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Learning Whiff Punishing from Leshar 0:00- A way to whiff punish strings designed to beat retaliation buttons. For example, against JP’s: on block > or buffer/placement Leshar uses options such as: walk back > crouch block > Terry whiff punish walk back > slight walk forward > Akuma st.HP...

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Counterplay to Ingrid 👇 Covering counterplay to her corner > TC > OD Beam pressure, as well as weaknesses in her normal attacks 0:00- Corner > TC > OD Beam pressure After blocking OD Beam, Ingrid is +4 and within throw range, making this a very strong pressure sequence However, it can be interrupted with invincible reversals or parry If you land two perfect parries, you gain enough advantage to punish with options such as a back throw 0:24- Enhanced OD Beam is different, however Even after three perfect parries, you're still at a disadvantage You can interrupt with a DP or other invincible reversal, but be careful not to get baited by a back teleport 0:35- About Ingrid's normal attacks Overall, her normals tend to have relatively short range and are not especially strong in terms of hitbox priority generally matches up poorly against many characters' st.LP and often loses outright It is also vulnerable to preemptive buttons and can be beaten even when used as a whiff punish attempt 0:50- st.LP tends to lose to many characters' in hitbox interactions 0:56- cr.HP, and st.HP are all vulnerable to preemptive attacks, even from short-range buttons such as st.LP In addition, the whiff recovery of and cr.HP is large enough that even short-range buttons like st.LP can often whiff punish them The tip range of performs relatively well against preemptive st.LP, but if it whiffs, it can still be whiff punished by short-range buttons such as st.LP as well

白(ワラキア)

11,151 Aufrufe • vor 2 Monaten

My current thoughts on dealing with Ingrid’s setups, teleports, and beams 👇 Still feels pretty underdeveloped, but here’s what I’ve got so far. 0:00- As a counter to OD parry, meaty OD Hadoken or charged fireball. Even if the parry succeeds, you’re still around +6, so you can punish with 0:12- Safe jumps after MK Tatsu or LP DP. Anti-air invincible reversals can still be blocked, and OD parry can also be covered. 0:28- Counterplay against setup into teleport. If you block from farther away, it tends to become a true blockstring. If you move in and crouch block, it becomes easier to DP or Perfect Parry the teleport. 0:42- If dealing with it from farther out, Perfect Parry first, then if you see the teleport, anti-air with cr.HP or similar. 0:44- Against setup > stock charge or teleport, buffer Perfect Parry Drive Rush beforehand. Go under the teleport with whiff cr.LP > turn-around cr.LP. If you see the charge instead, check with or similar. 0:56- If you recognize either the horizontal or overhead teleport, anti-air with cr.HP or st.LP > st.LP. 1:15- Use Hyakki preemptively against the setup, then go into the HK follow-up if you see teleport or charge. 1:28- Walk forward and parry as a read against mid setup. If you get a close-range Perfect Parry against the mid setup, sweep can punish. 1:33- If they start mixing in heavy setup, use Parry Drive Rush into cr.LP. 1:40- If they use setup at close range, it’s at least possible to react and aim for a sweep trade. 1:46- Against non-enhanced beam, Perfect Parry > 6HP will reach unless it hits at max range. You can also whiff punish missed beams with Drive Rush and similar options.

白(ワラキア)

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Pressure sequences that build a Drive Gauge lead 👇 0:00 Once you’ve conditioned the opponent to stop mashing, and they mostly rely on throw techs or fuzzy mash attempts, you can start using “scam” pressure sequences. 👉 > > st.HP xx fireball 👉 > > target combo xx fireball 👉 Drive Rush > walk > > st.HP xx fireball, etc. 0:15 Catching fireball retaliation attempts 👉 st.HP > delayed to catch fireball counter-pokes 👉 If they stop challenging, go for greedy pressure like st.HP > 6MK 0:39 Tip-range 214LP pressure After heavy tatsu, punish counter throw, heavy DP, etc. 👉 tip-range st.HP xx 214LP ※ Only works on Mai, AKI, Sagat, Zangief, and Dhalsim 1:09 214MP is only safe on block against Lily even when it hits deep 1:18 Heavy tatsu > cr.LP, st.LP frame kill > meaty cr.HP > OD fireball leaves you at +2 in throw range 1:34 Using OD fireball after shimmy confirms like cr.LP / 👉 catches retaliation attempts while continuing pressure 1:59 Chip setups from safe jumps after SA2, etc. 👉 A full sequence can create around a 5-bar Drive Gauge lead 👉 If they try anti-air perfect parry to avoid chip, you can punish with empty jump throw 2:16 Chip pressure after medium tatsu or light DP anti-air 👉 Kara jump lets you block reversals like DP 2:27 Charged fireball pressure after st.HP, etc. If the opponent starts parrying after seeing st.HP cancels or fireballs, 👉 walk > target combo xx fireball to continue pressure This alone can create around a 3.5-bar Drive Gauge lead 👉 st.HP charged fireball > walk throw 👉 tip-range st.HP charged fireball > dash throw 👉 Drive Rush overhead are also strong options

