VirtuaPai’s DOA3 Environment Strategy Faq
Author: virtuaPAI
DOA3 Strategy Site Member
EXTRA
DAMAGE POINTS (MODIFIERS):
-Electrical
fences(and or danger zones):
-Stage
breaks(multi-tiered environments):
--------------------------------------------------------------------------------
Walls=10
Danger zones =14
Multi tiered environments & cliffs= 40
This is a multi-tiered environment, which is composed
of two levels.
Level 1:
Curved somewhat narrow passage. It was walls, half walls, obstacles and 2 stage
breaks.
Level 2:
(2a) This is a laboratory,
and it has an irregular circular shape. There are electrical generators (walls)
and basic walls. This area is tight and cramped.
(2B) Is the outer street
level? It is very spacious and contains walls, and half walls.
Environmental dangers/effects: walls, half walls,
stage breaks, obstacles, and electrical walls
This is a very good stage for all the characters and
their unique abilities. The first level in good for those
with good knock back potential, and those with running attacks. (2a) Is good for Grapplers and knocbacks,
and (2b) is good for everyone.
This level is Located in
Level 1:
The first level has an irregular circular shape, with
half walls and 2 different stage breaks. It is medium in size.
Level 2:
(2a) Has a rectangle shape,
sloped and has a wall. It is small in size, with stage breaks
(2B) Level has an irregular shape, with half walls,
and stage breaks. It is medium in size.
Level 3:
Is a long (narrow) level with walls, half walls, a
dried up well (obstacle), and stage breaks. Some areas are cramped.
Level 4:
Is a long (narrow) level, with walls, half walls, and
sloped terrain?
Environmental dangers/effects: stage breaks, walls,
obstacles, sloped terrain and cramped corners.
Every part of Lorelei is good for a specific
character. The long narrow levels are good for running, knocbacks
and grappling, the medium sized levels are great for knock backs and running,
the small stages are good for grappling characters, and characters with good
knock back potential. And the more cramped section of the stages is excellent
for characters with knocbacks and grappling
Tao is located in china. Tao is mostly a square like
stage, with small wings at the ends, which give it a T like appearance. Tao is
a medium sized arena
Environmental dangers/effects: walls, half walls, and
cramped corners.
This stage is pretty basic. The only threat is the
walls and the cramped corners. Getting your opponent into those corners are
great for grapplers, and those who have good knock back potential.
The lost world is located in
This is a multi-tiered level with a never-ending fall.
The environments are irregular shaped ovals that vary from small to medium
sizes.
Environmental dangers/effects: falling off cliffs,
walls, obstacles, slippery surfaces
This is the easiest stage to get knocked off of, and
the Hardest to not get knocked off. This stage requires a lot of environmental
awareness, and a lot of strategies. Some of the stages you fall on are composed
of shallow pools of water and walls, or obstacles (stone pillars) and walls.
This stage is perfect for characters with good knock back potential, and
grapplers
The ice cave is located in the North Pole. This is an
irregular shaped level, which is dominated with Ice and water. There are a few
patches of dry land further back in the cave.
Environmental dangers/effects: walls, half walls
obstacles, and slippery surfaces
The Ice cave is one of the more dangerous stages in
Doa3.This stage is very good for combos, because of its slippery nature and the
walls and obstacles. Those with good knock back abilities and running attacks
have more of an advantage on this stage.
This stage is set at a resort in
This is a rectangular stage, which is large is size.
The environment consists of tree's walls, half walls, slippery surfaces, and
undulated terrain.
Environmental dangers/effects: Walls, half walls,
slippery surfaces, undulated terrain and obstacles.
This stage has very nice scenery with deadly
environmental effects. Be warned, coconuts can fall from the trees and take
5pts of damage. This stage is very good for characters with good running
attacks.
This stage is located in mid
Environmental dangers/effects: walls, half walls,
obstacles, slippery surfaces, and undulated terrain
This stage is filled to the brim with trees, and
undulated terrain. There are walls at the outer rim of the stage, with flowing
streams on the two opposite ends. In the middle, there is a clear path that is
a walkway through the forest.
The safest area in the forest is the walkway,
everywhere else you are faced with the trees, walls, undulated terrain and the
slippery surfaces. This stage is great for grapplers, those with good knock
back potential, and those with great juggling abilities, and overall the forest
is great for all fighting styles
This is one of the multi-tiered environments with in
doa3.
This stage is located in south
Level 1:
The first level has walls, obstacles, and stage breaks
and is fairly large in size. It has an octagonal shape to it.
Level 2:
The second level is a slanted incline with undulated
ridges, with half walls that only allow you to corner you opponent against it,
and get advantages in the okizeme department. It is very small in size, and has
a rectangular shape to it.
Level 3:
The last level is a courtyard with walls, half walls,
and a breakable obstacle, this stage is fairly large in size, and has a square
shape.
Environmental dangers/effects: Walls, half walls,
undulated and sloped terrain, obstacles and stage breaks.
The whole environment caters to all the characters
within doa3. Knowing your character strength and weaknesses will help you
capitalize on each of the three levels.
The first level caters more to the characters with
good knock back potential and those with running attacks. The second level
caters more to the grapplers and characters with knock back potential, while
the third is just like the first one.
This is a stage that is in a snow storm/shower,
located in northern
Environmental dangers/effects: Walls, half walls,
obstacles, undulated terrain, and slippery surfaces
This is one of the most dangerous stages in the game.
You have a lot of environmental factors to take advantage of, and the stage is
fairly small. You are constantly slipping through out this stage. This stage is
perfect for grapplers, and characters with knock back potential, and characters
who are good in tight spaces.
This stage is oil refinery, set in the
Environmental dangers/effects: Walls, electrical
walls, and sloped inclines.
Like The pancratium, the
majority of this stage is filled with electrical walls, with a few areas of
basic walls. Unlike the pancratium, the iron hell has
sloped inclines that affect the move out come. This stage is good for those who
have grappling abilities; good knock back potential, and those with running
attacks.
This is a stage set in
virtuaPAI
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Cont.
(PANCRATIUM)...
Environmental dangers/effects: Walls, electrical
walls, and undulated terrain
The majority of this stage is filled with electrical
walls, with a few areas of basic walls. The undulated terrain around the walls
will have minimal effect on your attacks. This stage is good for those who have
good knock back potential, and those with running attacks.
This stage is a Marine life Aquarium with different
species of marine life swimming around. This is one of the smaller stages in
Doa3; there are not a lot of environmental factors affecting the match. This is
one of the more basic stages in Doa3. This is a rectangle shaped arena. This
stage is located in
Environmental dangers/effects: walls and half walls
Because there are two different types of walls, You
have to be aware of what moves you are capable of that will cause a wall stun
for that particular wall, special okizime factors,
wall techs, and wall stuns. This stage is good for those with good knock back
potential and Grappling abilities.
The danger zone is a square shaped arena with basic
and explosive walls. This stage is one of the bigger doa3 stages (very
spacious). With no undulated terrain, or multi-tiered environmental factors,
The danger Zone is just an all around (basic) good fighting stage. This arena
is located in
Environmental dangers/effects: electric walls, and
basic walls
Because of its size, getting hit against the wall is
not too often, and you have the space to easily Maneuver
around within the danger zone. This stage is good for those who have running
attacks and good knock back potential.
The X octagon, Is an octagon
shaped Arena, with Electric Bob wired Fences. There is a crowd in the
background, cheering you on with every slam against the fence. The size of this
arena is medium. This stage is located in
Environmental dangers/effects: electric walls
This stage is fairly simple, yet very dangerous.
Continuous hits against the fence will chip away your life at a very quick
rate.
Avoid the fences. This stage is very good for those
with good Knock back potential and running attacks.
stinkymonz
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While i still remember, i wanna express that why does Lorelei have
a cliff damage bug!?!!?! I do i a Hi-Counter Ginat Swing to my foe towards the rooftop, and the damage
for the landing of Giant Swing isn't counted....WHY?!?!!?!
-Walls:
Any of the various permanent upright constructions
used as a barrier or obstruction, Which are obove the characters heads.
-10 points damage modifier when your opponent hit the
wall directly.
-5 points damage modifier when opponent hits the wall
at an angle.
-Wall stuns:
crumple stun, and backwards crumple stun are possible.
Wall slump stun(from the
sitting position and on the knee position) is possible.
-Wall techrolls are possible
Any of the various permanent upright constructions
used as a barrier or obstruction, which are below,
slightly above or at the waist level of the characters.
-10 points damage modifier when your opponent hit the
wall directly.
-5 points damage modifier when opponent hits the wall
at an angle.
-Wall stuns:
crumple stun, and backwards crumple stun are possible.
Halfwall stun(head crumple stun) is
possible
-no Techroll ability
Any of the various permanent upright constructions
used as a barrier or obstruction, Which are obove the characters heads, and generate
explosives/electricity on impact.
-20pts damage modifier when the opponent hits the wall
directly.
-15pts damage modifier when the opponent hits the wall
on an angle.
-Wall stuns:
crumple stun, and backwards crumple stun are possible.
Wall slump stun(from the
sitting position and on the knee position) is possible.
-Wall techrolls are possible
Any of the various upright constructions used as a
barrier or obstruction, Which are obove
the characters heads, or below, slightly above or at the waist level of the
characters. These walls are breakable, And allow
players to knock there opponent through the wall for a damage modifier.
