DOA5U The Official Tier List with Discussion Thread

Brute

Well-Known Member
Standard Donor
I hear you on the GB differences, but Ongyoin 6P isn't really meant to hit people half of the time when they're far away, just to cut the distance. It's a far superior gap closer than what much of the rest of the cast has available to them. At a full screen's distance, one is enough to get him in range for 6P+K or 6K, with the latter being safe at that range. He has plenty of options to choose from while using it. With the exception of a few, much of the cast has to simply run up then press a button, where at least Ryu has an option similar to Kasumi's 3P+K, just with more options from it.
The recovery from that move is a lot on whiff unless you're jumping back into ongyoin, which severely limits your options. Again, 99% of everything from there is very risky, non-tracking unsafe stuff that is easily defeated with a standing guard. The only things that aren't are PPP (fat chance closing in and spamming people to death with that, which I do attempt frequently, btw, because that string is his only tracking option from ongyoin), T (very short range and being a throw is well, risky), teleports (heheh), and the almighty 2K (hurr). All of this can be shut down by turtling, ducking, SSing (to an extent) or manually jacking up his spacing with it in the manner I described before. ongyoin 6P is really only threatening because people see him lurching forward and they get scared and freeze up. The players who aren't scared of that shut it down. Not handle it. Shut it down. As in it's bad for Ryu to really even try it, even for intentional whiffs as I described earlier.

Luckily, he has better spacing tools than that. I'm not saying Ryu's spacing is bad, because it isn't. He has some scary stuff. But, the ongyoin 6P shenanigans aren't all they're made up to be. Certainly aren't a problem for Zack in an ideal top-level Match-up.
 

Allan Paris

Well-Known Member
Zack's +'s :
Extremely powerful
Long delayable strings
Decent tracking
i11mid with follow up
6T punish throw with guaranteed followup and 50/50
Plenty of fast lows, some of which are a start to strings
Great at creating space
Good at maintaining space
Good at closing space
Extremely high wall damage

Powerful throws for a striker
Access to a throw which, if not broken, guarantees a stun
Great mixup potential
Safe/numerous stance transitions
2 CBs, mid kick and mid punch.
CB combo damage rivals his PL damage
Decent amount of safety
Easy access to +frames on block

What DOA character isn't "extremely powerful" given the chance to be so?

How many tools does he have to close space with? Last I checked I didn't have to use all five fingers to count. Which means he will get repetitive fairly quick in a pattern recognition game when he has to close space. That is a bad thing. Though I may be wrong so tell me what's up with those.

The only character that I can think of at the moment that does not have crazy wall damage is Pai. The majority of the cast can do away with you once you are wall splatted.

He has one transition that the entire cast has to respect, 33KP2. His other ones turns into a guessing game given the speed of a character or he gets CH for doing them if the character is equipped with a 9i or and 11i mid. Grapple characters are the only characters are forced to read him when he does any of his stance transitions.

What is he getting his easy access to frame advantage from, besides H+K and his Punish throw? 33KP2 is good, I give him that, but in high level play he can hang that up as a go to tool. 4K gives him +2 but I explained that already in the previous paragraph. I have no idea why certain characters beat him out or turn his +2 into a guessing game because it shouldn't, however, it works.

Only a few of those that you listed are PROs that truly aid him in a MU. Zack having great mix up potential is one, his CB damage, and his throw game, just to name some of them.


Ayane - (5-5) Ayane may be the queen of spacing, but Zack, when push comes to shove, can create and hold distance fairly well himself. He also has very safe/far reaching attacks to get back into range should the need arise. He also has one benefit that a lot of the cast is missing, and that's being able to (with quick enough reflexes) get 100+ damage guaranteed should Ayane ever try to use 66KK4, severely limiting her own tools for closing the gap. She has her roll obviously, but 4K can easily shut it out, and his Duck SS can evade most every other option of hers at a distance. When it comes to close quarters combat, she's more crush-heavy, but Zack is more powerful and has the better mixup. And while she has a better throw for most situations (64T), Zack has the better punish throw in 6T. This may wind up leaning more towards Ayane, but her tools aren't as effective against Zack as they are with some of the rest of the cast.

With the first sentence that is in bold. What you are saying is that you can whiff safe attacks while spacing or closing in on Ayane, of all characters? This is what Ayane should be looking for and when she gets it, you are taking a stun and being bound. Yes, attacks can be whiffed if the recovery on them is fast enough for you to block immediately upon whiffing it. Still, not a wise idea going against her, especially with a character that is subject to being crushed often.

About 66k4, that is great that he is able to do that, negating all of her options from +1. Ayane does not need to rely solely on that to get in. She has no rush-down, but neither does Zack. So her closing space is just as hard for him to do.

His Duck SS kills her 3H+K, 3PP, and 4P? I know 3PP is unsafe, still, it is a tool to keep SS in check.

Yes, she has to be somewhat crush-heavy but she can poke on par with you, with her jab (10i), her low jab (12i) which beats Zacks, and her standing kick is 12i the same as his. Then you add in the fact that you have to tread the water lightly because you are using a character that is subject to being crushed often and Ayane being a counter hitting/crushing machine is not a good look for him. Zack is not besting her in a close range fight. She's also just as "powerful" as he is. I take it you haven't been caught in one of her elaborate juggles or caught mis-holding?

Ayane beats him with throw punishing. Zack's 7i throw grants him a 50/50 and that's it. There's nothing scary about a 50/50 even if the other side has scarier options, it is still, a 50/50. Anyway, Ayane is equipped with 2 7i throws that play off the environment. 4T not only has the possibly of slamming you around into something, it also eliminates wake up kicks when you are slammed into a wall. Ayane's 6T does the same as far as being a wall splat giving her extra damage on it.

You are right, this does lean more towards Ayane. This is not a 5-5 MU but a 6-4 MU in her favor. Unless there is something I pointed out where I am wrong?


Helena - (5-5) Helena can be annoying. Her 33P crushes a LOT of Zack's mids, including his 6P (which is arguably his best mid). She also has a dangerous mixup game that surpasses Zack's. Her throws are either powerful or grant her frame advantage and 50/50s, and she has plenty of safe, long reaching lows. Zack, on the other hand, doesn't need to spend as much time as she does hitting people for a CB. Hell, he doesn't even need to go for the CB for decent damage. While her throws are good, his 6T outclasses most of them, along with his wall throws and other throws that either utilize electrified floors, create distance, or provide him with a free 50/50 as well (Duck T). His strings are long, so her BKO duck don't prove too useful, plus he has plenty of lows to hit her regardless. 4K also causes a SDS when used on crouching opponents, so that helps to lessen the fear of her BKO stance.

Starting with the first bold sentence. So you are implying that Helena needs to be or should be working toward a CB whenever she has you stunned? If that's the case, you can say that for quite a few characters, if not all of them.

She doesn't have to work for a CB either to get decent damage on a mid-weight, which Zack is.

Ok, some of this partially correct about them throwing one another. He does pick up more environmental damage from using all of his throws, of course. However, to say that his 6T alone out classes most of hers, I am sorry, but no. Her 6T eliminates wake up kicks when done next to a wall, his does not. Her BKO throw is a launching throw, and the juggles from it can play off the environment. I'll stop there, but she is not slacking that hard in the throw department for you to think that Zack is rolling that hard on her with his 6T alone.

does his 4K hit her while she is doing her lower duck from BKO? If you start doing the follow ups from 4K does she beat you out at any time if she chooses to attack after lower ducking 4K? Can she throw you in-between anything if you are caught delaying? Lastly, can she duck all of the punches by continuously lower ducking?

With this MU I don't think you have enough for Zack to be even with Helena. If his 4K is preventing Helena from doing anything from BKO, then this MU may be 5-5 depending on how you are implementing 4K to keep her BKO in check majority of the time. You would have a tool that's eliminating a major tool for her to fight you. Thus forcing her to use her standing crushes to stop your offense.


Kasumi - (5-5) If it weren't for Kasumi's speed, this would easily fall into Zack's favor. They both have great wall damage, and while Kasumi has superior pokes and speed, Zack has superior mixup and crushing capabilities. Zack can play a decent spacing game, but Kasumi can close the gap quite easily (so long as she judges the distance for a 3P+K appropriately, or else she'll eat a 4K). Kasumi does have more guaranteed damage than Zack does, but again, his crushes and mixup can hurt Kasumi quite easily.

A lot of her MUs wouldn't be in her favor if it weren't for her speed, so..

Both are solid at mix-ups/extending the stun confusingly, and his crushing ability does not not help him all that much either because there's not much to crush from Kasumi. For characters that crush well or at least want to try to, her 4P, P+K, and 3P prevents that. 6P can also work but Kasumi needs to be awfully close. Zack's crushes also do not have much range. So he needs to be close to her to perform such feats. So him crushing her comes down to him reading for highs and not just blasting her with them. So with that in mind, she crushes him as well. Her 4P acts as crush from range, 6P and 3P can become crushes too given certain setups at close range. These attacks are also her fastest poking tools. Then she also has 33P, 1P, and 236P.

