweep misses (As soon as it misses you and she's trying to end her spinning animation. Provided you were able to avoid it by having good/descent zoning/spacing distance from her when she did it)

- Any common strike/string missing and trying to follow up instead of stopping her own attack(s)

Edited by Capcom Juri Han
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**(Helena continue guide)**

 

 

Bad/danger/disadvantage zoning/spacing

- 2 1/2 steps near her or below being close/up close to her

- 3 steps near her or below being close/up close to her (Random: You are pretty much safe from most of Helena's attacks from this area. But you can still get hit by her annoying incredible reach spinning low sweep, during her special low stance.You may want to avoid this distance if you see Helena is often using/going into her special low stance to fight you.)

 

 

 

Good/safe/advantage zoning/spacing

- 3 steps away from her (Random: See above for previous reason of why. On the bad/danger zoning/spacing part)

- 3 1/2 or 4 steps away from her (Your best zoning/spacing against Helena in my book.You will be often pretty much safe from any attacks or gimmicks Helena will try and throw at you from this area. Being about half a distance or so from her. Even her pretty much only incredible reach attack Helena has. Her special low stance, spinning low sweep. You will have nothing to really worry about getting hit by, from this area against Helena)

 

 

 

* Note: As final advice and reminder, Helena like pretty much all the opponents, is very good/threatening only close/up close range. She has great weakness against distance from you and it doesn't really favor her at all. Helena is very similar to Akira, in that her attack reach range is not really a big factor to worry about. As I mentioned, Helena really lacks incredible reach compared to common opponents. She only has 1 big incredible reach move pretty much. From my entire survival mode experience. That being her spinning low sweep she can only perform during her special low stance. The rest of her moves or habits only have descent/good reach range if anything. So that is a big plus advantage for you. The only unique feature Helena has is being able to randomly evade or parry your attack(s) while in her special low stance. Which can get a bit annoying and unpredictable. Besides that/those things, the only thing you have to worry about during her special low stance is her unique launch throw she can pull off from her low stance. And that throw has a nasty height launch. One which she can pretty much do a nasty, long air juggle combo after she does it on you. I will state again that her slaps string/strikes can often easily stun or stagger you. So always be on alert and don't your guard down on her. Be ready to be defensive a bit and defend quickly if she ever gets the chance to get close to you. You don't want to often get into a annoying stun/stagger situation by not blocking/defending fast, if she is able to get her slap strings/strikes on you. If you do, you can often counter her slap string/strikes by mid punch type counters most of the time. Unless you are extremely unlucky. Once again I highly suggest you keep her away from you as much as possible. And retain/keep your good zoning/spacing distance as much as you can. Just don't miss your attack hit marks at all or often and you should be fine against Helena. As a final precaution, if you are seeing Helena abusing her low special stance and doing her evade/parry technique constantly. It's a sign you need to sadly switch it up. Before she ends up defeating you. Switch a bit to close range fighting. Go for the shake off combos or launch combo strategy instead, to try and take her down and deal around this annoying situation. Or try to give her a few low attacks/sweeps. Helena may fall for them easy a bit. Staying within your 3 1/2 steps away from her. Or just 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Helena. That's pretty much the advice I can give and you need to know to deal with Helena without much problems. Fight her knowing this for best fight comfort of confronting her.

Edited by Capcom Juri Han
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21.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/bass_zps8a903c5e.png

The Hulk Hogan wrestler of DOA and father of Tina, Bass. He lacks in attack and movement speed, but excels in extreme damage power. Especially if he can get you in a "High counter" type throw. Which grants him bonus damage principles, as opposed to a regular throw damage. Which is bad enough his throws mostly do pretty good amount of damage to begin with. But I suppose he trades speed and attack speed for extreme power damage. I believe Bass is probably the most damage power house opponent of DOA. Especially in survival mode. He is no doubt probably the slowest opponent in survival too. So he is a turtle bait game opponent, if you know how to handle/deal with him very well. Like most of the other opponents, he likes playing the game of turtle bait/keep away with your charge move. From a good distance away from him, as I stated previous. Bass's arsenal habits during your turtle bait game is a wrestling drop kick, a standing strong kick, a aerial charge attack smash punch move. Or a string of 2 strong fist blows usually. Tactic and zoning? Use the same zoning/spacing tactic as his daughter, Tina. Like Tina, he's very predictable once you get his habit pattern for attacks and because of his slow attack speed. His most dangerous habit is of course his aerial fist charge attack move. You can either block it and shake him off afterwards. Or if you are good with side stepping or side walking, you can evade/avoid it that way. Before he lands with his attack. That's the only move you should watch out for from him. As a serious threat, while you play the turtle bait game with him. With mostly the charge move. It's probably the only move that can reach you a bit from the proper zoning/spacing tactic position you should be spaced/position in always. Or one of the only few that has a bit of incredible reach for Bass. Your 1 P+K move/charge move good timing is right when he does any of these habit attacks. During your turtle baiting game with him. Very easy to punish eventually, thanks to how slow his move habits mostly are. That he will do and attempt to attack you with, while you are charging your move . Overall once again he's easy to deal with a bit. If you play your cards right and know him and his attack habits very well eventually. A punching bag more or less like his daughter. If he gets up close to you, use the same usual method/tactic to shake him off. To create again good zoning/spacing distance away from Bass, before he gets up. To restart the turtle bait/keep away game all over. However even though Bass is rather incredibly slow for the most part and easy to punish. He is never to be underestimate. Don't ever take him lightly, or let your guard down when ever you face him. For one small/simple mistake could quickly turn the tables against you and end your survival progress. Bass again is a damaging beast. And he has lots of tools and ways to do the massive damage on you, more than you think. He has throws, throw combos, counter throw combos, mid air catch throws and ground grapple/throws. So you are not very safe much from throws. Only distance can save you from throws. And he has devastating special throws that do incredible amount of damage upon basic normal grabs. And if he gets you caught by these special throws during an attack. Or before an attack you try and execute, and his throws turn into a "High counter throw". You will be in a world of intense pain and find out the hard way why Bass is a damaging beast. He will mostly suck close up to half of your entire life bar upon a special throw turning into a "high counter throw" type. For this main reason he's is not to be taken as a weak opponent ever. As I said, one simple mistake and him getting a special throw grab and turning it into a "high throw counter". And him getting his extra bonus damage with them is all it can take to easily defeat you, at the hands of Bass. Like Tina and Bayman, Bass pretty much controls the close/up close range field. Close range is Bass's domain and turf, where he rules. Distance will be obviously your friend against Bass. But once again I advice you not to do the small common mistake of miss hitting your mark and hitting nothing but air. To leave yourself wide open for a counter attack from Bass. By failing to at least make Bass block/guard with your attacks or charge move. For this small mistake can give Bass the chance to easily get his devastating throws in on you and quickly finish you off. Ending your survival progress that quickly. Don't let your guard down ever, keep your distance away from him always as much as you can, and avoid the common mistake. And you should be fine dealing with Bass every time you face him. Bass is also a good reason why you should learn "Tech roll" and "Tech recover". Because Bass is just like Tina and Bayman. Even maybe Mila a bit. Which all those opponents possess ground/floor grapples or throws. So you won't be safe from Bass or them when you are knocked down. Bass will try and abuse he ground/floor grapples or throws on you. If you are knocked down and you don't get up quick enough. Especially on higher defeat levels. They only thing that can save you from this situation problem or avoid it a bit is if you learn and start doing "Tech rolls" or "Tech recover" a lot. When facing Bass. That's pretty much all I can say about Bass.

