Title: Juggling
Description: Advanced Tech.
Darkfox101 - December 29, 2004 10:40 AM (GMT)
Juggling has to be one of the most difficult to perform and the most difficult to master in Dead or Alive. Juggling all persists on timing your attack and executing a combo to literally wipe out your opponents Stamina. If one were to do this effectivily he/she would be able to use one huge combo to K.O. his/her opponent in one nice clean combo. How to do it? Takes practice.
To start things off, I'm not a total expert in juggling. The whole reason I started this thread. To get advice from other Kunoichi members on the ways of juggling and some sick combo's to combine.
Practicing juggling against the computer is not a good idea since usually the CPU doesn't grant you many chances to pull off one combo sometimes. Go for it in sparring mode and learn the keen basics of juggling. Doing that will start you off by mastering your own combo and maybe many more. I'll start posting Combo listing's by the combo's I discover so they will help you out in our little research of juggling high combo's. Peace out.
Talim JP - December 29, 2004 04:40 PM (GMT)
Yep- everthing in the air is free so the more hits the better (also no air control so you're in full control).
:leifang:
Dan - December 29, 2004 05:35 PM (GMT)
yep i have (kinda) MASTERED the infanite combo on ayane...i just can finish it of with the spinning hand and back flip
janejana - December 29, 2004 06:38 PM (GMT)
well...
something that should be kept in mind while making float combos is DOA's weight classification. every character falls into one of three categories--light-, mid-, or heavyweight--and this affects how high and long they float. so, a float combo that works on a lightweight character might not work on a heavyweight character.
doatec.com has posted the weight classes for each character for those interested.
blueboy - December 29, 2004 07:11 PM (GMT)
This also depends upon your character. If singles are your forte, then you may/may not have an accurate chain with certain characters. I know i've never surpassed a 12-hit combo with any of the characters that i use because i'm really not impressed by "flashiness"....only damage potential.
In tag matches, the combo number increases....solely upon your launchers, combination attacks and timing.
I made a section a while back pertaining to weight classes, the combo number with certain pairups, and if they accurately work (meaning you can't escape them.....period).
This is in the "The traning room" section of the forums. I believe they are still accurate even now.
If anyone is interested in "accurate combos" with certain characters, send me a pm or just reply within this section.
I'm betting on having my account ready by next week, so i'll be able to show the players here first hand.
But in anycase, just experiment and have fun with it.
-blueboy-
Dark Rabbit 87 - December 29, 2004 07:28 PM (GMT)
So what is a good way to start off a good combo and which character could be best for that?
blueboy - December 29, 2004 07:41 PM (GMT)
| QUOTE (darkshinobi444 @ Dec 29 2004, 11:28 AM) |
| So what is a good way to start off a good combo and which character could be best for that? |
You need a "startup move" that's guaranteed.
Take kasumi for an example. :up:+K stuns on norman, yet launches on CA (counterattack).
If successful, depending on the weightclass, use P P :right:P K :down:K. This is one of her best juggles. It deals about 35 - 40% damage each time it accurately connects. Three or four of these combinations will ko a character. The only problem is that this is a "difficult manuver" to perform, and practice is a must.
I stopped using her because i realised that with all of the juggles i knew with kasumi, this stood out to be far more damaging and effective than what i did normaly....so, i became discouraged by it and abandoned kasumi.
XCTU - January 2, 2005 09:01 AM (GMT)
IMO juggling isn't the BIG damage in DOA. THrowing is, but launchers are just a way of getting your opponents to counter.
Though juggles can be your big damage depending on how you play, but the easiest method i think is attacking a lot with moves that stun, once the opponent is stunned, throw them until they stop countering, once they stop countering, mix up with a mid punch, a high, (or a mid kick in DOA:U) to launch them to get them to counter. So if they counter a few times, assuming that the counter they do is random, and the move you do is random (which neither are, but bear with me) there's only a 1/2 chance of them guessing right that you're going to NOT throw, and a 1/3 chance after that of them guessing the right height of the move you're gonna do. Low parrying messes everything up, but DOA isn't really a game of set probability, either way, if you're winning by using JUST launchers and juggles and no throws, you're a far better player than me and you should be teaching me how you're not getting countered consistently.