So they are even when it comes to spacing. When a rush-down needs to be done, she wins. She does not have to rely on 3P+K entirely. It is the safer option but, 66P, 66K, 66H+K, and while running throw. Out of the 4 options the last two need to be with caution, they support the rush-down mix-up rather than being the focal point for it. When done properly she can space with him and have no issues with getting in his face.

Her getting to guaranteed damage should have stopped you right there with this MU. Seeing as Zack can't get to it as fluently as she can, her setups are far more dangerous than his. After he lands a stun his setups consist of guess which string this is, granted his mix-up game is strong. Still, Kasumi can do the same and then some with H+K, 4H+K, 66KK (both versions of the kick), 3PKK, and 6PP. She does not have to play the stun game hard if she does not want to.

I also forgot that her parries negate his great mix-up game. Granted they do not guarantee her damage all the time. Getting +frames at his back is good enough, but if the +frames are high enough +7 or 8 I can't remember which exactly, Zack will be going for a ride.

This is not a 5-5 MU this is 6-4 MU in Kasumi's favor. If I am missing something please correct me.

I have more thoughts/info on the MUs you have but it's 4a.m. and I am going to sleep.
 

Codemaster92163

Well-Known Member
What DOA character isn't "extremely powerful" given the chance to be so?

How many tools does he have to close space with? Last I checked I didn't have to use all five fingers to count. Which means he will get repetitive fairly quick in a pattern recognition game when he has to close space. That is a bad thing. Though I may be wrong so tell me what's up with those.

Since when did quantity matter? I said he was good at closing the gap, not that he was amazing. 66H+KK jails the opponent similar to Ayane's old 66KK4, covers a lot of distance, and is safe. 33KP (though I don't like to use it much) covers a nice chunk of distance and grants +11 on block, or if you're expecting a counter, just don't do the P and throw. Roll P is a tracking mid that's also safe and covers a large distance. You don't need 50 different tools to get in close for them to be considered good at it. And notice I never said "great." Just good.

The only character that I can think of at the moment that does not have crazy wall damage is Pai. The majority of the cast can do away with you once you are wall splatted.

That would be because he earns around 71-74 points of damage on CH when hitting people into walls. Compare that to the average-ish 50 of the cast (I checked quite a few characters) with Kasumi doing the best at 59, yeah. I'd say 20 or so points of damage is fairly large boost when compared to the rest of the characters.

He has one transition that the entire cast has to respect, 33KP2. His other ones turns into a guessing game given the speed of a character or he gets CH for doing them if the character is equipped with a 9i or and 11i mid. Grapple characters are the only characters are forced to read him when he does any of his stance transitions.

The only i9s in the game are highs, and unless you're forgetting, everything from duck crushes. Yes, they can beat him out with mids (or highs if he just goes into sway), but they have to react quickly and use that specific move (if they have it). If you want to discount his transitions, then you're also discounting his mixup, which you later on say is a valid strength of his. His transitions are safe to use for the most part because of how quick they are, how numerous they are, and how many other hits he can use instead of them. You don't need to be Rig or Sarah that have a few + frames when entering their stance in order to effectively use stance transitions.

What is he getting his easy access to frame advantage from, besides H+K and his Punish throw? 33KP2 is good, I give him that, but in high level play he can hang that up as a go to tool. 4K gives him +2 but I explained that already in the previous paragraph. I have no idea why certain characters beat him out or turn his +2 into a guessing game because it shouldn't, however, it works.

Again, quantity doesn't equal quality. You've been discussing the past few paragraphs as though characters need many tools that accomplish the same goals for them to be effective. H+K as you mentioned is a phenomenal tool, considering it's not damningly slow, offers +3, and while it may be high, it also avoids lows to try to compensate for that fact. That coupled with 6T provides him enough + on block to have "easy access" to +frame moves. I don't usually take 4K2 into consideration even while it is technically +2, but to discuss it anyways, it can't be beaten out by any character (unless they go for a slow high crush) as P+K from duck is i12, and considering every move from Duck is a high crush, there's no one in the game with an i10 mid. Zack can also use his Duck 2/8 to SS all of the i11-i12 mids that people may throw out if they anticipate Duck P (made i13 from the +2) instead, and punish most of them with either a hit or a 6T.

Only a few of those that you listed are PROs that truly aid him in a MU. Zack having great mix up potential is one, his CB damage, and his throw game, just to name some of them.

Then name the ones that aren't positives to clarify.


With the first sentence that is in bold. What you are saying is that you can whiff safe attacks while spacing or closing in on Ayane, of all characters? This is what Ayane should be looking for and when she gets it, you are taking a stun and being bound. Yes, attacks can be whiffed if the recovery on them is fast enough for you to block immediately upon whiffing it. Still, not a wise idea going against her, especially with a character that is subject to being crushed often.

You read too much into things. Where did I say he has the luxury to whiff attacks? I don't see those words anywhere, nor did I imply them. Considering I pointed out their safety in that sentence, one should have assumed I meant on block, not on whiff, as safety becomes irrelevant in that situation.

About 66k4, that is great that he is able to do that, negating all of her options from +1. Ayane does not need to rely solely on that to get in. She has no rush-down, but neither does Zack. So her closing space is just as hard for him to do.

I know she doesn't necessarily need it, but look at it this way. Not many characters can get 100+ damage on her for using it. Most of her other tools to get back in rely on her forcing whiffs through roll cancels or her rolling mixups. Most of those are negated by 4K due to its range, so while Zack won't have the easiest time getting back in, he has safer options than she does in that scenario, considering she won't get a free 100 points of damage for Zack using one of his gap closers.

His Duck SS kills her 3H+K, 3PP, and 4P? I know 3PP is unsafe, still, it is a tool to keep SS in check.

I didn't mean it against those specific things. When I meant range (I really should have clarified, as I use range in a different context as well, so this is my fault), I meant a fairly large distance, ones which require either her roll, drill kick, or 66KK4 to close. Those are technically ranged tools, yes. I didn't mean that type of range in that sentence, however.

Yes, she has to be somewhat crush-heavy but she can poke on par with you, with her jab (10i), her low jab (12i) which beats Zacks, and her standing kick is 12i the same as his. Then you add in the fact that you have to tread the water lightly because you are using a character that is subject to being crushed often and Ayane being a counter hitting/crushing machine is not a good look for him. Zack is not besting her in a close range fight. She's also just as "powerful" as he is. I take it you haven't been caught in one of her elaborate juggles or caught mis-holding?

Her jab matches his, that's true. Her low jab is also faster, sure, but why she would use a 2P instead of one of her better crushes is beyond me. Throwing out standing K by itself on Zack's end isn't really useful as it only has one follow up, so their K tie doesn't that big of a deal in any situation. He beats her out with his i11 mid, however, and can also beat her out with his i12 mid kick. So while she has a faster low jab, he has the faster mids.

Zack can be crushed easily if you're using a lot of highs in his strings. An easy way to avoid that is by using 6P_ and 6K as mentioned. Yes, if she can anticipate a stance transition, she'll likely be able to crush/beat out his options, but that means she has to also gamble on him going for the stance instead of the usual string and risk being counter hit herself.

She also relies more on pokes than Zack does. Her strings are short, and they're usually canceled before their finished whereas Zack can do several hits in a row before needing to cancel, or to transition into a stance (if he guesses correctly) and start the whole thing anew. Could just be a matter of opinion, but I find pokes to be a less effective measure than string mixups, mostly due to the opponent's inability to just hit you out of a string whereas they can do it fairly easily after a cancel.

And I know, her throws (and 64T in particular) are really powerful. And I'm not about to sit here and say it's a bad tool or anything, because it's really awesome. That said, an opponent can get out of it in a few ways if they correctly guess what Ayane's going to do. I know she can loop it, and again, that's not to say it's bad by any means. She also gets more damage from 214T than he does, though it equals out on electrified floors.


Ayane beats him with throw punishing. Zack's 7i throw grants him a 50/50 and that's it. There's nothing scary about a 50/50 even if the other side has scarier options, it is still, a 50/50. Anyway, Ayane is equipped with 2 7i throws that play off the environment. 4T not only has the possibly of slamming you around into something, it also eliminates wake up kicks when you are slammed into a wall. Ayane's 6T does the same as far as being a wall splat giving her extra damage on it.

Nothing scary about it? Ok, let me get this straight. A 51 damage (assuming you use the jabs, which you almost always should) punish throw that offers mixup and advantage isn't frightening at all? Yet a 53 damage punish throw that can reach 63 based on environment (which isn't always present) is better? I guess that confuses me a little. Now her 4T into a wall is certainly good, but I'd much rather sacrifice 2 (at most 12) damage for nullified WUKs and frame advantage than have the very rare potential to use 4T against someone into a wall.