白(ワラキア)

17,000 Aufrufe • vor 3 Monaten

Learning How Leshar's Akuma Uses Drive Gauge to Gain Stage Position One thing I've noticed is that when Leshar has plenty of Drive Gauge, he often confirms into Drive Rush to carry the opponent toward the corner. On the other hand, when his Drive Gauge drops to around four bars or less, he tends to conserve meter by confirming into Medium Gohado or Light Gohado instead, such as: hit confirm → Medium Gohado hit confirm → Light Gohado He also uses raw Drive Rush frequently to spend small amounts of Drive Gauge while steadily gaining stage position. By pushing the opponent into the corner this way, he can save Drive Gauge for strong corner sequences, such as pressure with OD Gohado, to build both chip damage and overall reward. 0:00- He usually follows Light or charged Gohado with Drive Rush, using Drive Rush normals to continue pressure and push the opponent toward the corner. He also frequently mixes in throws, and isn't afraid to use raw Drive Rush during neutral or okizeme. 0:05- Uses raw Drive Rush. Even if the opponent Perfect Parries the fireball, as long as they can't punish the Drive Rush normal, simply continuing pressure and pushing the opponent backward is considered a worthwhile outcome. 0:14- When he has around 5–6 Drive bars, he often confirms or into Drive Rush to maximize corner carry. 0:20- When his Drive Gauge is down to around four bars or less, he conserves meter by confirming into Medium Gohado instead. 0:45- Even with plenty of Drive Gauge available, he often chooses the more economical option. After whiff punishing with he goes into Heavy Gohado → raw Drive Rush okizeme. He uses the same idea after punishing a whiffed command grab: → st.HP → Heavy Gohado → raw Drive Rush okizeme to continue pushing the opponent toward the corner while maintaining offensive momentum.

白(ワラキア)

19,301 Aufrufe • vor 1 Monat

Yep. It does exist but you certainly have to look for it. An example video at the bottom. The thing with DOA's KBD is that it not only varies by usage, but it varies by characters as well so it's not inherently universal. Some characters are very very good with it, while some are within the average to not so well with it. It's typically more niche than the standard movement in DOA because DOA's movement system and buffering system is very loose where you have multiple options on how you'd want to move. In DOA, some characters have backflips so that they don't have to KBD. Some characters lack the option to a backflip so they have to KBD, but the usage for it is very different compared to other games. For starters, backdashing in general for DOA has a CH penalty attached to it similar to VF if you get hit. It's basically the consequence for abusing it due to how free the movement is in DOA, it's very very loose & free in where it's actually almost very easy to do in DOA to the point you can go across the room in seconds. At times, you'd only be KBDing at specific moments which is typically: - Mid-range punishment - Wake up kick whiff punishment (especially near the wall after a wall splat) - Moves that land on block with specific pushback & are very safe. - Trying to force camera and positioning to specific parts of the arena like the water for CH lows for guaranteed launchers - Life lead in baiting people to get closer because they are fishing for your CH backdash, so some characters have good keepout attacks that are good if it lands in CH when they are running in etc. Outside of those you would typically try not to abuse it in every scenario because CH on DOA is a huge deal due to how the stun system works. Some moves won't stun on NH, but they will certainly stun on CH. It has more positive than negatives, but it's very character specific that you'll not only need character matchup knowledge to know what's incoming for mid-range situations, but a lot of situational awareness on the arena so that you don't get backed into a wall or properly timing a whiff punish. Akira from VF who's a guest character in DOA5LR in the video for example has an excellent version of it and probably the best looking one because it's more obvious than some characters in the roster and looks the cleanest, on top that his is very useful since he also has great whiff punishment options. Personally i'm on the opinion that you should give the game a try, and try out KBD even just for fun in training mode without having to go for netplay, and then decide from there if DOA gets rollback in the future.

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