 

 

 

Habits

- Strong punch strikes/strings

- Strong punch strikes/strings into kick(s)

- Jumping strong punch charging strike (Bass charges up a bit to jump a bit very high towards you trying to hit you with a very strong punch coming from mid air, as he is landing on/near you)

- Punch strikes (consisting of highs and mids)

- Wrestling drop kick

- Raising Jump kick (Has launch priority on hit)

- Standing forward strong kick ( Bass does a standing mid kick that has a bit of good/average reach, and packs a punch if it hits you. Sending you flying to the ground)

- Standing forward spinning strong kick ( Bass does a similar kick to his "standing forward strong kick". Except he turns around/faces backwards after it's executed entirely. Even if he misses or not with it)

- Charging elbow clothesline

- Crouching low fist punch

- Strong crouching low punch (Has a slight better reach than his crouching low punch. And also packs extra damage if hit)

- Standing stump kick

- Backwards standing twin elbow blow strikes (Bass faces backwards and tries to do a mocking/taunting attack that has a very small reach. With his elbows)

- Counter combo throws

- Special "super" throws

- Ground/floor grapples/throws (Some just force you to get up quickly so he can try and punish you some more faster. While others he simply damages you)

- Combo basic throws

- Mid air throws (applies only when you are launched or juggled)

- Basic normal throws on higher defeat levels if you allow him to get close to you often by being careless a bit

 

 

 

Hitbox

- Strong punch strikes/strings miss, after his 1st or 2nd one

- After side walking/side stepping Bass's jumping strong punch charging strike, and lands missing hitting you

- Wrestling drop kick misses (Wait a slight bit, until you see a animation of him starting to get slightly back up after landing on the floor due to his drop kick obvious land back physics. Otherwise you 1 P+K might miss because he becomes a bit too very low for your 1 P+K mid attack to miss. You don't want that to happen as it will leave you wide open for a counter attack by him. His recovery frames for a missing wrestling drop kick is large and long. Don't worry about not having good timing for waiting a bit until you see him getting back up again. You'll have plenty of time to react and punish him while he's getting back up again from his drop kick missing.)

- Standing forward kick or his standing spinning strong kick misses

- During his charging elbow clothesline attack, while he's charging but hasn't yet released his attack. If you can or know you can reach him reach him with your 1 P+K while he's charging

- Crouching low fist punch misses

- Strong crouching low punch misses

- Backwards standing twin elbow blow strikes miss, while he's doing his minor muscle pose taunt with his arms/elbows. (Give him a nice small charged 1 P+K move )

- Any common strike/string missing and trying to follow up instead of stopping his own attack(s)

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**(Continue Bass guide)**

 

Bad/danger/disadvantage zoning/spacing

- 2 1/2 steps near him or below being close/up close to him

- 3 steps near him being close/up close to him (Random: Even though you may be safe from a small number of Bass's attack habits from this distance, there are still so many you can still get caught with. His strong punch strikes/strings, which travel a bit and can hit you aren't careful or if you aren't punishing them well during their hitbox time frame. His standing forward strong kick or his spinning one can randomly reach you from this area. His charging clothesline attack too. Or it could make it hard for you to have time to side step,side walk Bass's jumping strong punch charging strike on time because you a bit near him. Not giving enough time to react and evade it by the side step or side walk strategy. The stacks are just not that great and are against you even at 3 steps away from Bass sadly. Can't really recommend this area being safe at all still.)

 

 

Good/safe/advantage zoning/spacing

- 3 1/2 or 4 steps away from him (Your best zoning/spacing against Bass in my book.You will be often pretty much safe from any attacks or gimmicks Bass will try and throw at you from this area. Being about half a distance or so from him. Even his biggest reach arsenal attacks Bass may possess.)