You are right, this does lean more towards Ayane. This is not a 5-5 MU but a 6-4 MU in her favor. Unless there is something I pointed out where I am wrong?

Depends on your counter arguments for the above points.




Starting with the first bold sentence. So you are implying that Helena needs to be or should be working toward a CB whenever she has you stunned? If that's the case, you can say that for quite a few characters, if not all of them.

I did imply that, though I didn't mean it. Helena is one of the characters that can easily go straight for a launch and still be left with decent damage and a good position to eliminate WUKs.
She doesn't have to work for a CB either to get decent damage on a mid-weight, which Zack is.

Ok, some of this partially correct about them throwing one another. He does pick up more environmental damage from using all of his throws, of course. However, to say that his 6T alone out classes most of hers, I am sorry, but no. Her 6T eliminates wake up kicks when done next to a wall, his does not. Her BKO throw is a launching throw, and the juggles from it can play off the environment. I'll stop there, but she is not slacking that hard in the throw department for you to think that Zack is rolling that hard on her with his 6T alone.

I said most, not all. She basically has multiple version of the same throw (BT T and 214T) that offer different mixups at the end, but while they're good, they'll end up doing less than 6T PP and are both a fair amount slower to use. But yes, her 6T is a great tool at a wall, and she has an easy job of pinning people against walls. Zack doesn't have the ability to do that with his throws (except for with 33T, but you need to follow it up with 2K to do that).

Does his 4K hit her while she is doing her lower duck from BKO? If you start doing the follow ups from 4K does she beat you out at any time if she chooses to attack after lower ducking 4K? Can she throw you in-between anything if you are caught delaying? Lastly, can she duck all of the punches by continuously lower ducking?

If he anticipates the duck, 4H+K causes a SDS as well, but no, 4K won't hit her out of the BKO duck. If he expects the duck, 6PP, 6PK, or 6K2K will beat out most everything she tries with the added bonus of hitting her depending on how often she ducks. Usually people do 2 ducks, so 6K2K works well. For one, 6PP works, and for a lot, the 6PK__ will eventually hit her out of it regardless.

I didn't mean that in all situations, 4K is the best bet, but it's useful because of the options that can follow it as well as the range and properties of its strike on crouching opponents, of which she does a lot.

By "all of the punches" do you mean his Duck P string? If so, of course, but that string is highly delayable, very long, and has an acceptable recovery time to stop it and hit her with a low

With this MU I don't think you have enough for Zack to be even with Helena. If his 4K is preventing Helena from doing anything from BKO, then this MU may be 5-5 depending on how you are implementing 4K to keep her BKO in check majority of the time. You would have a tool that's eliminating a major tool for her to fight you. Thus forcing her to use her standing crushes to stop your offense.

If we're talking of eliminating BKO mixups (from moves such as 33P4P) then 6P_ is the much more reliable solution. It's his i11 mid that can be followed up with either a mid punch or mid kick, with the mid kick string being long, fast, highly delayable, and ending in a low/mid mixup as well.



Both are solid at mix-ups/extending the stun confusingly, and his crushing ability does not not help him all that much either because there's not much to crush from Kasumi. For characters that crush well or at least want to try to, her 4P, P+K, and 3P prevents that. 6P can also work but Kasumi needs to be awfully close. Zack's crushes also do not have much range. So he needs to be close to her to perform such feats. So him crushing her comes down to him reading for highs and not just blasting her with them. So with that in mind, she crushes him as well. Her 4P acts as crush from range, 6P and 3P can become crushes too given certain setups at close range. These attacks are also her fastest poking tools. Then she also has 33P, 1P, and 236P.

I know she uses a lot of mid punches, but one of Zack's best crushes if he can call the high (3P+K) gives him 76 points of guaranteed damage along with potential wall splats and a lot of space. If he expects a mid, they're tied in mid speed, so it just becomes a matter of who was at - frames, or whose hit crushes the other's. If 4P acts as a crush, then that's better than Zack's 6P, and it's also a given that she has the better mixup from her 4/6 Ps than he has with his own. Still, for hers to beat out his require her to either be at neutral/+ frames, or, if it crushes mids, at the appropriate distance. 33P is a pretty good crush/launch, and 1P is decent to use in a mixup, but it's not as useful as 33P IMO when it comes to crushes. Not sure what to say about 236P because I can't remember the frames off the top of my head or the launch height on CH.


So they are even when it comes to spacing. When a rush-down needs to be done, she wins. She does not have to rely on 3P+K entirely. It is the safer option but, 66P, 66K, 66H+K, and while running throw. Out of the 4 options the last two need to be with caution, they support the rush-down mix-up rather than being the focal point for it. When done properly she can space with him and have no issues with getting in his face.

66P doesn't cover much distance, and its followup can easily be crouched and punished, much unlike Zack's 66H+K, which covers more range and jails to prevent ducking. 66K has the same issue. It's unsafe, doesn't cover as much distance as Zack's tools, and only one of the followups is safe, though each can be SS regardless. While you mentioned it's to be used with caution, 66H+K won't work on people most of the time that have decent reflexes, sort of like Zack's 33KP, though you actually have to guess with Zack if he'll use the P or not. It's even slower than Pai's 66P+K, but without the safety or the ability to cancel it, or to even start a combo going as it causes a knockdown. Zack's best gap-closing tools provide knockdowns as well, but they don't have any of the flaws mentioned.

Apart from 3P+K, Zack can intercept her with 66H+KK if she starts to run. He can also beat out every option you mentioned (apart from 66H+K) with his Duck 2/8 mixup, and most likely beat out 66H+K anyways.

So no, they are definitely not even when it comes to spacing. Not only can he create space more quickly and more safely (Sway 6P+K comes to mind), but from the options you've provided, he was one move which eliminates them all, as well as generally superior moves to intercept them regardless.

Her getting to guaranteed damage should have stopped you right there with this MU. Seeing as Zack can't get to it as fluently as she can, her setups are far more dangerous than his. After he lands a stun his setups consist of guess which string this is, granted his mix-up game is strong. Still, Kasumi can do the same and then some with H+K, 4H+K, 66KK (both versions of the kick), 3PKK, and 6PP. She does not have to play the stun game hard if she does not want to.

He doesn't have to go for stuns either, though. I THINK Kasumi can get more damage going straight from a stun to a launch (depending on the launch and stun. For example, I know she can get a lot from a stun into H+K > launch), but I'll do a little checking to see Zack's actual numbers shortly. Even if hers can be better based on the hit, Zack can still get fast/easy damage with 33KK, 8K and 9K after a single launch. Zack also comes equipped with a great counter punish in the form of P+K to avoid much of the guessing that it usually takes to get to CB. It counts as both a mid punch and mid kick, but it's really only meant to be used, as I said, as a counter punish, as you can go for one stun > P+K > either CB. And since his CB damage is the highest of the cast (apart from Mila getting her ground grab), it helps a lot.

H+K is definitely a good tool on Kasumi's end, as is 4H+K, but 66KK (the faster version) doesn't guarantee anything if an opponent SEs, while the delayed version doesn't provide much damage after the bound.

So yeah, Kasumi doesn't have to play the stun game, but neither does Zack. Hers, I'd say if I knew the numbers, is better, but Zack's isn't terrible himself. Couple that with his ability to reach CB (and therefor tons of damage) fast, and he's not too far behind her if she is in fact better in this regard.

I also forgot that her parries negate his great mix-up game. Granted they do not guarantee her damage all the time. Getting +frames at his back is good enough, but if the +frames are high enough +7 or 8 I can't remember which exactly, Zack will be going for a ride.

You're correct on that, though just as easily as you can land a parry, Zack can land a throw considering he has access to his i7 from every stance and the powerful T from Duck.

This is not a 5-5 MU this is 6-4 MU in Kasumi's favor. If I am missing something please correct me.

It depends on exactly how you're balancing their strengths/weaknesses. I'm not sure how you'll respond to the spacing/gap closing issue, but while she's certainly more dangerous up close, I wouldn't say it's by a large enough margin to negate his spacing/keep-away tools and general versatility.
 
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Crext

Well-Known Member
Standard Donor
Good argumentations back'n forth peeps! I'll get around to read all of it later and will try implement it into the MU-chart. Currently I've implemented it as according to Codemaster's chart, with the exceptions of the objections.
 

Allan Paris

Well-Known Member
Since when did quantity matter? I said he was good at closing the gap, not that he was amazing. 66H+KK jails the opponent similar to Ayane's old 66KK4, covers a lot of distance, and is safe. 33KP (though I don't like to use it much) covers a nice chunk of distance and grants +11 on block, or if you're expecting a counter, just don't do the P and throw. Roll P is a tracking mid that's also safe and covers a large distance. You don't need 50 different tools to get in close for them to be considered good at it. And notice I never said "great." Just good.