-40pts damage modifier when opponent is broken through
-5pts damage modifier when opponent is hit on an angle(when not broken)
-No techroll ability
-No wall stuns
Edited by: virtuaPAI at:
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Pt.3 – DOA3 Stuns
Most stuns occur during a critical hit. Poke stuns,
wall stuns and limbo stuns are all inescapable, all other stuns are escapable.
-POKE STUN:
when ever a character is hit, he/she will snap back to
reflect being hit. This is a stun because no attacks can be executed at this
time.
-FACE STUN:
the opponents recoils a bit and hold his/her face, still
standing relatively straight.
-Extra:
None
-LIFT STUN:
The opponent goes limp and "shrugs" upward.
-Extra:
-Counter hit- lift stun attacks becomes a launching attacks .
-slippery surface- lift stun
attacks become slip stun attacks.
-CRYING STUN:
The opponent leans foward,
usually to the side, and holds his/her face like a weaping
baby.
-Extra:
-slippery surface- crying
stun attacks become slip stun attacks
-STAGGER # 1:
The opponent takes a little stumble in the direction
you hit them and his/her upper torso flails back.
-Extra:
-Counter Hit- Stagger # 1 attacks
become a fall down side stun.
-slippery surface- Stagger #
1 attacks become a Fall down side stun.
-STAGGER # 2:
The opponent takes a medium stumble in the direction
you hit them and his/her upper torso flails back.
-Extra:
-Counter Hit- Stagger #2 attacks Become a stagger #3
-Slippery surface- stagger #2 attacks Become a slip stun
-STAGGER # 3:
The opponent takes a big step back and shakes his/her
head in confusement
-Extra:
-slippery surfaces, Stagger # 3 becomes a sit down
stun.
-STAGGER #4
The opponent takes a stumble backwards.
-Extra:
-slippery surfaces, stagger 4
becomes a Fall down side stun
-STAGGER #5
The opponent takes a jump back and staggers.
-Extra:
None
-LOW STAGGER # 1:
the opponent takes a little stumble backwards with the
upper torso doubling over.
-Extra:
None
-LOW STAGGER # 2
The opponent staggers left or right with torso
doubling over
-Extra:
None
-LIMBO STUN:
Opponent bends way over backwards, slowly falling.
-Extra:
None
-CRUMPLE STUN:
Opponent bends way over foward,
slowly falling.
-Extra:
None
-DIZZY STUN:
Opponent gets dizzy and falls face foward
to the ground.
-Extra:
None
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-FOOT CRUMPLE STUN:
A stun that cause your opponent to hold his/her leg
and fall to his/her back or the stun will cause your opponent to tip over and
fall on his/her face.
This is one of the poke stuns on a counter hit or
slippery surface.
-DOUBLE OVER STUN:
The opponent bends over, usually because of a jumping
punch, knee or fist to the gut.
-Extra:
-Counter hit- Double Over
Stun attacks become stagger attacks.
-slippery surfaces- Double
over stun attacks become slip stun attacks.
-DOUBLE OVER SHOVE STUN:
a more powerfull double over
stun, pushing the victim back in addaition to double
over.
DEPENDING ON THE CHARACTER YOU USE:
-Extra # 1:
-counter hit- Double over
shove stun attacks become a sit down stun. (when on
slippery surfaces, it becomes a shoved sit down stun)
-slippery surfaces-Double over shove stun attacks
become a sit down stun.
-Extra # 2:
-counter hit-Double over shove stun attacks become Double over stuns.
-slippery surfaces- Double
over shove stun attacks become slip stuns.
-DOUBLE OVER LIFT STUNS:
The opponent is lifted off the ground and doubles
over.
-Extra:
-counter hit- Double over lift attacks, become
launching attacks.
-PIN DOWN DOUBLE OVER STUNS:
the opponent bends way over and is considered a croutching opponent.
DEPENDING ON THE CHARACTER YOU USE:
-Extra # 1:
-Counter hit- Pin down double over stun attacks become
knock down attacks.
-Extra # 2:
-Counter hit- Pin down double over stun attacks become
double over stuns attacks.
-SIT DOWN STUN # 1:
A stun that causes your opponent to
sit down than rise again.
-Extra:
None
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-SIT DOWN STUN
# 2:
a stun that causes your opponent to sit down than lay
down.
-Extra:
None
-SLIP STUN:
A stun that causes your opponent to
stagger and slip back or foward.
-Extra:
None
-TRIP STUN-
A stun caused by a sweep or any other tripping method.
Your opponent will fall in a tripping motion.
-Extra:
-counter hit- Your opponent
will be knocked down.
-FALL DOWN SIDE STUN:
A stun that will cause your opponent
to tip over, and fall to his/her side.
-Extra:
None
-HALF WALL STUN:
This is a head crumple similar to a crumple, but your
opponent will snap back than fall face down head towards the opponent.
-Extra:
None
-WALL STUN:
This a crumple stun that occurs from being hit against
the wall.
-Extra:
none
-WALL SLUMP STUN:
A stun that causes your opponent to fall against the
wall and the floor or your opponent will fall face foward
to the wall, and pressing aginst the wall on his/her
knees.
-Extra:
None
-WALL TECHS:
Wall techs are done by pressing either up or down.
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Hey Dahlsim, I guess its time for you to update your counter
hit/stu section. alot of that info was incorrect on that faq section on the gametopics
page. That Faq was missing alot
of Stuns and staggers.
Some are unique to doa3, so I has
to make a fitting names for them, and I also took some stun names from other
fighters. anyways, you now have a complets
Stun listing. Pt.4 of this faq
will have a listing of all the moves that cause these stuns.
its going to take alot of work,
But I will have it done before next week...
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===============
Renjin-ryugaku-sen
(P),(P),(P),(K)
===============
NORMAL HITS- 3rd hit causes a crying stun.
ON SLIPPERY SURFACE- crying stun becomes a slip stun.
COUNTER BLOW- no change
===============
Renjin-Renten
(P),(P),(K),(K)
===============
NORMAL HITS- 3rd attack launches,
and the 4th attack is a knockback attack.
ON SLIPPERY SURFACE- the 3rd attack becomes a fall
down side stun, the 4th hit launches.
COUNTER BLOW- the 3rd attack becomes a fall down side
stun, the 4th hit launches.
===============
Renjin- Koeiso
(P),(P),f+(P),(P)
===============
NORMAL HITS -3rd hit is a poke stun, 4th hit is a lift
stun.
ON SLIPPERY SURFACE- the 3rd hit becomes a slip stun
and the 4th hit launches.
COUNTER BLOW- 3rd hit crying stun, 4th hit launches
===============
Renjin-Ryuoso
(P),(P),f+(K),(K)
===============
NORMAL HITS-The 3rd hit is a lift double over stun.
ON SLIPPERY SURFACE-no change
COUNTER BLOW- no change
===============
Renjin- roso
(P),(P),f+(K),d+(K)
===============
NORMAL HITS-3rd hit is a lift double over stun, and
the 4th hit is a low stagger#1.
SLIPPERY SURFACES- no changes.
COUNTER BLOW- No changes
===========
Koeiso
f+(P),(P)
===========
NORMAL HITS-The 1st attack is a poke stun, and the secound hit is a lift stun.
ON SLIPPERY SURFACE- the 1st attack becomes a slip
stun, and the 2nd attack launches
COUNTER BLOW- 1st attack crying stun, 2nd attack
launches.
=============
Koku-ryugau-sen
f,f+(P),(K)
=============
NORMAL HITS-1st attack causes a cry stun, 2nd attack
is a knockback attack.
ON SLIPPERY SURFACE- 1st attack becomes slip stun, 2nd
attack misses.
COUNTER BLOW- No changes
=============
RASIN URAJIN
b+(P),(K)
=============
NORMAL HITS-1st attack poke
stun
SLIPPERY SURFACE- no change
COUNTER BLOW- 1st attack launch
=============
RASIN HISHU
b+(P)--(K)
=============
NORMAL HITS-1st attack poke
stun
SLIPPERY SURFACE- no change
COUNTER BLOW- 1st attack launch
=============
RASIN URACHI
b+(P),d+(K)
=============
NORMAL HITS- 1st attack poke stun, 2nd attack trip
stun
ON SLIPPERY SURFACE- 1st hit poke stun, 2nd hit trip
stun
COUNTER BLOW- 1st hit launches
=============
RASIN HEIN
b+(P)--d+(K)
=============
NORMAL HITS- 1st attack poke stun, 2nd attack trip
stun
ON SLIPPERY SURFACE- 1st hit poke stun, 2nd hit trip
stun
COUNTER BLOW- 1st hit launches
=============
JINRAI ROSO
f+(K),d+(K)
=============
NORMAL HITS- 1st hit lift double over stun, 2nd hit
low stagger#2
ON SLIPPERY SURFACE-1st hit lift double over stun, 2nd
hit low stagger#2
COUNTER BLOW-1st hit lift double over stun, 2nd hit
low stagger#2
Edited by: virtuaPAI at:
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============
Fuzan-ryubu
d/f+(P),(P)
============
NORMAL HITS-1st hit causes poke stun, 2nd attack
causes a double over stun.
ON SLIPPERY SURFACE- 1st attack is a slip stun, 2nd
attack launches.
COUNTER BLOW- 1st attack is a stagger#3, 2nd attack
launches
=============
Jirai-enjin
d/f,d/f+(P),(K)
=============
NORMAL HITS-1st attack is a poke stun, 2nd attack is a
low stagger#1.