 

 

 

* Note: As a final advice and tip reminder for Bass, he's a bit of a punching bag like his daughter. Due to his intense slow attack speed. However he is a damaging beast machine and is over powered compared to his daughter by a long shot. You can't take him lightly a bit ever, like you can his daughter a bit. He is the wrestling master after all and teacher to his daughter. Whom taught her a bit how to wrestle. As explain early, he pretty much dominates the close/up close range field area. And with his throws and crazy damage power he has, it's wise to avoid this zoning/spacing range area. When fighting him. If he can't reach you, his incredible damage power can't mean much. He can't hit you with his strong attacks or his different, crazy over powered throws from a distance. So distance is once again your playing field. Your domain against him. Your best defense and zoning/spacing area friend. He won't pose much of a threat if you always punish him from a distance, during his exposed hit box time frames of his misses. Because of his common attack habits often being a bit very slow. Just remember that from a distance, always avoid hitting nothing but air often and you'll be alright. Or else Bass may end up catching you into his deadly over power throw/grab traps. Inflicting intense damage on you, in only a short amount of time. And ending your survival progress that quick. Remember to also "Tech roll" or "Tech recover" often, if you can. So you can avoid his ground/floor grapples/throws he may also abuse. If you don't get up fast enough, from knock downs. Those are the only things you need to really watch out for or be aware of when facing Bass Armstrong. Staying within your 3 1/2 steps away from him. Or just 4 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Bass. Fight him knowing this for best fight comfort of confronting him.

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22.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/zack_zps84bde1e1.png

Zack, the black Muay Thai kickboxer fighter and goofy clown of DOA. Who's attitude and personality is quite annoying often. He excels a bit in descent/good damage power, good/incredible reach. And annoying stun/stagger priority up close pressure. He is also a bit of a turtle bait opponent. He likes to play with you the turtle bait game more or less of "I attack you, while you turtle bait me with your charge move". He has a few aerial arsenal habits that may be annoying, because of incredible travel and reach range they have and possess. His most common one being a aerial forward somersault cannon ball flipping kick/body super blow attack. This move packs a punch if it hits you and requires precise good zoning/spacing distance away from him to avoid it. But the effort is very rewarding, as him missing you with this annoying attack nails you a free punish attack/clean hit. Which is exactly as he misses and is landing. Or precisely right when he lands back on the ground. Zack is by far the weirdest, craziest, and wtf is happening opponent you will ever face in survival. What do I mean? Well he has/may have the following common habits, if you play turtle bait/keep away with him. He has a standing charging spinning fist blow attack, which has descent/good reach. Also as explain before, he likes doing a aerial forward somersault cannon ball flipping kick/body super blow attack. That hurts quite a lot if it hits you, where he yells "Yaaaa Hoooooo !". Like a crazy maniac. And...? A random taunt ! A taunt? Yes, a taunt ! About 2 or 3 useless taunts he randomly does that don't do damage or pose a threat. Or much of a threat at all. He will either do a "Zack Beam" stupid taunt. Or do this one where he's trying to rip off Michael Jackson's smooth criminal stunt and he eventually accidentally falls on his feet. Like a dumb idiot. Tactic and zoning? Use similar tactics to/for Kokoro. His most dangerous habit attack in his arsenal is his mid air aerial forward somersault cannon ball flipping kick/body super blow attack. He often abuses this the most during the turtle bait game, if you are far away from his reach. Or very far away from him. It has a very good/incredible range reach hit radius. But standing sometimes 3 1/2 steps away. Or normally 4 steps away from him while charging your 1 P+K move/charge and baiting him, you should be safe from this move hitting and reaching you often. Or ever. He's easy to punish and time right if he misses you with that annoying move. Also take advantage of his stupid taunts he may randomly throw at you, in exchange for your turtle bait game you will use often on him. Free clean hit or punish from Zack? Don't mind if I do Zack, you funny clown you ! That's right, every time he does a taunt, Zack is basically being retarded and giving you a free hit/punish hitbox for you to take advantage of. Just be sure to punish him a bit fast, before his taunt(s) actually ends. From my knowledge, he won't ever counter or do anything to you until mostly his taunt entirely/completely ends/finishes. He's a real pal for giving you a free punish/clean hit often, with his random taunt habits. I dare you not to laugh your butt off if he starts to actually doing it, during your turtle bait game with him. He would almost always do a taunt in every survival mode encounter. When I faced him as Leifang. And every time he came up to get beaten by me at least once, before he was defeated. Give Zack your nice big thanks for giving you this nice free punish/clean hit present/gift. By his goofy, ironic, and arkward habit of taunting you randomly often. A nice 1 P+K small or medium charge attack should do the trick to show him your kind thanks. He's kind of easy to handle/deal with thanks to his stupid random taunt habits. Once you get his habit routine or predictions. If he gets close/up close, shake him off the usual method and create good zoning/spacing afterwards, away from him. To start your 1 P+K move/charge move bait game again on him. Zack again can only be annoying from a distance mostly only if that aerial forward somersault cannon ball flipping kick/body super blow attack of his hits you. Even from the distance you are standing on. Otherwise from a very good/great distance he's not a threat at all. Besides that move being able to reach you, if you don't measure your distance too well or correctly often. He can be annoying only close/up close pretty much otherwise. Thanks to his habits of quick standing punch strings, which he can quickly turn into low fast multi kicks that have high stun/stagger priority. And for players who can't react fast and get into low guard stance at a very fast rate. From blocking/guarding standing up to quick crouching guard, it could mean big trouble. If you don't keep your distance from Zack often and he starts abusing this on you frequently, and your defense is bad or kind of bad. I just wish you good luck coming out on top winning. As he will or can just pressure you to death by his quick punch strikes, and annoying rapid multi low or mid kicks. Stunning/staggering you to death. To avoid this situation problem quickly, try and shake him off as soon as he gets close to you. Or go for a launch juggle combo. Or just keep guarding as best as you can and wait until he stops his annoying combo and see an opening for a counter shake off combo and go for it. Distance yourself well again, away from him. After a successful shake off and try and keep him away always, for the remainder of the fight. That's pretty much Zack's most threatening tactic strategy he will try and do. Or will have up his sleeves to try and deal with you or take you out. I will bring it up again and warn you. Do not try and make the common mistake of missing your hit mark with your attack(s) or charge move. Either make sure you hit Zack or at least make him block with your 1 P+K move/charge move. Or your other attacks. Hitting nothing but air will leave you wide open for an attack which could buy Zack enough time to get you in his annoying punches and multi fast kicks stun/stagger trap pressure. So keeping your good distance always from Zack and not doing this common mistake should make your fight and encounter with Zack go mostly smoothly every time. You should be fine if you can keep Zack in your good zoning/spacing range area. Through out nearly the entire fight, if it's possible for you. Zack won't be much of a problem if you follow my advice and listen to my warning when ever you face Zack.