Quantity mattered the moment you started playing this game. It is pattern based and the less you have to do something in certain situations the worst it becomes for you when playing against high level players. So yeah, quantity matters in that regard. So going from your count he only has, like, what, 3 options and 1 of the 3 you yourself do not like to use much and I wouldn't recommend it either to close any gap even if you are not going to do the P. That leaves him with 2 reliable attacks to close the gap. I did not say you needed "50" lol, but you for damn sure need more than 2.

I can assure you in a 10 match stretch you won't close the gap with him as well as you think you can. I am going from experience playing against players that are good with him, not saying that you are not. I just know when options are exhausted from a character because they typically stand there when there options are not longer working.

Ayane jailed you at +7 (in vanilla), Zack is jailing at -4 I believe, so you can't even go on the offensive against a grapple character. I know you didn't say he was "amazing" and what I am trying to tell you is that, him closing a gap will prove to be difficult for him once the game sets in.

That would be because he earns around 71-74 points of damage on CH when hitting people into walls. Compare that to the average-ish 50 of the cast (I checked quite a few characters) with Kasumi doing the best at 59, yeah. I'd say 20 or so points of damage is fairly large boost when compared to the rest of the characters.

OK, and when she relaunches you back into the wall the damage becomes crazy, exceeding well over 100 points of damage. The same fro Eliot, Mila, Hayate, Gen Fu, Ryu, and the list goes on (sorry but I am not going to list majority of the cast, you should get my point by now). So like I said, " The majority of the cast can do away with you once you are wall splatted. There's nothing special about that, and I am not overlooking that he gets 71-74 points of damage from a CH hit from a wall splat.

The only i9s in the game are highs, and unless you're forgetting, everything from duck crushes. Yes, they can beat him out with mids (or highs if he just goes into sway), but they have to react quickly and use that specific move (if they have it). If you want to discount his transitions, then you're also discounting his mixup, which you later on say is a valid strength of his. His transitions are safe to use for the most part because of how quick they are, how numerous they are, and how many other hits he can use instead of them. You don't need to be Rig or Sarah that have a few + frames when entering their stance in order to effectively use stance transitions.

Yeah, sorry for mentioning a jab. I was thinking of something else while typing hat. Still, mids stop it 11i or 12i, whether you need to be fast to react or not, it turns his transition into a guessing game. The thing is, most people don't know that so they take the transition. Whether than dealing with it and forcing your hand to throw out something unsafe. Between you and I, I will poke you for doing it. Other players will do the same once they know to do it, well high level layers or players with good reactions to do so.

I am not discounting his mix-up, you just won't use 4K as much to transition. That is not the focal point of his mix-ups but it adds to it. He can survive without it. I know you don't need to be Sarah or Rig for +frames to work but both of them tend to either shut characters down when they do get it and they force you to read them. Zack's +frames from 4K is a guessing game once players realize and pick up the reaction to poke him out of his best options from it. As slow as Busa is when he picks up +2 the majority of the cast has to read him before hitting a button. a 9i jabber slightly limits what he can do from it.

Again, quantity doesn't equal quality. You've been discussing the past few paragraphs as though characters need many tools that accomplish the same goals for them to be effective. H+K as you mentioned is a phenomenal tool, considering it's not damningly slow, offers +3, and while it may be high, it also avoids lows to try to compensate for that fact. That coupled with 6T provides him enough + on block to have "easy access" to +frame moves. I don't usually take 4K2 into consideration even while it is technically +2, but to discuss it anyways, it can only be beaten out by characters with i11-i12 mids, considering every move from Duck is a high crush. Yet not only must the person always react as fast as possible, but Zack can also use his Duck 2/8 to SS all i11-i12 mids and punish most of them with either a hit or a 6T.

I never said a character needs many tools. I never gave an actual number either. I do know that you need more than what Zack is offering for you to be comfortable with closing space with him. H+K is not "phenomenal" , with your opponents back to a wall yes, that kick causes great pressure. In the middle of the floor he might as well be at neutral if it is blocked at range. I presume you are mentioning this tool for stopping on coming attacks or possibly counter poking whiffing players? He is not poking with this at close range, so this attack serves no real threat the lot of the time, and it being a high does not help either.

For the 4K and then doing his duck SS from it, some characters have tracking mids that follow up after them, and some have linear but delay-able mids. So is his duck SS blowing up the delay-able mids or is it a timing thing? It's still a guess for your +2.

Then name the ones that aren't positives to clarify.

I did, I named like 4 or 5 of them. lol. I am not going through that entire list you have for PROs. I just picked out the ones that stood out as I looked over it. The ones I did name, are not negatives but if the rest of the cast can do it or Zack has issues in some areas you can't name those as PROs. Like him being "extremely powerful" as you put it.. Who the hell isn't when given that chance? The majority of the cast has long delay-able strings, that is nothing exclusive to him or special. Some characters even do it better than him, looking at Christie and Hitomi on that one.

You read too much into things.

I didn't read too much into anything, I read and comprehend what I saw just fine. I am paraphrasing here, but you said he has safe/far reaching attacks to get back in if he has to. My counter argument to that is, he has no range while Ayane does. Any decent Ayane player should be looking for attacks hitting the air when a character is not close to them or trying to close a gap.

Her jab matches his, that's true, but it's not thrown out that often on her end. Her low jab is faster, sure, but neither she nor Zack possess one as useful as that of Ein or the VF characters. Throwing out standing K by itself on Zack's end isn't really useful as it only has one follow up. He beats her out with his i11 mid, however, and can tie her with his i12 mid kick.

Zack can be crushed easily if you're using a lot of highs in his strings. An easy way to avoid that is by using 6P_ and 6K as mentioned. Yes, if she can anticipate a stance transition, she'll likely be able to crush/beat out his options, but that means she has to also gamble on him going for the stance instead of the usual string and risk being counter hit herself.

She also relies more on pokes than Zack does. Her strings are short, and they're usually canceled before their finished whereas Zack can do several hits in a row before needing to cancel, or to transition into a stance (if he guesses correctly) and start the whole thing anew. Could just be a matter of opinion, but I find pokes to be a sess effective measure than string mixups, mostly due to the opponent's inability to just hit you out of a string whereas they can do it fairly easily after a cancel.

And I know, her 64T is really powerful. And I'm not about to sit here and say it's a bad tool or anything, because it's really awesome. That said, an opponent can get out of it in a few ways if they correctly guess what Ayane's going to do. I know she can loop it, and again, that's not to say it's bad, but while she can get around 105 points of damage with it usually (more depending on if she uses a CB) on both normal T and HC T, Zack can get around 10 points less than that with one HC 214T or with a correct guess off of a 6T mixup.

With the first paragraph I can tell you are not fighting against an Ayane that is utilizing her to the fullest or properly. Her Jab should be put on your block or hit a good amount of the time. It leads into so much an Ayane player has no reason not to be doing it. Her low jab may not give frame advantage but it's neutral and it causes its own complication due to Ayane having more range on it than most characters. Meaning that she can poke you at a good range and then CH you for hitting a button after she pokes with it. I mentioned kick as far as a poke and not to string anyone.

So you understand that you will have to go mid most of the time while facing her to avoid being crushed. So lets go into his strings. 6K is the lesser because he either puts himself at a disadvantage or he is highly unsafe after a follow up. 6P is your best option here and probably what Zack should be leaning towards more. 6K is good for it's speed but as a string there's nothing to worry about. Now, at this point in time in which you focusing your game on not being crushed easily this is where Ayane's jab comes into play. Also, your mids have no range, and if you are not close enough to her she is subject to get under those too.

It is a matter of opinion, string mix-up is good, however, I value pokes equally. If a hole can be found and exploited then what's the use of a string? If you can't start a string or have difficulty in doing-so then it becomes a lot harder to put strings on someones block.

I am not even talking about her 64T, that is 12i. I am speaking on 6T and 4T which are both 7i. Overall, I see that we both agree that she is throwing better than he is.


Nothing scary about it? Ok, let me get this straight. A 51 damage (assuming you use the jabs, which you almost always should) punish throw that offers mixup and advantage isn't frightening at all? Yet a 53 damage punish throw that can reach 63 based on environment (which isn't always present) is better?

To be clear at what I am getting at, so you and everyone else can understand. If a 50/50 is being presented after something, it is a guess. I understand why people put 50/50s on such a high pedestal, it is because of this game and how it plays. Still, a composed player has nothing to fear from a 50/50 which most if not all good players are. So with that being said, a throw that slings you around in an environmental game is just as problematic as throw that gives a 50/50.

So again, I do not a see a 5-5 MU between Ayane vs Zack. I await any counter argument for it.