ON SLIPPERY SURFACE- 1st attack becomes a sit down
stun, and the 2nd attack is a low stagger#1.
COUNTER BLOW- 1st attack is a sit down stun, 2nd
attack is a low stagger#1
==============
Futen-ryugaku-sen
u/f+(P),(P),(P),(K)
==============
NORMAL HITS-1st attack causes a stagger #3, 2nd hit
continues the stagger, 3rd hit causes a crying stun, the 4th hit is a knockback
attack.
ON SLIPPER SURFACE- 1st attack causes a slip stun, 2nd
attack breaks stun and causes a stagger #1 , 3rd hit
becomes a crying stun, and the 4th hit is a knockback attack.
COUNTER BLOW- no changes
================
Fujin-renten-kyaku
u/f+(P),(K),(K)
================
NORMAL HITS-1st attack causes a stagger #3,2nd hit
causes a fall down side stun, 3rd hit launches.
ON SLIPPERY SURFACE- 1st attack causes a slip stun,
the 2nd attack causes a fall down side stun, the 3rd attack launches.
COUNTER BLOW- no changes
================
Yoku-tu
d/b+(P)
================
NORMAL HITS-Causes a poke stun
ON SLIPPERY SURFACE- causes a low stagger #2
COUNTER BLOW- low stagger#2
================
Sajin shu
d/b+(P),(K)
================
ON SLIPPER SURFACE- 1st attack causes a low stagger
#2, and the 2nd attack causes a knockdown.
COUNTER BLOW- 1st attack is a low stagger #2, 2nd
attack knock down.
=================
Renten-ryugaku-sen
(K),(K),(K)
=================
NORMAL HITS-1st attack causes a stagger #4, 2nd hit
launches, 3rd hit is a jump kick.
ON SLIPPERY SURFACE- 1st attack becomes a fall down
side stun, 2nd hit launches, 3rd hit is a jump kick.
COUNTER BLOW- 1st attack becomes a fall down side
stun, 2nd hit launches, 3rd hit is a jump kick.
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===============
Jin rai-ryuso
f+(K),(K)
===============
NORMAL HITS-1st attack causes a lift double over stun,
2nd hit knocks back.
ON SLIPPERY SURFACE- no changes.
COUNTER- BLOW- no changes
============
Soten-kyaku
u+(K)
============
NORMAL HITS- Attack causes a lift stun.
ON SLIPPERY SURFACE- the attack causes a slip stun.
COUNTER BLOW- launches
==============
Ginka sen
b,f+(K)
==============
NORMAL HITS-Attack causes a lift double over stun.
ON SLIPPERY SURFACE- no changes.
COUNTER BLOW- no changes
==============
Roso-kyaku
d+(FR)+(K)
==============
NORMAL HITS-Attack causes a low stagger #1
ON SLIPPERY SURFACE- no changes.
COUNTER BLOW- no changes
================
Eiko-Hajin-Genki
(P)+(K),(P),(P)
================
NORMAL HITS-1st and 2nd attacks are poke stuns, the 3rd hit causes a stagger #4
ON SLIPPERY SURFACE- the 1st his causes a slip stun,
the 2nd hit cause a stagger#2 and the 3rd hit causes a stagger#5.
COUNTER BLOW- 1st attack causes a stagger#2, 2nd
attack stagger#2, 3rd attack causes a stagger#5
================
Eiko-fujin-sai
(P)+(K),(P),(K)
================
NORMAL HITS-1st and 2nd attacks are poke stuns, the 3rd hit causes a knock back
ON SLIPPERY SURFACE- the 1st his causes a slip stun,
the 2nd hit cause a stagger#2 and the 3rd hit is a knockdown attack.
COUNTER BLOW- 1st attack, stagger#2,2nd attack
continues stagger, 3rd attack knock down.
================
Eiko-hajin-sai
(P)+(K),(P),u/b+(K)
================
NORMAL HITS-1st and 2nd attacks are poke stuns, the 3rd hit is a launching attack
ON SLIPPERY SURFACE- the 1st his causes a slip stun,
the 2nd hit cause a stagger#2 and the 3rd hit is a launching attack.
COUNTER BLOW- 1st attack stagger#2, 2nd attack
continues stagger, 3rd attack launches
================
Eiko-hajin-shu
(P)+(K),(P),d+(K)
================
NORMAL HITS-1st and 2nd attacks are poke stuns, the 3rd hit causes a trip stun.
ON SLIPPERY SURFACE- the 1st his causes a slip stun,
the 2nd hit cause a stagger#2 and the 3rd hit causes a knockdown.
COUNTER BLOW- 1st attack stagger #2, 2nd attack
continues stagger, 3rd attack knockback.
================
Sho ayane
b+(FR)+(K)
================
NORMAL HITSThis attack
causes a limbo stun or a crumple stun depending on the stance of both your
character and your opponent.
ON SLIPPERY SURFACE- no changeS.
COUNTER BLOW- no changes
ATTACKS WHILE BACK IS FACING OPPONENT:
==============
Rashin-ryugaku
(P),(P),(P),(K)
==============
NORMAL HITS-3rd hit is a crying stun,
the 4th attack knocks your opponent back.
ON SLIPPERY SURFACES- 3rd hit causes a slip stun, 4th
hit misses.
COUNTER BLOW- no change
================
Rashin-eiko-genki
(P),(P),b+(P),(P),(P)
================
NORMAL HITS-1st, 2nd , 3rd,
and 4th attacks are poke stun attacks, the 5th attack causes a stagger#3.
ON SLIPPERY SURFACE- 3rd attack causes a slip stun,
the 4th and 5th attacks cause a stagger #2
COUNTER BLOW-1st & 2nd attacks are poke stuns,
3rd, 4th and 5th hits are stagger #2.
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================
Rashin-fujin-sai
(P),(P),b+(P),(P),(K)
================
NORMAL HITS -1st, 2nd , 3rd,
and 4th attacks are poke stun attacks, the 5th attack causes a knockback
attack.
ON SLIPPERY SURFACE- 3rd attack causes a slip stun,
the 4th attack causes a stagger#2 and the 5th attack is a knockback attack.
COUNTER BLOW- 3rd hit crying stun, 4th hit stagger #2,
5th hit knock back
==============
Rashin-eiko-sai
(P),(P),b+(P),(P),u/b+(K)
================
NORMAL HITS-1st, 2nd , 3rd,
and 4th attacks are poke stun attacks, the 5th attack launches.
ON SLIPPERY SURFACE- 3rd attack causes a slip stun,
the 4th attack causes a stagger#2 and the 5th attack launches.
COUNTER BLOW- 3rd hit is a crying stun, 4th hit
stagger #2, 5th hit launches.
=================
Rashin-eiko-shu
(P),(P),b+(P),(P),d+(K)
=================
NORMAL HITS -1st, 2nd , 3rd,
and 4th attacks are poke stun attacks, the 5th attack causes a trip stun.
ON SLIPPERY SURFACES- 3rd attack causes a slip stun,
the 4th attack causes a stagger#2 and the 5th attack Knockdown opponent.
COUNTER BLOW- 3rd hit crying stun, 4th hit stagger #2,
5th hit knock back.
==============
Rajin-urachi
(P),(P),f+(P),d+(K)
==============
NORMAL HITS- 3rd attack causes a poke stun, and the
4th attack causes a trip stun.
ON SLIPPERY SURFACE- no changes.
COUNTER BLOW- 3rd hit launches, 4th hit knocks down.
==============
Rajin-Jakuko
(P),(P),d+(P)
==============
NORMAL HITS- 3rd attack causes a poke stun
ON SLIPPERY SURFACE- 3rd attack causes a Low stagger
#2
COUNTER BLOW- 3rd attack causes a Low stagger #2
==============
Rajin -sajin-shu
(P),(P),d+(P),(K)
==============
NORMAL HITS-3rd attack causes a poke stun, 4th attack
causes a trip stun.
ON SLIPPERY SURFACE- 3rd attack causes a Low stagger
#2, 4th attack causes a knockdown.
COUNTER BLOW- 3rd attack causes a Low stagger #2, 4th
attack causes a knockdown.
===============
Zanei-hajin-genki
b+(P),(P),(P)
===============
NORMAL HITS-1st & 2nd hits are poke stuns, the 3rd hit causes a stagger#4
ON SLIPPERY SURFACE- all the attacks cause a stagger
#2.
COUNTER BLOW- 1st and 2nd hits stagger #2, 3rd hit stagger#5
==============
Zanei-fujin-sai
b+(P),(P),(K)
===============
NORMAL HITS-1st & 2nd hits are poke stuns, the 3rd hit causes a knockback.
ON SLIPPERY SURFACE- the 1st and 2nd attacks causes a
stagger #2, and the 3rd attack is a knockback attack.
COUNTER BLOW- 1st and 2nd hits stagger #2, 3rd
knockback
==============
Zaneu-hajin-sai
b+(P),(P),u/b+(K)
==============
NORMAL HITS-1st and 2nd attacks are poke stuns, and
the 3rd attack luanches.
ON SLIPPERY SURFACE- the 1st and 2nd attacks cause
stagger#2, and the 3rd attack launches.
COUNTER BLOW- the 1st and 2nd attacks cause stagger#2,
and the 3rd attack launches.
==============
Zanei-hajin-shu
b+(P),(P),d+(K)
==============
NORMAL HITS-1st and 2nd attacks are poke stuns, and
the 3rd attack causes a trip stun.