 

 

 

* Update note: With the latest patch update, his "Zack Beam" taunt now seems to have a stagger/stun priority. Damage priority as well. But this really is nothing to worry about for skilled, smart or experienced players. As his exact or actual "eye flash" animation, which is precisely the time when he can do any of these things to you, is a bit slow and takes a short while/time to happen. After his taunt actually starts or begins. So if you are wise and very smart, you will punish him. Or will be able to, before his actual "Zack beam" animation even is executed. During his taunt. Otherwise if you think you won't be able to punish it on time before his actual "eye beam" animation happens, you can just crouch or crouch guard to avoid it's effects. If you are near him. You should have a bit of time after his "eye beam" animation ends to still punish him. As his taunt won't be entirely over still. Which means a good thing for you. If you are far or extremely far away from him, than just block/guard standing to avoid getting the taunt damage bonus hit, if you can. As the "Zack Beam" taunt registers as a mid/high attack type. And simply crunching/ducking from far away won't grant you immunity and allow you to evade/avoid his taunt damage. As it would if, you were close/very close to Zack. Keep this in mind when dealing with his "Zack Beam" taunt. In case you are playing with the update installed.

Edited by Capcom Juri Han
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**(Continue Zack guide)**

 

 

Habits

- Quick Punch strikes

- Quick punch strikes into kicks, or standing low multi quick kicks

- Mid kicks into standing multi quick low kicks

- Standing multi low kicks

- Standing charging spinning fist blow punch ( Zack whines up a bit to charge, and does a forward spin towards you animation delivering a power punch with intense force. Has good/descent reach. Be careful)

- Raising/jumping double knee strikes (Zack jumps a short bit, in a forward upward angle doing a double knee/kick strikes)

- Standing spinning low kick (While standing Zack does a small spin animation, not traveling towards you much or at all, doing a standing low kick as he does his small standing spin animation)

- Special low/crouching fighting stance, into punches strikes/strings

- Standing forward knee attack strike

- False charging attack, into taunt ( Zack basically does his charge animation trying to trick you into thinking that he will do his standing charging spinning fist blow punch attack. But instead turns it into a dumb taunt at the last execution/release second.)

- Standing back facing kick (Zack turns his back on you and does a standing kick)

- Uppercut raising punch ( Think of it as Zack's version of the SF Dragon Punch)

- Back flip roll kick into forward aerial kick ( Zack does a back flip roll with kicks and raises back up and attacks forward with doing a small aerial somersault kick. Trying to hit you.)

- Aerial somersault cannon ball flipping kick/body super blow attack (Zack does a cannonball forward aerial somersault animation and travels a great distance towards you. He tries hitting you with his body or kicks/legs with intense force. From his cannon ball somersault form animation and spinning speed fast rate force he picks up. As he is doing it at a very fast rate. Has incredible reach and packs a punch if you get hit by it. So be careful and take precautions to avoid it often)

- Big lunging/leaping aerial smash punch ( Zack lunges/leaps forward in mid air, jumping towards you. Travels a great distance while in mid air, flying towards you. And tries and hit you with a funny looking punch with a strong force, where he looks like he is actually wanting to go to the toilet badly in mid air. As he is landing back on the ground. Yeah that's the best way to describe his animation. He looks like he wants to do a number 2 on a toilet in mid air, before he does his smash punch attack on you before his complete landing. You'll get what I mean eventually. If he pulls this on you. You will see soon what I mean and get maybe good laughs out of it. For being a retarded looking move. Has incredible reach, but can be side stepped or side walked to be avoided)

- Random taunts ( Usually two main ones. His "Zack beam" one. His clumsy MJ impression of the "Smooth Criminal" stunt stance failed impression. Free hit or punish every time it's executed. As long as it doesn't completely finish)

- Throws on higher defeat levels if you allow him to get close to you often by being careless a bit

 

 

 

Hitbox

- Quick punch strikes miss, after 1st or 2nd one

- Multi quick low kicks are missing you ( Can punish mostly with 1 P+K as your best choice)

- During standing charging spinning fist blow punch ( during his charging, if you know you can reach him with your 1 P+K, before he release his charge attack punch. Or as soon as he misses with his spinning charge punch. Provided you were able to entirely avoid it by having good zoning/spacing distance from him at the time of release/execution)

- Raising/jumping double knee strikes miss, as he is about to land back on the ground.

- Standing spinning low kick misses (As he is facing backwards after he misses)

- Zack is in his special low/crouching fighting stance, doing punches and missing (After 1 or 2 punches he misses with)

- Standing forward knee attack strike misses

- During his false charging attack, into taunt (Well it's a taunt so it's obvious as explain. A taunt equals a free hit or punish always)

- Standing back facing kick misses

- Uppercut raising punch misses, just as Zack is coming back down, or landing back on the ground.

- Aerial somersault cannon ball flipping kick/body super blow attack misses ( Provided you were able to entirely avoid getting hit by it, by having very good zoning/spacing distance away from him. At the time he executed this annoying, incredible reach move on you. Punish it as soon as he lands or is about to land back on the ground.)