I said most, not all. She basically has multiple version of the same throw (BT T and 214T) that offer different mixups at the end, but while they're good, they'll end up doing less than 6T PP and are both a fair amount slower to use.

I didn't say you said all. Those throws also end with her stunning you, while his 6T PP does not. You pretty much said his 6T rolls on her in this MU, and it does not. That is what I am getting at, to say that his 6T outclasses most of her throws is an overstatement.

BKO defense

Ok, I see. So he deals with it like most characters, having to poke her out of it. She can still use it she just needs to know where and when.


I know she uses a lot of mid punches, but one of Zack's best crushes if he can call the high (3P+K) gives him 76 points of guaranteed damage along with potential wall splats and a lot of space. If he expects a mid, they're tied in mid speed, so it just becomes a matter of who was at - frames, or whose hit crushes the other's. If 4P acts as a crush, then that's better than Zack's 6P, and it's also a given that she has the better mixup from her 4/6 Ps than he has with his own. Still, for hers to beat out his require her to either be at neutral/+ frames, or, if it crushes mids, at the appropriate distance. 33P is a pretty good crush/launch, and 1P is decent to use in a mixup, but it's not as useful as 33P IMO when it comes to crushes. Not sure what to say about 236P because I can't remember the frames off the top of my head or the launch height on CH.

With this entire paragraph you have pointed out how she is better at poking. Which will prevent you from putting your strings on the screen at will. You said the same thing that I said when it comes to him crushing her. You have to be reading for highs, and with that being said she crushes him in the same light if not better seeing as her pokes (11i, 12i, and a 13i mid) can bee turned into crushes while Zack's can't. I don't need to count on my 6P beating Zack entirely. Kasumi also has a 9i jab.

1P should be used for crushing/poking, and putting it into a mix-up should Kasumi's second mind. 1P also has a crushing follow-up, and 33P does not have a follow-up as well as being unsafe the moment it is done. So to say that it is more useful than 1P, we are just going to have to disagree, it really doesn't change much in what we are discussing.

236P gives a decent height on CH, I can't remember the juggle damage from it but it too can pick up environmental damage just like Zack's.

66P doesn't cover much distance, and its followup can easily be crouched and punished, much unlike Zack's 66H+K, which covers more range and jails to prevent ducking. 66K has the same issue. It's unsafe, doesn't cover as much distance as Zack's tools, and only one of the followups is safe, though each can be SS regardless. While you mentioned it's to be used with caution, 66H+K won't work on people most of the time that have decent reflexes, sort of like Zack's 33KP, though you actually have to guess with Zack if he'll use the P or not. It's even slower than Pai's 66P+K, but without the safety or the ability to cancel it, or to even start a combo going as it causes a knockdown. Zack's best gap-closing tools provide knockdowns as well, but they don't have any of the flaws mentioned.

Apart from 3P+K, Zack can intercept her with 66H+KK if she starts to run. He can also beat out every option you mentioned (apart from 66H+K) with his Duck 2/8 mixup, and most likely beat out 66H+K anyways.

So no, they are definitely not even when it comes to spacing. Not only can he create space more quickly and more safely (Sway 6P+K comes to mind), but from the options you've provided, he was one move which eliminates them all, as well as generally superior moves to intercept them regardless.

I know the distance both of those attacks cover. The distance is good enough for the range in which Kasumi should be using them. As far as you SS them, that's where 66H+K comes into to play, supporting that mix-up. Even in high level play that kick can be landed enough to where you won't SS. I am not saying that 66H+K will be spammed or constantly put on the screen, but just enough to make you think twice before you SS. Once players start reacting to it, Kasumi's job is done, she wants you to react to it. I know the weakness of the kick which is why it shouldn't be done enough for it pose an issue for her. There's also 3P+K that covers a good distance.

Me speaking on her rush-down tools, was just that, rush-down. both attacks are 16i and one them has a tracking follow-up (66PP). Granted that one can be ducked, which is why you stop at 66P and play accordingly from that point. Zack does not have a rush-down, where she does, so if she wants to get in she has a better time at doing that than he does. You can't block and punish if you are caught SS by Kasumi's 66H+K. When you do, it allows Kasumi to put 66P and 66K on the screen while rushing down and she doesn't have to worry about Zack blatantly SS her. I am not theory fighting with this, man, I am telling what is done first hand when Zack tries to answer her for rushing him down.

Ok, like I said before, you jail Kasumi at -4, I believe it's -4. You can't do anything, while putting Zack in the desired range Kasumi needs to be in. I understand the tool and it is a good one seeing as he can close a gap with it or get characters off him if his spacing is right.

So like I said, they are even. One of them has somewhat of a decent keep-out game (Zack) while the other can rush-down better than the other (Kasumi). Neither one of them is bullying each other in the spacing game, so how is he better?

He has nothing to eliminate all or her options while rushing down, what are you talking about?

He doesn't have to go for stuns either, though. I THINK Kasumi can get more damage going straight from a stun to a launch (depending on the launch and stun. For example, I know she can get a lot from a stun into H+K > launch), but I'll do a little checking to see Zack's actual numbers shortly. Even if hers can be better based on the hit, Zack can still get fast/easy damage with 33KK, 8K and 9K after a single launch. Zack also comes equipped with a great counter punish in the form of P+K to avoid much of the guessing that it usually takes to get to CB. It counts as both a mid punch and mid kick, but it's really only meant to be used, as I said, as a counter punish, as you can go for one stun > P+K > either CB. And since his CB damage is the highest of the cast (apart from Mila getting her ground grab), it helps a lot.

H+K is definitely a good tool on Kasumi's end, as is 4H+K, but 66KK (the faster version) doesn't guarantee anything if an opponent SEs, while the delayed version doesn't provide much damage after the bound.

So yeah, Kasumi doesn't have to play the stun game, but neither does Zack. Hers, I'd say if I knew the numbers, is better, but Zack's isn't terrible himself. Couple that with his ability to reach CB (and therefor tons of damage) fast, and he's not too far behind her if she is in fact better in this regard.

I don't think you are understanding me here. After Kasumi stuns you she has various unholdable stuns to put you in that follows with guaranteed damage/launchers. Whether you feel it hurts a lot or a little is on you. The fact that she can do it at her speeds and he can't reciprocate the favor is a problem, a rather big problem for Zack in this MU. Once Zack scores a stun he has to keep his opponent guessing the entire time. He's good at doing it, don't me wrong there, but so is she as well as having access to unholdable stuns in which he does not.

Out of those launchers you listed, 2 of them are high. Landing them in stun often will be hard seeing as low holding beats them. So you want to stick with your mid launchers. Also, you have to SE at fastest every time to avoid being launched or hit after 66KK. Even still, she's at +11 from a sit-down stun leaving you nothing to do but hope you read the situation correctly.

His damage is good, but overall he has to keep Kasumi guessing to get to it. While her's is just as good and she does not have to keep the guessing going as much.

After reading your paragraphs on this you see she has a much easier time than he does to get to damage after a stun.

You're correct on that, though just as easily as you can land a parry, Zack can land a throw considering he has access to his i7 from every stance and the powerful T from Duck.

Yeah, the parry can be baited. What I am getting at though is that Zack can't go nuts or her block with his strings like he can do against most characters. So he has to poke at Kasumi in which he can't do all that well, and then free cancel strings to throw. She does not have to deal with his string nonsense, and that forces him to play a game in which she beats him at.

It depends on exactly how you're balancing their strengths/weaknesses. I'm not sure how you'll respond to the spacing/gap closing issue, but while she's certainly more dangerous up close, I wouldn't say it's by a large enough margin to negate his spacing/keep-away tools and general versatility.

At spacing neither character is better than the other. Again, I am not theory fighting when I tell you this. I don't know what our connection will be like but I can show you first hand, Kasumi is fine with moving in on him, with his options being in consideration. While you will have a hard time rushing Kasumi down, Kasumi will have her difficulties moving in.

With this MU like Ayane's I don't see a 5-5. To make sure, Kasumi is beating him at poking, they only have matching 6Ps but her jab stops that and his jab. When they space they are even, neither one of them is bullying the other. After a stun Zack has great mix-ups but so does Kasumi, Kasumi can also play his style of the stun game as well as utilizing unholdable stuns after an initial stun, and in some cases on NH. So even with his solid damage output he loses in playing the stun game against her which is a big deal in Dead or Alive. Well the current iteration of the series.

So in 2 categories she wins, which are big ones. There's only one in which they are even, spacing. It's 6-4 unless there is something else I am missing?
 
