VirtuaPai’s DOA3 Environment Strategy Faq

 

Author: virtuaPAI

DOA3 Strategy Site Member

 

Version History

4/22/2003  : Version 1 Posted.

 

Version History. 1

ENVIRONMENTS - INS AND OUTS. 1

EXTRA DAMAGE POINTS (MODIFIERS): 1

DOATEC HK: 2

LORELEI: 2

TAO: 3

LOST WORLD: 3

ICE CAVE: 3

BEACH: 3

FOREST: 4

AZUCHI: 4

SNOW: 5

IRON HELL: 5

PANCRATIUM: 5

AQUA PALACE: 6

DANGER ZONE: 6

X OCTAGON: 6

Envrion Ins and Outs Pt.2. 7

-Half walls: 7

-Electrical fences(and or danger zones): 8

-Stage breaks(multi-tiered environments): 8

ENVIRONMENTS-- STUNS -- 8

-STUNS- 8

AYANE'S ENVIRONMENTAL STUNS. 13

AYANE. 13

BASS: 22

BAYMAN ENVIRONMENTAL STUNS. 26

BAYMAN.. 26

BRAD ENVIRONMENTAL STUNS. 35

BRAD WONG.. 35

CHRISTIE. 45

EIN.. 53

Member 56

 

ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 EXTRA DAMAGE POINTS (MODIFIERS):

 

Walls=10

Danger zones =14

Multi tiered environments & cliffs= 40

 

DOATEC HK:

 

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.

 

LORELEI:

This level is Located in Europe, somewhere in France. This is the largest stage in the game. It is composed of three levels, with walls, half walls and obstacles. It is one of the most beautiful stages in the game.

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:

 

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.

 

LOST WORLD:

 

The lost world is located in South America's rain forest.

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

 

ICE CAVE:

 

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.

 

 

BEACH:

 

This stage is set at a resort in Hawaii.

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.

 

FOREST:

This stage is located in mid Japan. The forest stage is the most intensive and causes the highest environmental awareness out of all the stages. This stage is huge, cluttered at points and spacious at others. This stage has a rectangular shape.

 

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

 

AZUCHI:

 

This is one of the multi-tiered environments with in doa3.

This stage is located in south Japan. This stage is a Japanese castle, and its courtyard.

 

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.

 

 

SNOW:

 

This is a stage that is in a snow storm/shower, located in northern Japan. This is a small arena with an irregular rectangle shape. There is undulated terrain, slippery surfaces, walls and obstacles littered through out this stage.

 

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.

 

IRON HELL:

 

This stage is oil refinery, set in the Middle East. This is stage has an Octagon/circular shape, which is pretty large in size. It has sloped inclines leading to the walls/electrical walls, which causes the striking range of moves to become closer.

 

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.

 

 

PANCRATIUM:

 

This is a stage set in Greece in and near the coliseum. This stage seems to be set directly in the lion pit/ the fighting arena. The Pancratium is a circular shaped arena, which is fairly large in size. There are areas of Undulation around the walls, which have little effect on the move out come. (Well timed combos may be thrown off). Located in Italy.

 

 

 

virtuaPAI

Member

Posts: 9

(3/5/03 11:27:55 am)

206.214.133.129

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 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.

 

 

AQUA PALACE:

 

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 Australia.

 

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.

 

DANGER ZONE:

 

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 America.

 

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.

 

X OCTAGON:

 

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 America

 

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

Member

Posts: 6

(3/6/03 11:38:45 pm)

210.186.42.90

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

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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?!?!!?!

 

 

 

Envrion Ins and Outs Pt.2

 

-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

 

 

-Half walls:

 

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

 

 

-Electrical fences(and or danger zones):

 

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

 

-Stage breaks(multi-tiered environments):

 

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: 3/18/03 8:33:47 pm

 

virtuaPAI

Member

Posts: 18

(3/15/03 11:40:39 pm)

206.216.76.82

ENVIRONMENTS-- STUNS --

--------------------------------------------------------------------------------

 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.

 

-STUNS-

 

-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

 

 

Edited by: virtuaPAI at: 3/24/03 4:33:43 pm

 

virtuaPAI

Member

Posts: 19

(3/15/03 11:44:32 pm)

206.216.76.82

Reply | Edit | Del    Re: ENVIRONMENTS-- STUNS --

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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

 

 

 

virtuaPAI

Member

Posts: 20

(3/15/03 11:50:18 pm)

206.216.76.82

Reply | Edit | Del    Re: ENVIRONMENTS-- STUNS --

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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.

 

 

virtuaPAI

Member

Posts: 21

(3/16/03 12:13:30 am)

206.216.76.82

Reply | Edit | Del    Re: ENVIRONMENTS-- STUNS --

--------------------------------------------------------------------------------

 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...

 

AYANE'S ENVIRONMENTAL STUNS

--------------------------------------------------------------------------------

AYANE

 

===============

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: 4/6/03 7:01:16 pm

 

virtuaPAI

Member

Posts: 24

(3/18/03 11:12:26 pm)

206.216.93.45

Reply | Edit | Del    AYANE'S ENVIRONMENTAL STUNS

--------------------------------------------------------------------------------

============

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)

================

NORMAL HITS -1st causes a poke stun, 2nd attack causes trip stun

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.

 

 

Edited by: virtuaPAI at: 4/6/03 7:02:56 pm

 

virtuaPAI

Member

Posts: 25

(3/18/03 11:19:57 pm)

206.216.93.45

Reply | Edit | Del    AYANE'S ENVIRONMENTAL STUNS

--------------------------------------------------------------------------------

===============

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.