- Big lunging/leaping aerial smash punch misses, ( Either before he does his punch attack in mid air before his landing, which you will just need to do a fast frame standing high attack to stop him before the mid air punch is done. Or if you were able to entirely avoid it by having very good zoning/spacing distance away from him at the time he executed it. Just as he is landing back on the ground and missing you with his smash punch attack)

- During any of his random taunts

- Any common strike/string missing and trying to follow up instead of stopping his own attack(s)

 

 

 

* Habit and hitbox tip: Just a reminder. Any taunt Zack will do/does, besides the "Zack beam"( only in a certain situation being a bit threatening). They will be a free punish/clean hit gift from Zack to you. Don't ever let them go to waste in survival mode. Always take advantage of them to defeat Zack more quicker. When ever he gives you these nice chances to freely damage him a bit.

 

 

 

Bad/danger/disadvantage zoning/spacing

- 3 steps near him or below being close/up close to him

- 3 1/2 steps near him or below being close/up close to him (Random: For the most part you can pretty much be safe from any attack Zack can throw at you. However I felt from time to time I got very unlucky and still randomly got hit by Zack's biggest incredible reach attack he had. Which was his aerial somersault cannon ball flipping kick/body super blow attack. And it just become annoying. Maybe Zack often was just getting a extra step or half a step extra, before he pulled his aerial somersault cannon ball flipping kick/body super blow attack often. Those granting him the ability to be able to reach me with such a annoying attack. Even from this area distance. So if you don't wanna deal at all with his annoying aerial somersault cannon ball flipping kick/body super blow attack being able to hit you at all or due to minor bad luck on your side, I would completely avoid this distance altogether.)

 

 

Good/safe/advantage zoning/spacing

- 3 1/2 steps away from him (Random: See above previous reason why. On the bad/danger zoning/spacing part)

- 4 steps or 4 1/2 steps away from him (Your best zoning/spacing against Zack in my book.You will be often pretty much safe from any attacks or gimmicks Zack will try and throw at you from this area. Being about half a distance or or more from him. Even his biggest reach arsenal attacks Zack may possess.)

 

 

 

* Note: As a final advice and reminder for Zack, his advantage is a bit from 2 areas. Close/up close range. Or a bit even from very far distance. Very far distance only if you are having a hard time measuring well your reach range and possibility with your charge move. Otherwise, if you have good measurement with your attacks, mostly with your charge move. Far distance won't be an issue for you with Zack. If you can measure or kind of get the correct good distance range you should maintain often ( 4 steps or 4 1/2 steps, which I recommend). You won't have to worry about dealing with him in a distance face off. For even with his biggest incredible reach attack, he will almost always miss you and you'll be able to easily punish him every time he does miss you. Always beating him in a distance range fight. Once again I will say Zack is dangerous mainly close/up close thanks to his quick fast multi low or mid kicks he can abuse that have high stun/stagger priority. An average or casual player can easily get into a stun/stagger death trap, if he/she lacks defense or a very good one. Or terrible at countering/holding a bit. From a distance he only has two attacks he can fight with. His aerial cannonball roll attack, or his big lunging/leaping aerial smash punch. That's his only distance choices he has to try and fight you with from a distance. If you get your good zoning distance always, you will have no problem dealing with him in a distance area face off as explain previous. You will be alright mostly. Also as mentioned previous over and over. Try and not to make the common mistake to hit nothing but air with mostly your 1 P+K move/charge move. As this will leave you wide open for a counter offense pressure from Zack. And Zack can often pressure you good and turn the tables on you, before you even know it. So to sum up Zack's good strategy tactics, keep your distance always. Or as much as possible. Know what 4 steps or 4 1/2 steps away really are. And do not miss hitting anything with your charge move mostly. Often even 3 1/2 steps away from him is good actually. Applying all this into your play style should make your fight with Zack a bit easier to deal with him, with only minor problems always. Staying within your 3 1/2 steps away for him the minimum or 4 steps away the average. Or just up to 4 1/2 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Zack. Fight him knowing this for best fight comfort of confronting him.

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23.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/leifang_zps2ca2ad8a.png