ON SLIPPERY SURFACE- the 1st and 2nd attacks cause
stagger#2, and the 3rd attack is a knockdown.
COUNTER BLOW- the 1st and 2nd attacks cause stagger#2,
and the 3rd attack is a knockdown.
==============
Jakuko-tu
d/b+(P)
==============
NORMAL HITS-Attack causes a poke stun
ON SLIPPERY SURFACE- this Attack becomes A Low
stagger#2.
COUNTER BLOW- this Attack becomes A Low stagger#2.
==============
Jakuko-sajin-shu
d/b+(P),(K)
==============
NORMAL HITS-1st Attack causes a poke stun, 2nd attack
causes trip stun.
ON SLIPPERY SURFACES- 1st Attack causes A Low
stagger#2, and the 2nd attack causes a knockdown.
COUNTER BLOW- 1st Attack causes A Low stagger#2, and
the 2nd attack causes a knockdown
==============
Enshu-sen
d+(FR)+(K)
==============
NORMAL HITS-This attack causes a trip stun.
ON SLIPPERY SURFACE- no changes.
COUNTER BLOW- knock down
Edited by: virtuaPAI at:
virtuaPAI
Member
Posts: 27
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--------------------------------------------------------------------------------
=============
RAJIN URAJIN
(P),(P),f+(P),(K)
=============
NORMAL HIT- 3rd hit poke stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- 3rd hit launches
=============
RAJIN-HISHU
(P),(P),f+(P)--(K)
=============
NORMAL HIT- 3rd hit poke stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- 3rd hit launches
==============
RAJIN HIEN
(P),(P),f+(P),d+(K)
==============
NORMAL HIT- 3rd hit poke stun, 4th hit trip stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- 3rd hit launches
============================================
Changing your strings depending on your stuns is very
important. Doing Ayane's Koku-ryugaku-sen
attack
{f,f+(P),(K)}
on the ground, would allow you to connect all the hits, but on slippery
surfaces, The 2nd attack Whiffs.
Because of this, You have to
change the last attack in that string, to take advantage of the change in the
stun.
You can start off with f,f+(P), THAN FREE-CANCEL in the(P),(P)f,(K),(K). The
whole combo will look like this in its entirety:
f,f+(P),(FR),(P),(P),f+(K),(K). Altering your previous
string to take advantage of the environmental properties, allows
you to take advantage on an attack you would have normally whiffed.
stinkymonz
Member
Posts: 14
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--------------------------------------------------------------------------------
==============
Ginka sen
f, b(K)
==============
-Attack causes a lift double over stun.
-On slippery surfaces, there are no changes.
f, b? Shouldn't it be b, f?
virtuaPAI
stinkymonz:
"f, b? Shouldn't it be
b, f?"
Thanks, I just corrected my mistake.
BASS ENVIRONMENTAL STUNS
--------------------------------------------------------------------------------
=============
COMBO HAMMER
(P),(P)d+(P)
=============
NORMAL HITS- 3rd hit trip stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- knock down
==============
COMBO KICK RUSH
(P),(K),(K)
==============
NORMAL HITS- 2nd hit double over stun
ON SLIPPERY SURFACE- 2nd hit sit down stun
COUNTER BLOW- no changes
===============
WILD SWING
f+(P),(P)
===============
NORMAL HITS- 1st hit poke stun
ON SLIPPERY SURFACE- 1st hit limbo stun or crumple(depending on stance)
COUNTER BLOW- 1st hit limbo stun or crumple(depending
on stance)
==============
ELBOW RUSH
u/f+(P),(P)
==============
NORMAL HITS- 1st hit stagger#2
ON SLIPPERY SURFACE-1st hit slip stun
COUNTER BLOW- no change
==============
ELBOW GONG
u/f+(P),(K),(P)
==============
NORMAL HITS- 1st hit stagger#2, 2nd hit lift double
over stun.
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit lift
double over stun
COUNTER BLOW- 1st hit stagger #2, 2nd hit knockdown
==============
ELBOW HAMMER
u/f+(P),(K),d+(P)
==============
NORMAL HITS- 1st stagger#2, 2nd hit lift double over
stun, 3rd hit, trip or knock down(depending on your
timing)
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit lift
double over stun, 3rd hit trip or knock down(depending
on your timing)
COUNTER BLOW- 1st hit stagger #2, 2nd hit kock down, third hit knock down.
=================
ELBOW JUMPING HIGH
u/f+(P),(K)
=================
NORMAL HITS- 1st hit stagger #2, 2nd hit lift double
over stun.
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit lift
double over stun.
COUNTER BLOW- 1st hit stagger#2, 2nd hit knock down.
===============
STUN GUN CHOPS
b+(P),(P),(P)
===============
NORMAL HITS- 1st & 2nd hits are poke stuns
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit
stagger#2
COUNTER BLOW- 1st & 2nd hits stagger#2
================
POWER GONG
d/b+(P),(P)
================
NORMAL HITS- 1st hit trip stun
ON SLIPPERY SURFACE- 1st hit trip stun
COUNTER BLOW- 1st hit knock down
================
HELL SCISORS
u/b+(P),(P)
================
NORMAL HITS- 1st hit stagger #3
ON SLIPPERY SURFACE- 1st hit trip stun
COUNTER BLOW- 1st hit stagger #3
==================
ONE HAND HAMMER
u+(P)
==================
NORMAL HITS- pin down double over stun
ON SLIPPERY SURFACE- pin down double over stun
COUNTER BLOW- knock down
===============
RISING PALM
QCf+(P)
===============
NORMAL HITS- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launcher
==============
KNEE HAMMER
f+(K),(P)
==============
NORMAL HITS- 1st hit lift double
over stun
ON SLIPPERY SURFACE- 1st hit lift double over stun
COUNTER BLOW- 1st hit lift double over stun
===============
KICK RUSH
d/f+(K),(K)
===============
NORMAL HITS- 1st hit double over stun
ON SLIPPERY SURFACE- 1st hit sit down stun #1
COUNTER BLOW- 1st hit sit down stun #1
===========
LEG BREAK
d/b+(K)
===========
NORMAL HITS- poke stun
ON SLIPPERY SURFACE- low stagger #1
COUNTER BLOW- low stagger #1
============
HELL STAB
(P)+(K)
============
NORMAL HITS- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
===============
BEAR SCISORS
d/f+(P)+(K),(P)
===============
NORMAL HITS- 1st hit dizzy stun
ON SLIPPERY SURFACE- 1st hit dizzy stun
COUNTER BLOW- 1st hit launches
WHILE BACK FACING OPPONENT
=============
TRASS KICK
b+(K)
=============
NORMAL HITS- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
Edited by: virtuaPAI at:
stinkymonz
Member
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--------------------------------------------------------------------------------
===============
WILD SWING
f,(P),(P)
===============
NORMAL HITS- 1st hit limbo stuns
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
heh.......1st hit causes poe
stun actually, unless it may have changed in the JP version, but in the
virtuaPAI
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--------------------------------------------------------------------------------
stinkymonz:
"heh.......1st
hit causes poe stun actually, unless it may have
changed in the JP version, but in the
Thanks, its good to have some one testing what you
post, to see if there are any errors.
virtuaPAI
Member
Posts: 32
(
207.221.74.41
--------------------------------------------------------------------------------
============
PALM ARROW
u/b+(P)
============
NORMAL HIT- crying stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- double over
shove stun
================
SMASH UPPERCUT
u+(P),(P)
================
ON SLIPPERY SURFACE- 1st hit slip stun
COUNTER BLOW- double over
stun
================
TURN LOW JAVELIN
d+(F)+(K)
================
NORMAL HIT- trip stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW-knock down
=============
SIDE WONDER
(F)+(K)
=============
NORMAL HIT-crumple stun or limbo stun(depending
on stance)
ON SLIPPERY SURFACE- no change
COUNTER BLOW- no change
================
FIRE BULLET
b+(P)+(K)
================
NORMAL HIT- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
================
CHARGING BOLT
d/b+(P),(P)
================
NORMAL HIT- 1st hit low stagger#2
ON SLIPPERY SURFACE- no change
COUNTER BLOW- 1st attack knock
down
=============
BLAST TRASS
b+(P),(K)
=============
NORMAL HIT-1st hit stagger #2
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- no changes
==============
BLAST STINGER
b+(P)f+(K),(P)
==============
NORMAL HIT- 1st hit stagger#2, 2nd hit lift double
over stun, 3rd hit face stun.
ON SLIPPERY SURFACE- 1st attack slip stun, 2nd hit
lift double over stun, 3rd hit face stun
COUNTER BLOW- no changes
================
BLAST LOW JAVELIN
b+(P),d+(K)
================
NORMAL HIT- 1st hit stagger#2
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- no changes
==============
FLAME STINGER
f+(K),(P)
==============
NORMAL HIT- 1st hit lift double over stun, 2nd face
stun.