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iHajinShinobi

Well-Known Member
Standard Donor
Ayane - (5-5) Ayane may be the queen of spacing, but Zack, when push comes to shove, can create and hold distance fairly well himself. He also has very safe/far reaching attacks to get back into range should the need arise. He also has one benefit that a lot of the cast is missing, and that's being able to (with quick enough reflexes) get 100+ damage guaranteed should Ayane ever try to use 66KK4, severely limiting her own tools for closing the gap. She has her roll obviously, but 4K can easily shut it out, and his Duck SS can evade most every other option of hers at a distance. When it comes to close quarters combat, she's more crush-heavy, but Zack is more powerful and has the better mixup. And while she has a better throw for most situations (64T), Zack has the better punish throw in 6T. This may wind up leaning more towards Ayane, but her tools aren't as effective against Zack as they are with some of the rest of the cast.

This entire paragraph is inaccurate. This is why I want to play you because I know you're not playing any solid Ayane play. This is DOA5U, not DOA4. Ayane is NOT reliant on her roll as a means of getting in. Players doing this so often can be blown up so easily for it. That's just being plain old sloppy.

66KK4 also isn't a sound way of closing distance because it's so free to lows and virtually anything when it whiffs at range, I cannot stress this fact enough. 66KK4 is a pressure tool and a whiff punishment tool, and is used for critical stun threshold, that's it.

Zack's side step from ducking does not evade her 4K, 4P, 3H+K, BT2K, BT3KK, P4P, 3PP, BT6K at all. Again, inaccurate.

Ayane does not care about the opponent's speed. Your i11 mid loses to jabs, and your jabs can be crushed and blocked. Whenever Ayane fights a character with more speed, all that means is that I need to block and play off your negative frames, it does not imply Ayane cannot do anything up close.

You need to realize that Ayane does not need her fastest mid strikes to be nearly as effective as faster characters that do need them. She has other tools in CQC that allow her to hold her own without them, not to mention I can always use an actual string to access my fastest mids if necessary.

Once I do P > BT8P, you are already in a lose lose situation because 1) P > BT8P cannot be punished by any means. 2) You have to work your way back in my face. 3) If I catch you whiffing strikes, I will set this up again and punish you with P4P, neutral K for counter hit or 4K for 60+ damage. I can do this to any character.

Ayane is not about string mix ups, she is about forcing button presses out of players so she can punish you for it. You make the mistake of being unsafe, she will throw you far away and make you work your way back to her all over again. Once you get impatient, you have already lost.

Just like Mila and Hitomi, Zack will only have a decent time opening up Ayane because of his 6T being i7. Because of the frame advantage it allows the mix up.

At a distance, Ayane is not under any obligation to put strikes on the screen to get in (like 66KK4). She can get in by simply be passive aggressive with her movement in order to make you do something. 9 times out of 10, you will press buttons because her spinning toward you forces you to be wary of the low sweeps. She can spin manually and she can access her spin from couple of different strikes and strings. She can whiff 3H+K at certain ranges in order to make you move to test out how you respond. Once I see how you move, I plan accordingly and make you play the way I want you to.

And, you will do what I want because you want to strike me out of my ranges. When I need to play keep out, I have so many ways to trip you up. I can control the space between Ayane and the opponent.

If Zack does 4K at hittable ranges (especially if he decides to enter duck), say hello to my 4K. If for some reason, Zack every tries his blanka ball at range and whiffs, say hello to my 4K. If I block it, who cares? Were at neutral distance lol. Zack does not have a lot in his arsenal for range tools. If anything, he needs to be more patient than Ayane does in order to get in and ensure she locks up under pressure.

Ayane can simply keep Zack out at a distance with 3P, 3H+K, neutral P feints at range (sets up whatever I want it to). That's only with three strike tools, all of which control spacing. Coupled with her Integrated movement (including from certain strikes such as 6P3). I can also keep Zack in check at range with BT2P and BT2K.

Ayane vs Zack is 6-4, Ayane's favor. Ayane loses if she's being sloppy, when she's patient, Zack has a difficult time winning.
 
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SilverForte

Well-Known Member
I wouldn't say zack CANNOT win, 6-4 isn't terrible, you make it sound like a 7-3 or worse.

What chars go even with ayane anyways?
 

Codemaster92163

Well-Known Member
Quantity mattered the moment you started playing this game. It is pattern based and the less you have to do something in certain situations the worst it becomes for you when playing against high level players. So yeah, quantity matters in that regard. So going from your count he only has, like, what, 3 options and 1 of the 3 you yourself do not like to use much and I wouldn't recommend it either to close any gap even if you are not going to do the P. That leaves him with 2 reliable attacks to close the gap. I did not say you needed "50" lol, but you for damn sure need more than 2.

There's enough variation in it to survive. A long-reaching jailing high, and a safe, very long reaching tracking mid. I don't need them to HIT you to close the gap. I just need to use them. Even then, roll by itself closes the gap quickly and can easily be canceled into a throw, or instead of using the safe mid punch, use the tracking mid that also has acceptable range. I'm just throwing those 3 out there because they're usually considered his best. Apart from that, he also has 6P+K which covers a decent distance and is safe, 9PP, and a few others. If the moves has the same properties, I'd say yeah, more moves would be great. Yet they completely deal with every scenario, so I don't see why you're insisting he needs more.

I can assure you in a 10 match stretch you won't close the gap with him as well as you think you can. I am going from experience playing against players that are good with him, not saying that you are not. I just know when options are exhausted from a character because they typically stand there when there options are not longer working.

When will they not work, though? Roll be can be guess countered, but he has another option from roll as well as a fast cancel from it. 66H+KK is the only one I can see people stopping, but only if they duck or double SS, in which case 4K will get a SDS or, again, he use Roll P.

Ayane jailed you at +7 (in vanilla), Zack is jailing at -4 I believe, so you can't even go on the offensive against a grapple character. I know you didn't say he was "amazing" and what I am trying to tell you is that, him closing a gap will prove to be difficult for him once the game sets in.

I wasn't saying the frames were the same. I was just saying it jailed. Considering the range on it and it only being -4, it's STILL useful to close the gap. He doesn't need to instantly attack after it. It's, again, just to eliminate distance between the two players.


OK, and when she relaunches you back into the wall the damage becomes crazy, exceeding well over 100 points of damage. The same fro Eliot, Mila, Hayate, Gen Fu, Ryu, and the list goes on (sorry but I am not going to list majority of the cast, you should get my point by now). So like I said, " The majority of the cast can do away with you once you are wall splatted. There's nothing special about that, and I am not overlooking that he gets 71-74 points of damage from a CH hit from a wall splat.

For every wall splat exchanged (with most being on CH) Zack will accumulate around 20 more points than the rest of the cast (a little less if they're at a large angle to the wall). Those 20 points add up quickly, whether you choose to disregard that or not is not my concern. I know you're not overlooking it, but you seem to simply not care, when much of the game revolves around positioning your opponent into a wall. If Zack gets more damage from those situations, more power to him.

Yeah, sorry for mentioning a jab. I was thinking of something else while typing hat. Still, mids stop it 11i or 12i, whether you need to be fast to react or not, it turns his transition into a guessing game. The thing is, most people don't know that so they take the transition. Whether than dealing with it and forcing your hand to throw out something unsafe. Between you and I, I will poke you for doing it. Other players will do the same once they know to do it, well high level layers or players with good reactions to do so.

I am not discounting his mix-up, you just won't use 4K as much to transition. That is not the focal point of his mix-ups but it adds to it. He can survive without it. I know you don't need to be Sarah or Rig for +frames to work but both of them tend to either shut characters down when they do get it and they force you to read them. Zack's +frames from 4K is a guessing game once players realize and pick up the reaction to poke him out of his best options from it. As slow as Busa is when he picks up +2 the majority of the cast has to read him before hitting a button. a 9i jabber slightly limits what he can do from it.

And as I said, 4K isn't something I usually bring up when talking about mixup anyways. You were criticizing it, so I explained why it's more useful than you made it out to be. But again, duck crushes all highs, so he can only be beaten out by i11-i12 mids, and that's only if he uses P instead of P+K. We should just drop the 4K2 discussion anyways because that wasn't germane to my other points on the matter.

I never said a character needs many tools.

You JUST got done saying that quantity matters, AKA you need more tools.

I do know that you need more than what Zack is offering for you to be comfortable with closing space with him. H+K is not "phenomenal" , with your opponents back to a wall yes, that kick causes great pressure. In the middle of the floor he might as well be at neutral if it is blocked at range. I presume you are mentioning this tool for stopping on coming attacks or possibly counter poking whiffing players? He is not poking with this at close range, so this attack serves no real threat the lot of the time, and it being a high does not help either.

I'm very comfortable closing space with Zack. My friends offline aren't too familiar with anti-spacing tools, but it's never been problematic against anyone I've played online, either. Not to say others wouldn't provide more challenge, but he's really not lacking in ways to cut the distance. He has enough variety and safety from his moves to not be afraid to throw them out

What are you talking about with H+K? It doesn't push them away on block, so it's not only useful near a wall. I don't know what makes you think that.