 

 

Edited by: virtuaPAI at: 4/6/03 7:04:46 pm

 

virtuaPAI

Member

Posts: 26

(3/18/03 11:21:55 pm)

206.216.93.45

Reply | Edit | Del    AYANE'S ENVIRONMENTAL STUNS

--------------------------------------------------------------------------------

================

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: 4/6/03 7:06:51 pm

 

virtuaPAI

Member

Posts: 27

(3/18/03 11:52:23 pm)

206.216.93.45

Reply | Edit | Del    Re: AYANE'S ENVIRONMENTAL STUNS

--------------------------------------------------------------------------------

=============

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

(3/21/03 4:53:08 am)

210.186.42.60

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 ==============

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

--------------------------------------------------------------------------------

 

BASS:

 

=============

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: 4/6/03 7:10:57 pm

 

stinkymonz

Member

Posts: 18

(3/25/03 3:04:19 am)

210.186.42.112

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 ===============

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 US, it causes a poke stun and limbo stuns on counter, hi-counter hit or slippery surface.

 

virtuaPAI

Member

Posts: 31

(3/25/03 7:46:15 pm)

207.92.171.64

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 stinkymonz:

 

"heh.......1st hit causes poe stun actually, unless it may have changed in the JP version, but in the US, it causes a poke stun and limbo stuns on counter, hi-counter hit or slippery surface."

 

Thanks, its good to have some one testing what you post, to see if there are any errors.

 

virtuaPAI

Member

Posts: 32

(3/26/03 10:33:37 pm)

207.221.74.41

BAYMAN ENVIRONMENTAL STUNS

--------------------------------------------------------------------------------

 BAYMAN

 

============

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)

================

NORMAL HIT-1st hit, pin down double over stun

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)

==============

NORMAL HIT-1st hit stagger #2, 2nd hit stagger #2

ON SLIPPERY SURFACE- 1st hit slip stun, 2nd hit stagger #2

COUNTER BLOW- no changes

 

Edited by: virtuaPAI at: 4/6/03 7:15:00 pm

 

virtuaPAI

Member

Posts: 33

(3/26/03 11:00:21 pm)

207.221.74.41

Reply | Edit | Del    BAYMAN ENVIRONMENTAL STUNS

--------------------------------------------------------------------------------

 ================

SIDE EDGE JAVELIN

(P)+(K),(P),d,(P)

================

NORMAL HIT-1st hit stagger #2, 2nd hit stagger #2

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

Member

Posts: 34

(3/26/03 11:17:59 pm)

207.221.74.41

Reply | Edit | Del    Re: BAYMAN ENVIRONMENTAL STUNS

--------------------------------------------------------------------------------

 ==============

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

Posts: 19

(3/27/03 3:47:19 am)

210.186.42.119

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 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

Member

Posts: 20

(3/27/03 3:54:08 am)

210.186.42.119

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 ==============

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

Member

Posts: 35

(3/30/03 9:42:02 pm)

206.216.93.112

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 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

Member

Posts: 21

(3/31/03 5:12:28 am)

210.186.42.136

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 unknown attack? It's just a normal mid-punch obviously!

 

virtuaPAI

Member

Posts: 36

(3/31/03 1:29:25 pm)

206.216.65.244

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 "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

Member

Posts: 24

(4/3/03 5:59:16 am)

210.186.42.208

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 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

Member

Posts: 37

(4/3/03 8:14:36 pm)

206.216.90.23

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 "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

Posts: 26

(4/4/03 5:46:04 am)

210.186.42.213

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 On normal hits and non-slippery surface, Ayane's f+PP doesn't float. The second hit does a lift stun.

 

stinkymonz

Member

Posts: 27

(4/4/03 6:03:51 am)

210.186.42.213

Reply | Edit | Del    Re: ENVIRONMENTS - INS AND OUTS

--------------------------------------------------------------------------------

 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 Helena's [b+KK] and floats on counter and slip stuns on slippery surface.

 

virtuaPAI

Member

Posts: 38

(4/6/03 8:17:53 pm)

205.186.169.217

BRAD ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 BRAD WONG

 

============

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

(4/7/03 8:40:09 am)

206.216.90.121

Reply | Edit | Del    BRAD ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 =================

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

(4/7/03 9:37:22 am)

206.216.92.77

Reply | Edit | Del    BRAD ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 ==========

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: 4/7/03 9:41:05 am

 

 

(4/7/03 9:53:53 am)

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

(4/7/03 9:56:36 am)

208.223.206.230

Reply | Edit | Del    Re: BRAD ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 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

(4/7/03 11:44:46 am)

205.187.194.29

CHRISTIE ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 CHRISTIE

 

===============

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: 4/7/03 11:47:17 am

 

virtuaPAI

Member

Posts: 43

(4/7/03 11:50:47 am)

205.187.194.29

Reply | Edit | Del    Re: CHRISTIE ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 =============

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

(4/7/03 11:52:45 am)

205.187.194.29

Reply | Edit | Del    Re: CHRISTIE ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 ===============

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

(4/7/03 12:03:23 pm)

205.187.194.29

Reply | Edit | Del    Re: CHRISTIE ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 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

(4/8/03 12:49:21 am)

210.186.42.48

Reply | Edit | Del    Re: BRAD ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 Ack! I forgot all of Brad's move properties, oh well......

 

virtuaPAI

Member

Posts: 46

(4/13/03 1:29:39 pm)

205.187.205.61

EIN ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 EIN

 

 

==========

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)

==============

NORMAL HITS- - 3rd hit-poke stun

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

Member

Posts: 47

(4/13/03 1:55:59 pm)

205.187.205.61

Reply | Edit | Del    Re: EIN ENVIRONMENTAL STUNS.

--------------------------------------------------------------------------------

 ============

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