The beautiful and cute Chinese Tai Chi genius of DOA. She excels a bit in defense, counter strength (especially near a wall). Power blows and power strikes/attacks. She is mostly a defensive character in my book. Her arsenals include parries/evade specialty. Strong attack blows/strings that can often stun/stagger you. A special annoying counter when ever her back is near a wall and she can just slam you against the danger wall and get incredible damage. With the bonus damaged added from the danger wall impact, if she is able to successfully get you into a counter when she is near a wall. She also likes mimicking your 1 P+K move/charge move and play your game as well. To see if you are a fool and will fall for your own game you been mostly playing with the other opponents. With your charge move obviously. She has very good damage power for a girl fighter. So how do I face myself or my alter shadow ego? Well your clone is also a turtle baiting opponent. So pretty much she will do the same routine as the others. And play "you turtle bait me with your charge move, I try and attack you" pretty much. She usually likes doing the following habits during your turtle bait game on her. Simple punch/fist strings/strikes. Also copy your 1 P+K move/charge move (as mention before), random kicks, and her sexy leg hammer power kick which I believe is normally executed by H+K. Her most dangerous and deadly arsenal habits are her sexy leg hammer power kick because it has a bit of a good/incredible reach. And the 1 P+K move/charge move, which you should obviously know by now what it does/can do and it's extremely good reach. Tactic and zoning? Fight her as you would Kokoro or Hitomi. Maintain about 3 1/2 or 4 steps away as your zoning/spacing distance from her. So that when you turtle bait her and if she does her sexy leg hammer power kick. And it doesn't reach you, it will be easy to punish afterwards if she misses you with it. From 4 steps away also her 1 P+K move/charge move will most likely end up missing you. And you should know by now what happens if she doesn't hit anything but air with her charge move. The same thing as what would happen to you normally. Being exposed and wide open to a counter attack or punish. So make use of her 1 P+K misses on you and punish it every time you can. On a side note, if the two of you happen to do a 1 P+K charge move attack face off war, due the common smart choice or strategy. Try and hold your 1 P+K charge move longer than hers. Wait for her to release hers and hopefully miss. And release it right after she misses. You will almost always win this way in a charge move war. Testing to see who is the best 1 P+K move/charge move user obviously. Unless you happen to be a bit close or very close to Leifang (the opponent). Than you probably will/might lose a 1 P+K charge move attack war game with your clone. That being the only time that the outcome is against you a bit. But you can reduce this negative chance of losing the charge move war game, by actually simply releasing your charge move faster and sooner than her's. If you are a skilled or smart player. Or happen to have good reaction and reflexes a bit, as one. Though you'll have a 50/50 chance a bit you will actually win. But why not take a chance and risk it, if you can? If your life is still not a big concern during the fight. Usually if she does anything else, like strings or simple combo strings/strikes, they are easy to see and punish on time. If they miss you obviously due to your good zoning/spacing distance you applied. She plays similar to Kokoro in some ways. But plays slightly different and is less threatening than Kokoro in a way. Not too hard to deal with your clone if you play your cards right. If she gets close/up close to you, use the same usual shake off method that should be applied to everyone else. That I have mentioned over and over. After a successful shake off, again use the Leifang opponent recovery time, while she is getting up. To once again rezone/space yourself away from her very well. And restart the turtle bait game all over again with your charge move, from a good distance. Like so many others Leifang's weakness is good distance away from you. And her advantage or dangerous area is close/up close range more or less. I never really had much problems dealing with my own self or clone. Unless I let my guard down a bit or started playing a bit impatient. Rather than a bit patient and defensive. Then again I kind of knew myself a bit well or what to expect. So that was a huge factor I suppose. Once again the only way she can be a real big threat is by her getting you into a counter and smashing you into the danger wall with it. Which is gonna hurt badly. Or you get close/up close to her and have a bad/horrible defense and are getting stun/stagger a lot by her punch or fist string/strikes combos. Otherwise by punishing her from a good distance with your 1 P+K move/charge move you should be fine. Just be sure to again not do the simple common mistake of miss hitting your mark with your attack(s) or charge move. And failing to at least make Leifang block/guard your attack(s). Or else you leaving yourself wide open could give your clone the chance to close in on you and pressure/punish you with her long reach kick(s). Or her punch string/strikes combos or maybe a throw. And Leifang has a few good throws. Not just regular ones. She has at least one that has a 3 part throw combo priority. That is kind of hard to break out of on higher defeat levels, like on Master and Legend survival for example. Keep you good distance always from Leifang as often as possible, and don't make the common small mistake. Shake her off as soon as you can and rezone/space a good distance before she gets up always. I will also state that sometimes playing patient a bit and paying attention to your clone's moves and animation is good strategy. Simply because it may be a little harder just a bit, for casual players or less experience ones to get your release timing very well. For your charge move mostly, only by a slight bit being a issue/problem you may run into. By playing patiently more and watching/focusing on Leifang's habits moves and their animation. It should boost your timing reflexes and sharpen them for the remainder of the fight a bit. In case you are facing the situation where you are missing her, you are getting countered instead. Or she's blocking/guarding your attacks or charge move very often. Simply not getting the damage on her as normally expected. Follow my advice steps and apply it on your play style and you shouldn't have much of a problem with your Leifang clone ever.

 

 

 

Habits

- Punch strings/strikes ( have often stun/stagger priority a bit)

- Punch strings/strikes into kick(s), or low sweep

- Standard standing kicks

- Back power blow launch ( Pretty much the same launch attack you do with your 3K, P+K launch routine attack. Except Leifang isn't doing it with a kick. Just by itself. Has launch priority on hit obviously)

- Standing kicking into jumping strong smash kick (Leifang does a standing kick, then jumps forward doing a spinning 180 degree kick with intense force as she lands. Has descent/good reach)

- Standing kick into sexy leg hammer power kick ( Her sexy leg hammer power kick has a bit of incredible reach. Take caution to often avoid it by keeping a very good zoning/spacing distance away from her always)

- Standing launch kick ( A simple standing kick that has launch priority, has short/normal reach. Nothing to really worry about, unless you are close/up close at the time.)

- Sexy leg hammer power kick ( She straight out does this kick with intense power force that is a very long reach kick, with rebound launch priority often upon hit. Has incredible reach. So beware and take precautions to avoid it. By mainly maintaining good zoning/spacing distance for away from her.)

- Jumping forward triple kick (Leifang jumps a bit forward into the air and is able to pull off up to 3 kicks before she lands back on the ground. Has normal/average reach. Not too threatening)

- Low punch into jumping forward triple kick

- Spinning standing mini uppercut punch ( Just as it implies, a simple standing uppercut looking, spinning punch that has stun/stagger priority. Has descent/average short reach. Nothing to really worry about)

- Double exotic leg kicks (Leifang moves forward a bit and does two kicks with raising one of her legs all the up twice.)

- Spinning triple kicks (Leifang starts doing a spin standing and a does standing mid spin kick, continues to spin to do a slight crouching low kick/sweep. And finally does a final spin to do a spinning low sweep.)

- Elbow smash stun, into fist stun, into fist/elbow hammer smash (Basically your 6 P K P string combo. A common one you been using sometimes as a shake off tool.)

- Low sweep

- Double low sweep

- Special counter (when the danger wall is right behind her, if you get caught in a successful counter)

- 3 part combo special throw on higher defeat levels, if you allow her to get close to you often by being careless a bit

- Charging power attack punch blow (Basically your 1 P+K move/charge move attack, you will be using often)

- Special parries/evade techniques or holds/counters

- Regular throws on higher defeat levels if you allow her to get close to you often by being careless a bit

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**(Continue Leifang guide)**

 

 

Hitbox

- Punch string/strikes missing, after her 1st or 2nd one

- Her back power blow launch misses, when she turns her back on you and exactly misses hitting you

- Her jumping strong smash kick misses, as soon as she is landing on the ground.