For the 4K and then doing his duck S from it, some characters have tracking mids that follow up after them, and some have linear but delay-able mids. So is his duck SS blowing up the delay-able mids or is it a timing thing? It's still a guess for your +2.

It's not much of a guess on my part, but rather more on theirs. I have a lot more options. 6T on block or counter. 6P for anything that's not an i11-i12 mid, whether that's a block or SS or jab or whatever. And P+K or 2/8 for mids. If they're using a tracking mid, it's not going to be i12.



I did, I named like 4 or 5 of them. lol. I am not going through that entire list you have for PROs. I just picked out the ones that stood out as I looked over it. The ones I did name, are not negatives but if the rest of the cast can do it or Zack has issues in some areas you can't name those as PROs. Like him being "extremely powerful" as you put it.. Who the hell isn't when given that chance? The majority of the cast has long delay-able strings, that is nothing exclusive to him or special. Some characters even do it better than him, looking at Christie and Hitomi on that one.

You specifically say "given the chance to be" when it comes to power. Zack doesn't even need a normal chance. He just needs a stun, similar to Mila and Gen. He doesn't need HCH damage to take away huge chunks of life with minimal guesswork. For the delayable strings, you can count that as a neutral thing if you want. I just consider his 2K/3K and 6K delays to be extremely good.



I didn't read too much into anything, I read and comprehend what I saw just fine. I am paraphrasing here, but you said he has safe/far reaching attacks to get back in if he has to. My counter argument to that is, he has no range while Ayane does. Any decent Ayane player should be looking for attacks hitting the air when a character is not close to them or trying to close a gap.

You did, actually. You assumed I meant something that I didn't, i.e. you read too much into it. I never mentioned that he was safe when it came to whiffing on Ayane, but you had said "What you are saying is that you can whiff safe attacks while spacing or closing in on Ayane, of all characters." So yeah, you did assume more than you should have. That's not the point, though, since it doesn't even contribute to the conversation.

Zack has no range? Are we talking about the same character? Yeah, she definitely has better range, but to say he has none is a gross overstatement.

With the first paragraph I can tell you are not fighting against an Ayane that is utilizing her to the fullest or properly. Her Jab should be put on your block or hit a good amount of the time. It leads into so much an Ayane player has no reason not to be doing it. Her low jab may not give frame advantage but it's neutral and it causes its own complication due to Ayane having more range on it than most characters. Meaning that she can poke you at a good range and then CH you for hitting a button after she pokes with it. I mentioned kick as far as a poke and not to string anyone.

That's why I later changed that paragraph. I wrote it very early in the morning, and didn't think about her jab too much until later. Again, though, it's only tied with Zack, and both have good mixup from it, so it's not a plus in her favor or his. And considering she only matches him in jabs, the neutral from 2P won't do her much when she can't compete with Zack's mid speed and their jabs are tied, so while she has crushes to get a CH, he has faster mids.

So you understand that you will have to go mid most of the time while facing her to avoid being crushed. So lets go into his strings. 6K is the lesser because he either puts himself at a disadvantage or he is highly unsafe after a follow up. 6P is your best option here and probably what Zack should be leaning towards more. 6K is good for it's speed but as a string there's nothing to worry about. Now, at this point in time in which you focusing your game on not being crushed easily this is where Ayane's jab comes into play. Also, your mids have no range, and if you are not close enough to her she is subject to get under those too.

His 6P doesn't have much range, that's true. 6K is barely better, but the followups from both provide decent range, and even then, if they're too far spaced out, he can use 4K2 on her considering she can't beat him out with mids from it. P+K, while not fast, covers a decent amount of ground and has a high damage output. It also can't be crushed. She has faster/safer ranged hits, but that's assuming she's always at the perfect distance for him to whiff everything, which simply won't be the case. When they're actually up close, he has the better options.


I am not even talking about her 64T, that is 12i. I am speaking on 6T and 4T which are both 7i. Overall, I see that we both agree that she is throwing better than he is.

Yes, she is better at throwing. I still don't think 6/4T are better options than Zack's 6T, but her 64T and 214T are better than most every throw Zack has.


To be clear at what I am getting at, so you and everyone else can understand. If a 50/50 is being presented after something, it is a guess. I understand why people put 50/50s on such a high pedestal, it is because of this game and how it plays. Still, a composed player has nothing to fear from a 50/50 which most if not all good players are. So with that being said, a throw that slings you around in an environmental game is just as problematic as throw that gives a 50/50.

It's called a 50/50 for the opponent's sake. In Zack's case, his odds are far more favorable than that. Boiled down for the opponent, it's either they block or attack (or counter if they're feeling lucky). In Zack's case, he either goes for another throw, a mid kick that has multiple follow ups, a mid punch that has multiple followups, another midkick string with multiple followups, a high punch, one of his two stances, or other options to prevent the opponent from moving anywhere.

So again, I do not a see a 5-5 MU between Ayane vs Zack. I await any counter argument for it.

I still can't call it 6-4. The match leans in her favor, but I don't think it's enough to change the numbers. Personally, I'd say 4.5-5.5, but those numbers are obnoxious to look at. Whenever I consider her tools, I think of Zack's counter to them. He has an answer for most every move she has, and she probably has the same for the most part.





I didn't say you said all. Those throws also end with her stunning you, while his 6T PP does not. You pretty much said his 6T rolls on her in this MU, and it does not. That is what I am getting at, to say that his 6T outclasses most of her throws is an overstatement.

I said 6T outclasses her two throws that can be followed up with hits, not that it "rolls on her." BT T is the only one that's really problematic, as you do have to guess if you should SE or not. 214T leaves you in a stun, but it's SEable and guarantees nothing after the first two hits unless at a wall.

Ok, I see. So he deals with it like most characters, having to poke her out of it. She can still use it she just needs to know where and when.

He has an easier time of doing it, however. As 6P won't be beaten out by any of her BKO hits, she'll either be hit out of BKO immediately after 33P4P or its variations or during his 6PKKK2K string, as she can't duck/attack fast enough between any of the kicks.

With this entire paragraph you have pointed out how she is better at poking. Which will prevent you from putting your strings on the screen at will. You said the same thing that I said when it comes to him crushing her. You have to be reading for highs, and with that being said she crushes him in the same light if not better seeing as her pokes (11i, 12i, and a 13i mid) can bee turned into crushes while Zack's can't. I don't need to count on my 6P beating Zack entirely. Kasumi also has a 9i jab.

Yes, she's better at poking with singular hits, but Zack is better at using the majority of any given string to attack. As soon as he gets a hit in, she's in just as much trouble as he was when it comes to hitting him out of his strings. while her poking game makes it difficult to start up a string, his strings make it difficult for her to start poking Landing a hit with Zack becomes easier since his SS P is incredibly useful with much of Kasumi's pokes are linear.

1P should be used for crushing/poking, and putting it into a mix-up should Kasumi's second mind. 1P also has a crushing follow-up, and 33P does not have a follow-up as well as being unsafe the moment it is done. So to say that it is more useful than 1P, we are just going to have to disagree, it really doesn't change much in what we are discussing. 236P gives a decent height on CH, I can't remember the juggle damage from it but it too can pick up environmental damage just like Zack's.
I don't use her enough myself to know the exact properties from those moves, so thanks for sharing.


I know the distance both of those attacks cover. The distance is good enough for the range in which Kasumi should be using them. As far as you SS them, that's where 66H+K comes into to play, supporting that mix-up. Even in high level play that kick can be landed enough to where you won't SS. I am not saying that 66H+K will be spammed or constantly put on the screen, but just enough to make you think twice before you SS. Once players start reacting to it, Kasumi's job is done, she wants you to react to it. I know the weakness of the kick which is why it shouldn't be done enough for it pose an issue or her. There's also 3P+K that covers a good distance.

But you're assuming they're only at a distance of a little less than midscreen, then. My whole point in those moves not comparing to his is that Zack has access (from both a normal launch and from a generic standing combo) to create a full screen's gap between him and the opponent. Kasumi can't close that easily, and she needs to be comparatively close to Zack for any of those moves to connect. This means she'll have to get well within range for Zack's own gap-closers and spacing tools (Sway 6P+K which is used both to create and maintain distance in the safest way possible).

I don't need to sidestep any of the moves you mentioned (though I full well could if I wanted to). 66P is unsafe and the followup can be crushed, so I'll just block. 66K is unsafe as is one of its followups, so I'll just block (and possibly SS the second hit, though you won't be using 66H+K in that situation). Running T means you'll be running the entire distance of the map once I hit you, in which case I'll just be using 4K or sway 6P+K to hit you before you even get close.

In your mind, Kasumi is fairly close to Zack. That's the case with a few of his combos, but off of any launch, or just when standing and you're blocking, he can push her so far out that all of those become trivial to deal with.