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
===============
UNKNOWN ATTACK
d/f+(P)
===============
NORMAL HIT- poke stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- lift stun
==============
SMASH
HOLD d/f+(P)
==============
NORMAL HIT- launches
ON SLIPPERY SURFACE- no change
COUNTER BLOW- no change
==============
BULK UPPERCUT
Qcf+(P)
==============
NORMAL HIT- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
==============
SIDE EDGE TRASS
(P)+(K),(P),(K)
==============
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit
stagger #2
COUNTER BLOW- no changes
Edited by: virtuaPAI at:
virtuaPAI
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--------------------------------------------------------------------------------
================
SIDE EDGE JAVELIN
(P)+(K),(P),d,(P)
================
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit
stagger #2
COUNTER BLOW- no changes
================
FLAME KNUCKLE
f,f(P)
================
NORMAL HIT- face stagger
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
==============
SPIKE SOBAT
d/b,(K),(K)
==============
NORMAL HIT- 1st hit poke stun
ON SLIPPERY SURFACE- low stagger#1
COUNTER BLOW- low stagger#1
==============
SOLID CRASH
f,(P),(P),(P)
==============
NORMAL HIT- 1st & 2nd hits poke stuns
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit double
over shove stun
COUNTER BLOW- 1st & 2nd hits double over shove
stun
=================
CRASH LEG SPIKE
f,(P),(P),(K)
=================
NORMAL HIT- 1st & 2nd hits poke stuns, 3rd hit low
stagger#1.
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit double
over shove stun, 3rd hit low stagger #1
COUNTER BLOW- 1st & 2nd hits double over shove
stun, 3rd hit knock down.
==============
STOMACH BREAK
f,(P),(K)
==============
NORMAL HIT- 1st hit poke stun, 2nd double over shove
stun.
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit sit
down stun#1
COUNTER BLOW- 1st hit double over shove stun, 2nd hit
sit down stun#1
===============
RUSH SOBAT
(P),f,(P),(K)
===============
NORMAL HIT- 2nd hit poke stun
ON SLIPPERY SURFACE- 2nd hit slip stun
COUNTER BLOW- 2nd hit poke or double over shove stun
(depends on the timing of the hit)
===============
RUSH LEG SPIKE
(P),f(P),d,(K)
===============
NORMAL HIT- 2nd hit poke stun, 3rd hit low stagger #1
ON SLIPPERY SURFACE- 2nd hit slip stun, 3rd hit low
stagger#1
COUNTER BLOW- 2nd hit poke stun or double over shove
stun (depends on the timing of the hit)
=================
COMBO HEEL HAMMER
(P),(K),(K)
=================
NORMAL HIT- 2nd hit stagger#1
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
================
KNOCKLE SHOT
(P),(P),(P)
================
NORMAL HIT- 3rd hit face stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
================
STORM BLAST TRASS
(P),(P),b,(P),(K)
================
NORMAL HIT-3rd hit stagger#2
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- no changes
=================
STORM BLAST JAVELIN
(P),(P),b,(P),d,(K)
=================
NORMAL HIT-3rd hit stagger#2
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- no changes
virtuaPAI
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--------------------------------------------------------------------------------
==============
CHARGING TIGER
(P),(P),d,(P),(P)
==============
NORMAL HIT- 3rd hit low stagger#2
ON SLIPPERY SURFACE- no change
COUNTER BLOW- 3rd hit knockdown
===============
TRAP HEEL HAMMER
(K),(K)
===============
NORMAL HIT- 1st hit stagger#1
ON SLIPPERY SURFACE- 1st hit fall down side stun
COUNTER BLOW- 1st hit fall down side stun
===================
TRAP REVERSE HAMMER
(K),(P),(P)
===================
NORMAL HIT- 1st hit stagger#1
ON SLIPPERY SURFACE- 1st hit fall down side stun
COUNTER BLOW- 1st hit fall down side stun
=================
TURN BLADE
Qcb,(P)
=================
NORMAL HIT- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
=================
SLIDING KICK
f,f,(K)
=================
NORMAL HIT- low stagger#1
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
================
DOUBLE SPIKE
d,(K),(K)
================
NORMAL HIT- 1st hit poke stun, 2nd hit low stagger#1
ON SLIPPERY SURFACE- 1st hit trip stun, 2nd hit low
stagger#1
COUNTER BLOW-1st hit trip stun, 2nd hit low stagger#1
WHILE BACK IS FACING OPPONENT
=================
SMASH UPPERCUT
(P),(P),(P)
=================
NORMAL HIT- 1st hit stagger#2, 2nd hit double over
stun
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit double
over stun
COUNTER BLOW- no change
stinkymonz
Member
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--------------------------------------------------------------------------------
Actually, it's
all memory. I didn't test anything. Also, what's a lift duble
over stun? Because Bass' [f+K, u/f+PK]
does the same as Ayane's [f+K]
stinkymonz
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Posts: 20
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--------------------------------------------------------------------------------
==============
SMASH
d/f,(P)
==============
NORMAL HIT- poke stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- lift stun
Huh.....right....
First: It's HOLD d/f,(P)
Second: It always floats. ALWAYS.
virtuaPAI
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Reply | Edit |
--------------------------------------------------------------------------------
stinkymonz:
"==============
SMASH
d/f,(P)
==============
NORMAL HIT- poke stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- lift stun
Huh.....right....
First: It's HOLD d/f,(P)
Second: It always floats. ALWAYS."
Thanks for the correction.
"Actually, it's all memory. I didn't test
anything. Also, what's a lift duble over stun?
Because Bass' [f+K, u/f+PK]
does the same as Ayane's [f+K]"
both of those attacks cause lift double over stuns. ex. your opponent is lifted into the air while doubling
over.
stinkymonz
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--------------------------------------------------------------------------------
unknown attack? It's just a normal mid-punch obviously!
virtuaPAI
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--------------------------------------------------------------------------------
"unknown attack? It's just a normal mid-punch
obviously!"
only the standard puch and kicks
while stanging or crouching are normal attacks. But
this one is only done by tapping d/f and punch...
oh well, I will probably change it soon.
Re: ENVIRONMENTS - INS AND OUTS
--------------------------------------------------------------------------------
===========
LEG BREAK
d/b,(K)
===========
NORMAL HITS- low stagger #1
ON SLIPPERY SURFACE- low stagger #1
COUNTER BLOW- low stagger #1
I just noticed this but "Leg Break" does a
poke stun on normal hits, and does low stagger #1 on all other conditions.
stinkymonz
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--------------------------------------------------------------------------------
both of those attacks cause lift double over stuns. ex. your opponent is lifted into the air while doubling
over.
That isn't the same as Tina's [f+K]
right? Those mentioned attack only cause the same like Tina's [f+K] when the foe's already hit by other stuns.
Example.
(normal hits, not on slippery
surface)
f+PP PPf+K(this is where it actually floats, like Tina's [f+K])K
virtuaPAI
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--------------------------------------------------------------------------------
"That
isn't the same as Tina's [f+K] right? Those mentioned
attack only cause the same like Tina's [f+K] when the
foe's already hit by other stuns."
Yes, this is very true. Tina's attack has totally
different properties on normal and counter hits.
"Example.
(normal hits, not on slippery
surface)
f+PP PPf+K(this is where it actually floats, like Tina's [f+K])K"
Ayane's lift double over stun, becomes a launching attack(like tina's) when your opponenent is already stunned.
stinkymonz
Member
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--------------------------------------------------------------------------------
On normal hits
and non-slippery surface, Ayane's f+PP
doesn't float. The second hit does a lift stun.
stinkymonz
Member
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--------------------------------------------------------------------------------
I also forgot
this. The b, f+K attack for Ayane doesn't cause a
double over lift stun. It's like the first hit of
virtuaPAI
Member
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--------------------------------------------------------------------------------
============
TENSHIN-CHU
(P),(P),(P)
============
NORMAL HITS- 3rd hit lift stun
ON SLIPPERY SURFACE- 3rd hit slip stun
COUNTER HIT- 3rd hit launches
============
TESSA
(P),(P),d+(K)
============
NORMAL HITS- 3rd hit stagger #1
ON SLIPPERY SURFACE- no changes
COUNTER HIT- no changes
============
KATSUMEN-TAI
(P),(K),b
============
NORMAL HITS- 2nd hit stagger#2
ON SLIPPERY SURFACE- 2nd hit slip stun
COUNTER HIT- 2nd hit launches
================
SOKUSEN-GETSUGA
f+(P),(P)
================
NORMAL HITS- 1st hit poke stun
ON SLIPPERY SURFACE- 1st hit slip stun
COUNTER HIT- 1st hit double over stun
===============
SOKO-SHU-SUIHO
f+(P),b+(P)
===============
NORMAL HITS- 1st hit poke stun, 2nd hit pin down
double over stun
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit double
over stun
COUNTER HIT-1st and 2nd hits double over stun
=============
SUIHO-CHOGEKI
u+(P)
=============
NORMAL HITS- pin down double over stun
ON SLIPPERY SURFACE- slip stun
COUNTER HIT- double over stun
=============
KOSHU
(P)+(K)
=============
NORMAL HITS- Face stun
ON SLIPPERY SURFACE- no changes
COUNTER HIT- no changes
=============
REN-CHOWAN
d/f+(P),(P)
=============
NORMAL HITS- 1st hit poke stun, 2nd hit lift stun
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit launch
COUNTER HIT- 1st hit lift stun, 2nd hit launch.