- Standing launch kick misses

- Sexy leg hammer power kick misses, as soon as her leg is back on the ground again (Provided you were able to completely avoid it by having very good zoning/spacing distance away from her when she did it.)

- Jumping forward triple kick misses, as she is landing back on the ground (Provided you were wise and able to avoid all the kicks by having good zoning/spacing distance from her when she did this attack)

- Spinning standing punch misses

- Double exotic leg kicks miss

- Spinning triple kicks are missing, before she does her last spinning low sweep (Give her a nice 1 P+K move/charge for easy punish)

- Her elbow smash stun,etc. small shake off combo misses you, as it is missing or as soon as it completely misses all 3 attacks (Use your 1 P+K move/charge move for easier punishment)

- Charging power attack punch misses ( It should be a bit obvious what this move's weakness is and how to beat it. Since you been pretty much using it often after all. But in case you are clueless still, here is the secret to punishing it. Wait until your clone releases her's and as soon as she does, immediately release yours for a guarantee punish. )

- Her low sweep or double low sweeps miss, as soon as they do

 

 

Bad/danger/disadvantage zoning/spacing

- 3 steps near her or below being close/up close to her (It should be obvious a bit that you require a great amount of distance to be safe from yourself or clone. She has your same moves after all, including the famous by now 1 P+K move/charge move. And you should know by now a bit it's incredible reach possibility. And the power it has or heavy punish it can cause you. So you may want to avoid this move mostly (which is a wise choice). That being stated, you will pretty much guess and realize 3 steps is still not enough for/from being safe from the 1 P+K move.)

- 3 1/2 steps near her or below being close/up close to her (Random: From this distance you can be safe from some of Leifang's move habits. But you can still randomly get hit by her incredible/very good reach attacks if your clone gets lucky. Leifang after all has descent attack speed and is not really slow at all. She's a bit balance in speed and attack speed. This may result in her being able to travel a small bit towards you often. Before she executes a incredible reach attack, before the blink of an eye. And just get a small close enough distance to reach you. Even from this distance.)

 

 

 

Good/safe/advantage zoning/spacing

- 4 steps or 4 1/2 steps away from her (Your best zoning/spacing against your clone, Leifang in my book.You will be often pretty much safe from any attacks or gimmicks Leifang will try and throw at you from this area. Being about half a distance or or more from her. Even his biggest reach arsenal attacks Leifang may possess. Like her 1 P+K charge move attack. Or her sexy leg hammer power kick. This should be your main zoning/spacing area you should stick with the most. For the best possible outcome result dealing with your clone/self.)

 

 

 

* Note: As a final advice and tip, you are fighting yourself pretty much. And since you pretty much been using Leifang this whole time to defeat your opponents. If you are or been reading or using this guide, and been trying to get through your 100 wins hopefully. You should know by now or so a bit, what she is capable of. What is her advantage, strengths, weaknesses, disadvantages, and attacks. Pretty much what she is entirely able to do.

So it should be obvious that close range doesn't favor you much. Distance however does and is a very good defensive strategy tool. Your 1 P+K move/charge move is deadly, but unsafe a bit upon a entire miss. You should know her max reach capability and limit possibility as well. She's not really hard to deal with since she's very easy to figure out, if you are a smart and skilled player. Or you spend some time with her. She is you/your character after all ( if you are reading/using this guide). Like I said, all strengths and weaknesses you have, she has as well. Knowing them a bit by heart should make this fight so much easier and comfortable to progress by. All I will say is 2 things for best fight results for when ever you face your clone. 1.) Keep your good distance as much as possible. Keep her away always, the best and longest time you can. And not making the same common mistake I have said over and over. Don't miss hitting anything at all. Always try and at least make your opponent block for the best non or minor penalty result outcome. 2.) Study your own self (Leifang) while playing survival. Figure out your weaknesses and strengths. So that dealing with your clone or shadow self won't prove much of a problem. That is all I can pretty much tell you as helpful tips for facing yourself or clone. Also playing some times patiently against her is a very good idea. Especially if you are running into the following problems. Getting countered/parried a lot by her. Your attacks or charge move missing a lot. She is blocking all your attacks and charge moves that you been throwing at her often. And pretty much you are just taking a bit of heat, instead of getting the damage on her as normally expected. By playing patient a bit and paying more attention to Leifang's attack habit animations. It should again mostly help to sharpen up your reaction and reflexes a bit, if you can remain focus a bit. To help you get off this situation problem you may randomly face when dealing with Leifang. Staying within your 3 1/2 steps away from her the minimum, or 4 steps away the average. Or 4 1/2 steps away the most furthest, is again a wise good zoning/spacing choice when dealing with Leifang. Fight her knowing this for best fight comfort of confronting her.

Edited by Capcom Juri Han
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****24.) http://i1276.photobucket.com/albums/y480/Omega_Hibana/DOA%205%20Name%20banners/alpha152_zps4a399f07.png

Because it has already been proven that you won't have to face Alpha 152 as a survival opponent, ever ! Even after you unlock her. There will be no need to cover her or go over/talk about her in this survival mode guide. So I will be skipping her entirely and not going over her. Since there is no need to for this guide's purpose.