==================
KASENKO YOGEKI
b,f+(P),(P),(P)
==================
NORMAL HITS- 1st hit poke stun, 2nd hit poke stun, 3rd
hit double over stun
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit crying
stun, 3rd hit double over stun
COUNTER HIT- 1st and 2nd hits crying stun, 3rd hit
double over stun
==================
KASENKO-TANTAI-SON
b,f+(P),(P),(K)
==================
NORMAL HITS- 1st hit poke stun, 2nd hit poke stun, 3rd
hit trip stun
ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit crying
stun, 3rd hit knock down
COUNTER HIT- 1st and 2nd hits crying stun, 3rd hit
Knockdown
==============
GYOIN-CHOWAN
b+(P),(P)
==============
NORMAL HITS- 2nd hit lift stun
ON SLIPPERY SURFACE- 2nd hit slip stun
COUNTER HIT- 2nd hit launch
==========
SOHAKU
f,f+(P),(P)
==========
NORMAL HITS- 1st hit double over stun
ON SLIPPERY SURFACE- 1st hit slip stun
COUNTER HIT- no changes
===========
KYUHO TODA
d/f+(P),(P)
===========
NORMAL HITS- 1st hit lift stun
ON SLIPPERY SURFACE- 1st hit slip stun
COUNTER HIT- 1st hit launch
=====================
HONSHIN-JOKAKU-ZENGEKI
Qcf+(P)
=====================
NORMAL HITS- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER HIT- launch
=============
TAIHO GETSUGA
b+(P)+(K)
=============
NORMAL HITS- Double over stun
ON SLIPPERY SURFACE- slip stun
COUNTER HIT- knock down
===================
KEPPO-HONSHIN-DANTAI
d/b+(P),(K)
===================
NORMAL HITS- 1st hit poke stun
ON SLIPPERY SURFACE- 1st hit trip stun
COUNTER HIT- 1st hit trip stun
============
KEPPO SOKUTO
hold d/b+(P),(K)
============
NORMAL HITS- 1st hit poke stun, 2nd hit low stagger#1
ON SLIPPERY SURFACE- 1st hit trip stun, 2nd hit low
stagger#1
COUNTER HIT- 1st hit trip stun, 2nd hit low stagger#1
===============
REN-SOKUTO
hold d/b+(P),(P),(K)
===============
NORMAL HITS- 1st hit poke stun, 2nd hit poke stun, 3rd
hit low stagger#1
ON SLIPPERY SURFACE- 1st & 2nd hits trip stun, 3rd
hit low stagger#1
COUNTER HIT- 1st & 2nd hits trip stuns, 3rd hit
knock down
virtuaPAI
Member
Posts: 39
(
206.216.90.121
Reply | Edit |
--------------------------------------------------------------------------------
=================
REN-HOSHIN-DANTAI
d/b+(P),(P),(K)
=================
NORMAL HITS- 1st & 2nd hits- poke stun,
SLIPPERY SURFACE- 1st & 2nd hits- trip stun
COUNTER HITS- 1st & 2nd hits- trip stun
================
SOKUSEN-GETSUGA
u,u+(P) or d,d+(P)
================
NORMAL HITS- limbo stun or
crumple (stance dependant)
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
============
REN-KOSHUTAI
(K),(K),(K)
============
NORMAL HITS- 1st hit-stagger#4, 2nd hit-fall down side
stun
SLIPPERY SURFACE- 1st & 2nd hits-fall down side
stun
COUNTER HITS-1st hit-fall down side stun, 2nd
hit-stagger#5
================
REN-SENTAI-ZACHI
(K),(K)d+(K)
===============
NORMAL HITS- 1st hit-stagger#4, 2nd hit-fall down side
stun, 3rd hit-low stagger#1
SLIPPERY SURFACE- 1st & 2nd hits-fall down side
stun, 3rd hit-knockdown
COUNTER HITS-1st hit-fall down side stun, 2nd
hit-stagger#5, 3rd hit-knockdown
============
BANSO
hold d/b+(K),d
============
NORMAL HITS- poke stun
SLIPPERY SURFACE- trip stun
COUNTER HITS- trip stun
==========
RENSO TAI
d/b+(K),(K),d
===========
NORMAL HITS- 1st & 2nd hits-poke stun
SLIPPERY SURFACE-1st & 2nd hits- trip stun
COUNTER HITS- 1st & 2nd hits- trip stun
=================
RENKAN-BOKKO
hold d/b+(K),(K),(K),d
=================
NORMAL HITS- 1st & 2nd hits- poke stun, 3rd
hit-trip stun
SLIPPERY SURFACE- 1st & 2nd hits-trip stun, 3rd
hit- knockdown
COUNTER HITS-1st & 2nd hits-trip stun, 3rd hit-
knockdown
================
REN-KOHONTAI
hold d/b+(K),(K),(K)
================
NORMAL HITS- 1st hit- poke
stun, 2nd hit- lift stun
SLIPPERY SURFACE- 1st hit- trip stun, 2nd hit- launch
COUNTER HITS- 1st hit- trip stun, 2nd hit- launch
==================
ZANTEKI, SENPU-KYAKU
hold d/f+(K),(K),d
==================
NORMAL HITS- 1st hit-lift stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS-1st hit- launch
====================
ZANTEKI, REN-CHOWAN
hold d/f+(K),(P),(P)
NORMAL HITS- 1st & 2nd hits-lift stun
SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit-lift stun
COUNTER HITS- 1st hit launch
==================
KOCHO, SOTEKI-KOHON
hold,d/f,
d/f,(K),(K)
==================
NORMAL HITS- 1st hit-lift stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- 1st hit-launch
===================
KOCHO, SOTEKI-BOKKO
hold d/f, d/f+(K),d+(K)
===================
NORMAL HITS- 1st hit- lift
stun, 2nd hit- low stagger#1
SLIPPERY SURFACE- 1st hit-slip stun, 2nd
hit-lowstagger#1
COUNTER HITS- 1st hit launches
============
SENPU-ZENKU
f+(K),(K)
============
NORMAL HITS- 1st hit-double over stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- 1st hit-knock down
==========
HOHO-SOHI
u+(K)
==========
NORMAL HITS- stagger #4
SLIPPERY SURFACE- no change
COUNTER HITS- launch
==================
TANTAI, SENPU-KYAKU
hold d+(K),(K),d
==================
NORMAL HITS- 1st hit-poke stun, 2nd hit trip stun
SLIPPERY SURFACE- 1st hit-foot crumple, 2nd hit knock
down
COUNTER HITS- 1st hit-foot crumple, 2nd hit knock down
virtuaPAI
Member
Posts: 40
(
206.216.92.77
Reply | Edit |
--------------------------------------------------------------------------------
==========
KOSEN-TAI
d+(K),(K)
==========
NORMAL HITS- 1st hit-poke stun
SLIPPERY SURFACE- 1st hit foot crumple
COUNTER HITS- 1st hit foot crumple
====================
TANTAI,SHOSHI-SUITEKI
d+(K),(P)
====================
NORMAL HITS- 1st hit-poke stun, 2nd hit-face stun
SLIPPERY SURFACE- 1st hit-foot crumple, 2nd hit-face
stun
COUNTER HITS- 1st hit-foot crumple, 2nd hit-face stun
=====================
KOSOTA
d+(FR)+(K) or d+(FR)+(K),d
=====================
NORMAL HITS- trip stun
SLIPPERY SURFACE- no changes
COUNTER HITS- knock down
============
SENTAI-ZACHI
f,f+(K)
============
NORMAL HITS- low stagger#1
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
============
YAKUHO-CHODA
hold u/f+(P),(P)
============
NORMAL HITS- 1st hit-lift stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- 1st hit- launches
BACK FACING ATTACKS
=============
RENKAN-YOGEKI
(P),(P),f+(P),(P)
=============
NORMAL HITS- 3rd hit- stagger#3
SLIPPERY SURFACE- 3rd hit slip stun
COUNTER HITS- no changes
===============
RENKAN-KASO
(P),(P),f+(P),d+(P)
===============
NORMAL HITS- 3rd hit- stagger#3
SLIPPERY SURFACE- 3rd hit slip stun
COUNTER HITS- no changes
====================
RENGEKI, HOSHIN-DANTAI
(P),(P),d+(K)
====================
NORMAL HITS- 3rd hit low stagger#1
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
================
GETSUGA-KOHSUTAI
(P),(K)
================
NORMAL HITS- 2nd hit-lift stun
SLIPPERY SURFACE- 2nd hit-slip stun
COUNTER HITS- 2nd hit-launches
=============
RENSEN-SOGEKI
d+(P),(P)
=============
NORMAL HITS- 1st hit-poke stun
SLIPPERY SURFACE- 1st hit- limbo stun or crumple stun(stance dependant)
COUNTER HITS- 1st hit- limbo stun or crumple stun(stance dependant)
=============
HAISEI-SUKUTO
d+(P),(K)
=============
NORMAL HITS- 1st hit-poke stun
SLIPPERY SURFACE- 1st hit- low stagger#2
COUNTER HITS- 1st hit- low stagger#2
====================
HAISEI, HONSHIN-DANTAI
d+(P),d+(K)
====================
NORMAL HITS- 1st hit-poke stun, 2nd hit low stagger#1
SLIPPERY SURFACE- 1st hit- low stagger#2, 2nd hit low
stagger#1
COUNTER HITS- low stagger#2, 2nd hit low stagger#1
===========
ZENKON HON
f+(K),b
===========
NORMAL HITS- double over stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
===========
KOKON HON
f+(K),f
===========
NORMAL HITS- double over stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
============
KOKON-URON
f+(K),f+(K)
============
NORMAL HITS- 1st hit-double over stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
============
KOKON-BOKKO
f+(K),d+(K)
============
NORMAL HITS- 1st hit- double over stun, 2nd hit- low
stagger#1
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
=============
HAISEI-SOHAKU
f,f+(P),(P)
=============
NORMAL HITS- double over stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- no changes
=============
SHOSHI-SUITEKI
(P)+(K)
=============
NORMAL HITS- face stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
=============
TOHON-KISHIN
(FR)+(K)
=============
NORMAL HITS- lift stun or launch (distance dependant)
SLIPPERY SURFACE- slip stun
or launch (distance dependant)
COUNTER HITS- launch
Edited by: virtuaPAI at:
(
BRAD ENVIRONMENTAL STUNS.
--------------------------------------------------------------------------------
ATTACKS WHILE
IN DOKURITSU-HO' STANCE
==============
TEMPO-ZENTEKI
b+(K)
==============
NORMAL HITS- lift stun
SLIPPERY SURFACE- slip stun
COUNTER HITS-launch
=================
DOKURITSU-KOSOTAI
d+(K)
=================
NORMAL HITS- trip stun
SLIPPERY SURFACE- no changes
COUNTER HITS- knock down
ATTACKS WHILE LYING DOWN-
LEGS TOWARDS OPPONENT
==============
RIGYO-ZENKU
(FR)+(K)
==============
NORMAL HITS- low stagger#1
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
==============
FUKUSHIN-HAITAI
(K)
==============
NORMAL HITS- lift stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- launch
HEAD TOWARDS OPPONENT
================
URON-KOCHU
(K)
================
NORMAL HITS- lift stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- launch
===========
RIGYOEN
(FR)+(K)
===========
NORMAL HITS-low stagger#1
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
Dahlsim
ezOP
Posts: 56
(
208.223.206.230
Reply | Edit |
--------------------------------------------------------------------------------
Great Stuff Pai!
Did you say that you plan to cover how to followup on various stuns for each character later?
I've found it interesting that there seem to be very
specific moves than can be used to capitalize on some stuns such as the slip
stuns.
Usually this involves initiating a Mixup attack to
press your advantage.
virtuaPAI
Member
Posts: 42
(
205.187.194.29
CHRISTIE ENVIRONMENTAL STUNS.
--------------------------------------------------------------------------------
===============
JAKEI-RENBU
(P),(P),(P),(P),(P)
===============
NORMAL HITS- 3rd hit-crying stun, 4th hit double over
stun, 5th hit-crying stun
SLIPPERY SURFACE- 3rd hit- slip
stun, 4th hit-double over stun, 5th hit-crying stun
COUNTER HITS- no change
==================
REN,KEPPO-SOSHU
(P),(P),(P),(P),d+(P)
==================
NORMAL HITS- 3rd hit-crying stun, 4th hit double over
stun
SLIPPERY SURFACE- 3rd hit- slip
stun, 4th hit-double over stun
COUNTER HITS- no change
==================
REN, DOKUJA-MONRO
(P),(P),d+(P),(P)
==================
NORMAL HITS- 3rd hit-low stagger#2, 4th hit-lift stun
SLIPPERY SURFACE- 3rd hit-trip stun, 4th hit-lift stun
COUNTER HITS- 3rd hit-trip stun, 4th hit-lift stun
==============
JAKEI,REN-KOSEN
(P),(K),(K),(K)
==============
NORMAL HITS- 2nd hit-stagger#1, 3rd hit-fall down side
stun
SLIPPERY SURFACE- 2nd and 3rd hits- fall down side
stun
COUNTER HITS- no changes
==============
JAKEI, REN-KOSO
(P),(K),(K)d+(K)
==============
NORMAL HITS- 2nd hit-stagger#1, 3rd hit-fall down side
stun
SLIPPERY SURFACE- 2nd and 3rd hits- fall down side
stun
COUNTER HITS- no changes
===============
REN,YAKUHO-SOHI
(P),(P),d+(K),(K)
===============
NORMAL HITS- 3rd hit-low stagger#2
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
===============
RENTOTSU-RASEN
(P),(P),d+(K),f+(K)
===============
NORMAL HITS- 3rd hit-low stagger#2
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
=============
REN, RENSO-TAI
(P),(P),d+(K),(K)
=============
NORMAL HITS- 3rd hit- low stagger#2, 3th hit-limbo stun or crumple stun(stance
dependant)
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
==============
REN, SOJA-DAKO
f+(P),(P),(P),(P)
==============
NORMAL HITS-1st hit- poke
stun, 2nd hit- crying stun, 3rd hit-double over stun
SLIPPERY SURFACE- 1st and 2nd hits-crying stun, 3rd
hit double over stun
COUNTER HITS- 1st and 2nd hits-crying stun, 3rd hit
double over stun
==============
DOKUJA-HANGEKI
f,f+(P),(P)
==============
NORMAL HITS- 1st hit-poke stun, 2nd hit-stagger#3
SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit-stagger#3
COUNTER HITS- 1st hit double over stun, 2nd hit
stagger#3
==============
DOKUJA-KOSATAI
b+(P),(K),(P)
==============
NORMAL HITS- 1st hit-poke stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- 1st hit-stagger#2
================
DOKUJA, KASO-TAI
b+(P),d+(K)
================
NORMAL HITS- 1st hit-poke stun, 2nd hit-trip stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- 1st hit-stagger#2
===================
DOKUJA,SHO-HENTOTSU
d/f+(P),(P)
===================
NORMAL HITS- 1st hit- poke
stun, 2nd hit-double over shove stun
SLIPPERY SURFACE- 1st hit- slip
stun, 2nd hit-double over shove stun
COUNTER HITS- 1st hit-lift stun, 2nd hit-double over
shove stun
============
DOKUJA-KOTO
d/f,d/f+(P)
============
NORMAL HITS- lift stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- launch
==================
DOKURITSU, SEN-JAKEI
u/f+(P)
==================
NORMAL HITS- face stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
==============
DOKUJA-JINSHOKU
b+(P)
==============
NORMAL HITS- poke stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- stagger#2
==============
DOKUJA-KOSHU
hold d/f+(P)
==============
NORMAL HITS- poke stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- lift stun
Edited by: virtuaPAI at:
virtuaPAI
Member
Posts: 43
(
205.187.194.29
Reply | Edit |
--------------------------------------------------------------------------------
=============
KEPPO-TOKYAKU
d/b+(P),(K)
=============
NORMAL HITS- 1st hit-poke stun, 2nd hit-lift stun
SLIPPERY SURFACE- 1st hit-trip stun, 2nd hit- launch
COUNTER HITS- 1st hit-trip stun, 2nd hit- launch
=============
SOJA-DAKO
b,f+(P),(P)
=============
NORMAL HITS- 1st hit-double over stun
SLIPPERY SURFACE- 1st hit- slip
stun
COUNTER HITS- no changes
================
KAISHIN, JAKO-SHIN
QCB+(P)
================
NORMAL HITS- face stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
===========
REN-KOSEN
(K),(K),(K)
===========
NORMAL HITS-1st hit- stagger#1,
2nd hit-fall down side stun
SLIPPERY SURFACE- 1st hit- Fall down side stun, 2nd
hit- fall down side stun
COUNTER HITS- 1st hit-fall down side stun, 2nd hit-
stagger#3
============
REN-KOSO
(K),(K),d+(K)
============
NORMAL HITS-1st hit- stagger#1,
2nd hit-fall down side stun
SLIPPERY SURFACE- 1st hit- Fall down side stun, 2nd
hit- fall down side stun
COUNTER HITS- 1st hit-fall down side stun, 2nd hit-
stagger#3
=============
ZENTEKI-SENPU
b+(K),(K)
=============
NORMAL HITS- 1st hit- lift
stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- no changes
===============
ZENTEKI-DOKUJA
b+(K),d+(K),(P),(P)
===============
NORMAL HITS- 1st hit- lift stun, 2nd hit-low
stagger#1, 3rd hit-crying stun
SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit- low
stagger#1, 3rd hit-double over stun
COUNTER HITS- 1st hit-lift stun, 2nd hit-low
stagger#1, 3rd hit- double over stun
==========
NIKI-KYAKU
u/f+(K)
==========
NORMAL HITS- lift stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- launch
===========
TEISHITSU-TO
f+(K)
===========
NORMAL HITS- lift doauble
over stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
==============
DOKUJA-SHUSSUI
d/f+(K),(P),(P)
==============
NORMAL HITS- 1st hit- low stagger#1, 2nd hit- crying
stun, 3rd hit- face stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
============
SOKUSHU-TAI
u+(K)
============
NORMAL HITS- lift stun
SLIPPERY SURFACE- launch
COUNTER HITS- launch
============
YAKUHO-SOHI
d/f+(FR)+(K)
============
NORMAL HITS- limbo stun or crumple stun(stance
dependant)
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
===========
KASO-RENGEKI
d/b+(K),(P)
===========
NORMAL HITS- 1st & 2nd HITS- poke stun
SLIPPERY SURFACE- 1st hit- low stagger#1, 2nd hit- sit down stun#2
COUNTER HITS- 1st hit- low stagger#1, 2nd hit- sit down stun#2
============
SOJA-SHUGAN
(P)+(K)
============
NORMAL HITS- face stun
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
==========
SAN-TO-JA
f+(P)+(K)
==========
NORMAL HITS- 1st and 2nd hits- poke stun, 3rd hit
crying stun
SLIPPERY SURFACE- 1st and 2nd hits- poke stun, 3rd
hit- slip stun
COUNTER HITS- no changes
=============
ZENTEN-DOKUJA
d/f+(P)+(K),(K)
=============
NORMAL HITS- 1st hit-double over stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- no changes
=============
KOSHU-TAI
b+(FR)+(K)
=============
NORMAL HITS- lift stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- launch
=================
ZENSO-YAKUHO-SOHI
d+(FR)+(K),(K)
=================
NORMAL HITS- 1st hit-low stagger#2, 2nd hit-limbo stun
or crumple stun(stance dependant)
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
virtuaPAI
Member
Posts: 44
(
205.187.194.29
Reply | Edit |
--------------------------------------------------------------------------------
===============
DOKUJA-RASEN
d+(FR)+(K),f+(K)
===============
NORMAL HITS- 1st hit-stagger#2
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
============
REN-SOTAI
d+(FR)+(K),(K)
============
NORMAL HITS- 1st hit-low stagger#2, 2nd hit-trip stun
SLIPPERY SURFACE- no change
COUNTER HITS- no change
==============
JAKEI-SOTOTSU
d+(P)+(K),(P),(P)
==============
NORMAL HITS- 1st hit-lift stun, 2nd hit- double over stun
SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit- double over stun
COUNTER HITS- launch
=================
JASHU-RENSO-GEKISO
d+(P)+(K),(P),(K),(P)
=================
NORMAL HITS- 1st hit- lift
stun, 2nd hit-stagger#2
SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit-stagger#2
COUNTER HITS- launch
==================
JASHU-RENGEKI-SASSO
d+(P)+(K),(P),(K),d+(P)
==================
NORMAL HITS- 1st hit- lift
stun, 2nd hit- stagger#2
SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit-
stagger#2
COUNTER HITS- launch
BACK FACING ATTACKS
==================
DOKUJA-REN-SENSHO
hold d+(P),(P)
==================
NORMAL HITS- 1st hit-poke stun, 2nd hit-lift stun
SLIPPERY SURFACE-1st hit-slip stun, 2nd hit-launch
COUNTER HITS- 1st hit-crying stun, 2nd hit-launch
=============
HAISEI-DOKUJA
d+(P),(P)
=============
NORMAL HITS- 1st hit-poke stun, 2nd hit-lift stun
SLIPPERY SURFACE-1st hit-slip stun, 2nd hit-launch
COUNTER HITS- 1st hit-crying stun, 2nd hit-launch
==============
DOKUJA-SHINYO
(P)+(K)
==============
NORMAL HITS- lift stun
SLIPPERY SURFACE- slip stun
COUNTER HITS- launch
virtuaPAI
Member
Posts: 45
(
205.187.194.29
Reply | Edit |
--------------------------------------------------------------------------------
Dahlsim:
"Great Stuff Pai!