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So in my previous guide section I covered pretty much every character/opponent you will come across in survival mode. I tried my best to analyze, breakdown, and expose their strengths and weaknesses as best as I could. Each one's bad zoning/spacing against you, that is extremely risky/bad. And their good zoning/spacing, that favors you against them. Which is a very important factor to know and study. For in case you don't remember or recall me saying/stating it anywhere here, here it is again. In order to apply this guide very well and use Leifang as well as I do. You have to understand the following ! Leifang will mostly excel in zoning/spacing herself very well, away from her opponent. Creating good defense distance from her opponent to remain safe a bit, from their offense strategy habit attacks. And you being able to punish them mostly with your 1 P+K move/charge move at the right timing, mostly during their recovery time. Every time they miss with an attack hitting you. Which I like to call it the "hitbox", in which they will be mostly weak, hopeless, and open to a free attack/clean hit or punish at that precise moment/time. Failing to understand and ignore the fact/concept that Leifang excels in good zoning/spacing and punishing on proper good exact/certain timing. With her charge attack. During the opponent's exposed hitbox frame time, in which he/she is/will be recovering from the missed attack(s). Being this guide main point and what it is mostly trying to show/teach you. You will soon sadly find yourself more or less failing. Because you are not getting the entire concept of how Leifang is used or how this guide actually works. Try and understand the complete concept and how pretty much Leifang will be used. And only then you may soon find success with this guide. Or start to finally, in survival mode. Anyway here are some final note reminders. And additional useful/helpful special facts/tips to help you further a bit. To easing up/reduce your survival progress pressure and eventually reach your survival clear goal:

 

 

 

- * There are still some possible missing "habits" for each opponent. But the ones listed are the common ones they will often do a lot, for the most part. And also the most threatening ones in my book and from my knowledge experience in survival mode.

 

 

 

- * Some "hitbox" are missing, due to me not adding every single habit the opponent(s) could actually do in survival. And me avoiding spending a larger, longer eternity writing/making this guide for you survival players, than needed. But with the ones (the hitboxes) I have given you and you experimenting/trying it yourself hopefully. Eventually getting the correct timing and concept right. It should not be much of a problem to figure out and find out more or additional "hitboxes" on your own. Or by yourself not listed in here.

 

 

 

- * Keep in mind the hitboxes for the most part, are for you to punish your opponent with your 1 P+K move/charge move attack. However a few could be applied for other moves of Leifang as well. Or even for other characters you may use for survival mode, besides Leifang. For example for players who want to use Lisa or Hayate instead. Just be sure it's a descent or fast frame, short time execution move/attack you will be using to try and punish with, during their hitbox. Also make sure you know your attack's reach range possibility of max distance. Or it's limit it can reach/hit, that you will use during their hitbox time frame. An attack not hitting, during the hitbox exposed time frame opening for a punish/clean hit could mean trouble for you. However, if they miss instead or you block their attacks/moves. It can be/mean openers for you, when you are under offense pressure and are forced to defend for a while. When you see some of these openers (hitbox), it's your chance to try and turn the tables on the opponent and shake them off of you by starting a combo string/strike or a launch juggle. So that you may try and regain a safe distance from them to continue playing turle bain and "keep away" with your charge move attack (1 P+K ). Some can grant you even free throws if you are a bit skilled and have good reflexes, reaction time in your play style.

 

 

 

- * As I mention or been saying it for the past section of my guide. Try and not do the common mistake of missing with your attacks ever. Especially with your 1 P+K move/charge move. Try to always at least make your opponent block/guard if anything. Or even maybe counter you. Sometimes a counter isn't as bad as what could happen to you, if you miss entirely. When you are wide open to a counter attack offense by your opponent, thanks to your attack missing entirely. This applies to every opponent you face. Even the ones I stated who were a bit very easy to deal with or defeat. It's okay to miss up a bit during a fight. But try and minimize the mistake to only 2 times the most and no more than that. Frequent mistakes like these in a entire fight, even at a full life bar. Could end up costing your survival progress before you even know it. Especially on higher defeat levels.

 

 

 

- * Keep in mind that there are times where/when lying on the floor/ground, when your are knocked down is a good idea to stay down a bit. Mostly to stay safe from dealing with standing up pressure the opponent may do/follow up real quick if you decide to get up/raise up fast/faster. You may choose to instead bait him/her to come to you and get up just as soon as they are near you and try and hit them with a wake up kick. Since the A.I. seems to have a high or descent rate chance to fall easily for wake up kicks without blocking or defending from my experience. You might as well try and take advantage of their minor stupidity and apply it. However I only advice you to do this when you are knocked down by a power attack or blow that has intense "flying off" knock out impact effect upon hit. Similar to your 1 P+K charge move hit priority effect. If you get knocked to the the floor/ground by a basic knock out attack and you are still near your opponent, I would not recommend this strategy. Instead get up as soon as your can or with a wake up kick from near distance knock downs. Also do not do this with certain opponents who may have a habit of still punishing or attacking you on the ground, while you are knocked down on the ground. Characters like Hayate, Ryu, Genfu etc. Also against characters who have special ground/floor grapples/throws. Like Bass, Tina, Bayman, or even Mila.

 

 

 

- * Don't take any opponent lightly ever. Or let you guard down ever as well. Even the ones that may seem like a easy opponent, a life saver, or a punching bag. One small mistake or single moment where you have no defense or let your guard down completely could be all it takes for even a push over survival opponent to take you out. Never underestimate non of your opponents. Always be a very defensive player as much as you can or are able to. Especially during close range situations.

 

 

 

- * As mentioned for Hitomi's section or so, counters also have recovery frame time. Or a hitbox. In which they are no longer are valid for a successful counter. Where they lose their counter principle possibility and are useless at that precise time frame onward. For me it's a bit easy now to detect their hitbox time frame. But I will try and give you a tip to help you detect it for yourself and give you an idea of when the hitbox of a counter actually is. For me it's exactly as they are bringing their hand/arms back down a bit to neutral position. And no longer are actually doing their "hold" animation with their hands/arms. If you can get this a bit eventually on your head, you won't have to fear the counters much anymore. Or worry about how to deal/handle counters in survival mode much anymore. And you will avoid often taking damage by them, from there on.

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