Did you say that you plan to cover how to followup on various stuns for each character later?"
Yes, I will be doing that at the very end.
"I've found it interesting that there seem to be
very specific moves than can be used to capitalize on some stuns such as the
slip stuns.
Usually this involves initiating a Mixup attack to
press your advantage."
I agree.
I actually thought this was going to be a simple
process, I was very wrong. The more I go deeper, the more complicated things
become. right now, Im just
listing the normal stuns, the slippery surfaces stuns, and the counter hit
stuns. I stilll need to do the HIGH counter hit
stuns, and stun attacks with in stun attacks.
Learning and capitalizing on the stuns is not that
simple...yet People have the nerve to call doa3 shallow
stinkymonz
Member
Posts: 28
(
210.186.42.48
Reply | Edit |
--------------------------------------------------------------------------------
Ack! I forgot all of Brad's move properties, oh well......
virtuaPAI
Member
Posts: 46
(
205.187.205.61
EIN ENVIRONMENTAL STUNS.
--------------------------------------------------------------------------------
==========
TSUBAUCHI
f+(P)
==========
NORMAL HITS- face stun
ON SLIPPERY SURFACE- no change
COUNTER BLOW- no change
======
KAIDA
u+(P)
======
NORMAL HITS- pin down double over stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- crying stun
=============
REN-KENGYU
(P),(P),f+(P),(P)
=============
NORMAL HITS- 3rd hit-poke stun, 4th hit-crying stun
ON SLIPPERY SURFACE- 3rd hit-slip stun, 4th hit-crying
stun
COUNTER BLOW- 3rd hit-stagger#2, 4th hit-crying stun
=============
MUSHO
(P),(P),f+(P),(K)
=============
NORMAL HITS- 3rd hit-poke stun
ON SLIPPERY SURFACE- 3rd hit- slip stun
COUNTER BLOW- 3rd hit-stagger#2
==============
RAKUSHO
(P),(P),f+(P),d+(P)
==============
NORMAL HITS- 3rd hit-poke stun, 4th hit-slip stun
ON SLIPPERY SURFACE- 3rd hit-slip stun, 4th
hit-knockdown
COUNTER BLOW- 3rd hit-stagger#2, 4th hit-knockdown
==============
REN-ZUKI,RENGERI
(P),(P),(K),(K)
==============
NORMAL HITS- 3rd hit-stagger#1
ON SLIPPERY SURFACE- 3rd hit-fall down side stun
COUNTER BLOW- 3rd hit-fall down side stun
=================
SUZAKU
(P),(P),hold d+(K),(K)
=================
NORMAL HITS- 3rd hit-poke stun, 4th hit-trip stun
ON SLIPPERY SURFACE- 3rd hit-foot crumple, 4th
hit-knockdown
COUNTER BLOW- 3rd hit-foot crumple, 4th hit-knockdown
==============
RYUBI
(P),(P),d+(K),(K)
==============
ON SLIPPERY SURFACE-3rd hit-foot crumple
COUNTER BLOW- 3rd hit-foot crumple
=============
TSUKI, REN_GERI
(P),(K),(K)
=============
NORMAL HITS- 2nd hit-stagger#1
ON SLIPPERY SURFACE- 2nd hit-fall down side stun
COUNTER BLOW- 2nd hit-fall down side stun
=========
KENGYU
f,f+(P),(P)
=========
NORMAL HITS- 1st hit-poke stun, 2nd hit-crying stun
ON SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit-
crying stun
COUNTER BLOW- 1st hit- stagger#2,
2nd hit- crying stun
================
KAGITE, YOKO-GERI
f,f+(P),(K)
================
NORMAL HITS- 1st hit- poke
stun
ON SLIPPERY SURFACE- 1st hit- slip stun
COUNTER BLOW- 1st hit stagger#2
=================
KAGITE,SUIMEN-GERI
f,f+(P),d+(K)
=================
NORMAL HITS- 1st hit- poke
stun
ON SLIPPERY SURFACE- 1st hit- slip stun
COUNTER BLOW- 1st hit stagger#2
=============
TENGAI
b+(P),d+(K),(P)
=============
NORMAL HITS- 1st & 2nd hits-poke stun, 3rd hit-
lift stun
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit- low
stagger#1
COUNTER BLOW- 1st hit- stagger#2, 2nd hit-low
stagger#2
==========
SHEIN
b+(P),(P),(P)
==========
NORMAL HITS- 1st & 2nd hits- poke stun
ON SLIPPERY SURFACE- 1st hit-slip sun, 2nd
hit-stagger#2
COUNTER BLOW- 1st & 2nd hits-stagger#2
============
FUMON
b+(P),(P),d+(K)
============
NORMAL HITS- 1st & 2nd hits- poke stun, 3rd hit-
trip stun
ON SLIPPERY SURFACE- 1st hit-slip sun, 2nd
hit-stagger#2, 3rd hit- knockdown
COUNTER BLOW- 1st & 2nd hits-stagger#2, 3rd hit-
knockdown
==================
MAWASHI, USHIRO-GERI
(K),(K)
==================
NORMAL HITS- 1st hit- stagger#1
ON SLIPPERY SURFACE- 1st hit- fall down side stun
COUNTER BLOW- 1st hit- fall down side stun
==================
NOBURI, MIWASHI-GERI
(K)
==================
NORMAL HITS- stagger#2
ON SLIPPERY SURFACE- fall down side stun
COUNTER BLOW- fall down side stun
==============
KAKATO-OTOSHI
u+(K)
==============
NORMAL HITS- Pin down double over side stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- knockdown
virtuaPAI
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--------------------------------------------------------------------------------
============
KORIN
b+(FR)+(K)
============
NORMAL HITS- lift stun
SLIPPERY SURFACE- slip stun
COUNTER BLOW- launch
==========
GYOSHO
(P)+(K),f+(K)
==========
NORMAL HITS- crying stun
SLIPPERY SURFACE- slip stun
COUNTER BLOW- no change
==========
FUDO-FUJIN
b+(P)+(K)
==========
NORMAL HITS- crying stun
SLIPPERY SURFACE- slip stun
COUNTER BLOW- no change
==========
ONIBA
f+(K),(K)
==========
NORMAL HITS- 1st hit- double over lift stun
SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
===========
RESSEI
f+(K),(K),(K)
===========
NORMAL HITS- 1st hit- stagger#4
SLIPPERY SURFACE- no changes
COUNTER BLOW- 1st hit launches
===========
TEN-RO
f+(K),(K),f+(K)
===========
NORMAL HITS- 1st hit- stagger#4
SLIPPERY SURFACE- no changes
COUNTER BLOW- 1st hit launches
==========
GINRO
d/b+(K),(K)
==========
NORMAL HITS- 1st hit- poke stun, 2nd hit-pin down
double over stun
SLIPPERY SURFACE- 1st hit- low stagger#1, 2nd
hit-knock down
COUNTER BLOW- 1st hit- low stagger#1, 2nd hit-knock
down
===========
HAMON