Now, if I were the one having to run up, what does Kasumi offer to keep him from getting that close? Running P, while it ends up resetting the situation, is safe on block, has a respectable range, and does a lot of damage if it hits. We've already gone over 66H+KK and Roll P, but then he also has Roll canceling in general.

When Zack tries to get back in, Kasumi doesn't have much safe ranged tools to keep him from charging in and hitting her with a long distance attack. She can try to use some of them, but unlike Zack's options, most of them are unsafe. Again, my goal with Zack isn't even to hit you, just to recover lost distance. I can do that easily and not worry about being punish thrown most of the time. Kasumi doesn't have that privilege.

Me speaking on her rush-down tools, was just that, rush-down. both attacks are 16i and one them has a tracking follow-up (66PP). Granted that one can be ducked, which is why you stop at 66P and play accordingly from that point. Zack does not have a rush-down, where she does, so if she wants to get in she has a better time at doing that than he does. You can't block and punish if you are caught SS by Kasumi's 66H+K. When you do, it allows Kasumi to put 66P and 66K on the screen while rushing down and she doesn't have to worry about Zack blatantly SS her. I am not theory fighting with this, man, I am telling what is done first hand when Zack tries to answer her for rushing him down.

As I said in the last few paragraphs, her rushdown will mean little when I can out-reach most of those moves with my own while maintaining safety. In most cases, I'm just going to sit there or use his ranged tools to intercept her, so 66H+K wouldn't play much of a roll when it comes to her rushdown.

Of course, you're right in Zack's rushdown being worse than Kasumi's, but she doesn't have much to stop one, where at least Zack can check much of her own in safe, reliable ways.

Ok, like I said before, you jail Kasumi at -4, I believe it's -4. You can't do anything, while putting Zack himself in the desired range Kasumi needs to be in. I understand the tool and it is a good one seeing as he can close a gap with it or get characters off him if his spacing is right.

Again, I don't need to do anything, so the -4 (while not desirable) doesn't do me much harm. The purpose of that move is to get in on the opponent, and that's it. The only reason I'd ever need to use it would be if you're at health advantage, where you'll win if I just sit far back anyways. Of course she has the advantage close up, but at least I'll have a chance once again, and that chance is far easier to acquire with Zack than it would be for Kasumi if the tables were turned.

So like I said, they are even. One of them has somewhat of a decent keep-out game (Zack) while the other can rush-down better than the other (Kasumi). Neither one of them is bullying each other in the spacing game, so how is he better?

No, they're definitely not even. He has an easier/safer time getting back in and an easier/safer time keeping her out.

He has nothing to eliminate all or her options while rushing down, what are you talking about?

I meant to say most. A properly timed 4K will beat out all of her options, while a SS eliminates all but one, though again, her rushdown isn't at all intimidating, as most every tool of hers is throw punishable.


I'll finish the last bit later, but I have to make supper and do some cleaning.[/quote]
 

Brute

Well-Known Member
Standard Donor
Writing up a MU list for Hayabusa right now. Gonna put a small, one-or-two paragraph blurb for each, which anyone can feel free to discuss, critique or ask me to elaborate on if they're confused afterword.

It will probably be controversial, as I'm expecting to have pushback on basically every match-up I list that's not 5-5. But whatever. I had pancakes this morning. I'm in a particularly happy and easygoing mood.
 

SilverForte

Well-Known Member
Writing up a MU list for Hayabusa right now. Gonna put a small, one-or-two paragraph blurb for each, which anyone can feel free to discuss, critique or ask me to elaborate on if they're confused afterword.

It will probably be controversial, as I'm expecting to have pushback on basically every match-up I list that's not 5-5. But whatever. I had pancakes this morning. I'm in a particularly happy and easygoing mood.

Buttermilk Pancakes...

Anyways cool, I look forward to reading it.
 

Codemaster92163

Well-Known Member
Blergh, so much stuff to respond to. I have the time, but not the constitution to do it tonight, so I'll have responses in the morning =P though, from the looks of it, I'm outnumbered on the Ayane matchup, so I may have to concede even if I don't want to.


Writing up a MU list for Hayabusa right now. Gonna put a small, one-or-two paragraph blurb for each, which anyone can feel free to discuss, critique or ask me to elaborate on if they're confused afterword.

It will probably be controversial, as I'm expecting to have pushback on basically every match-up I list that's not 5-5. But whatever. I had pancakes this morning. I'm in a particularly happy and easygoing mood.

It should always come with a lot of pushback =P there's no sense in attempting to draw up a reasonable tier list if no one discusses anything or disagrees on points (:
 

Allan Paris

Well-Known Member
@Codemaster92163 I will play you then, I am done talking to you in theory fighting. That's the issue that I have with most of these discussions. To much paper fighting than actual matches being played among players that represent the characters well. Nothing I say to you seems to sink in that well, and that's fine, so I'll just show you better than I can tell you. I promise Kasumi will torment Zack in a 6-4 fashion. That's what these boil down to, right, who does better or evenly in a FT10? Presuming the two players are of equal skill but you seem to be confident in your defense for Zack in this MU, and again, that's cool.

Last we played the connect was terrible, hopefully it was just that day. I don't know when you will be on again, but I will add you and catch you some time during the week or weekend if that's cool with you?

I can also help you out with a couple of those unknown MU you have for Zack.

Out of the 3 characters I discussed with you, Helena is the one where I am the fuzziest on. The other two; Ayane and Kasumi, I know well, along with Zack. He is not an unknown to me, but I won't waste anymore time with the back forth because I can see we won't get anywhere. Play with me, and at least try and see what I am saying so you can understand better.

For the record I am not approaching you in hostile manner with this. I am tired of typing in circles to with these responses.
 

iHajinShinobi

Well-Known Member
Standard Donor
I really do want to play you, Code. But I fear we may lag alot (WC/EC). When my PS3 gets here later this week let's if it's playable, lol.
 

Codemaster92163

Well-Known Member
Code actually plays smoother with me than a lot of West Coast players do.

Which is odd, because the connection I have here is pretty bad, lol.

We can play if you want AP, but we both know it's online, so problems will fly in both directions. I'd rather not use it as a gauge to measure character effectiveness. In less than a year, I'll actually have the means to attend offline tournaments, so we can do practice runs then to really determine it. Or, if you run into Hoodless at an offline meet, check things over with him.

I'm not completely averse to the idea, but it's definitely not the best way to go about things.
 

UncleKitchener

Well-Known Member
Standard Donor
:bass:

v :akira: 5-5
v :alpha152: 4-6
v :ayane: 5-5
v :bayman: 5-5
v :bradwong: 6-4
v :christie: 4-6
v :eliot: 6-4
v :genfu: 4-6
v :hayate: 6-4
v :helena: 4-6
v :hitomi: 5-5
v :jannlee: 5-5
v :kasumi: 5-5
v :kokoro: 6-4
v :leifang: 5-5
v :lisa: 6-4
v :mila: 5-5
v :pai: 4-6
v :rig: 5-5
v :hayabusa: 5-5
v :sarah: 4-6
v :tina: 5-5
v :zack: 5-5
v :ein: 6-4
v :jacky: 4-6
v :leon: 5-5
v :marierose: 6-4
v :rachel: 6-4

I agree with most matchups, though I'd put the Hayate match up at 5-5 mainly due to Hayate's range and his good rushdown and crushes, though he loses to a Bass who picks up on mistakes and holes in his defense and employs good offense. Bass can take the damage and attempt to go for an offense and defense (essential). Some of Hayate's mix-ups are too obvious and if you take into account the fact that 80% of people don't know the matchup, it's reasonable to label it a 6-4, but Bass' game is so basic in the neutral game that he's a little predictable and you'll have to wait for Hayate to do something unsafe before you start an offense. One thing he does have though is couple of unsafe moves which are also his essential strings and moves, so it works out fine in most cases.

The Marie Rose MU is certainly good for Bass since he outputs way more damage, does better juggles on a light character and gets more frame advantage from his forced reset situations and outdoes her in range too. MR and Rachel have mostly short ranges moves and MR suffers from the bad case of lacking safety if she tries to use her ranges options. :2:/:8::P::+::K: > :P::+::K: is a big no no because Bass has no long strings and his game is mostly based on poking, so even if he's stepped, the chances of the hip attack being blocked are high and leads to a guaranteed TFBB.

I've had a lot of MU experience against Brad and he can have a lot of trouble once Bass gains momentum and even with his superior crushes, he's still slow and has a very hard time making a come back unless the Brad player gets a good read with a hold. Brad can't do the best optimal combos on him because he's heavy and Bass can severely punish Brad for mistakes like unsafe moves and whiffed OHs (Brad has extra recovery on his OHs as he's not a grappler). :2::P: for him is a good momentum shifter, but even that doesn't guarantee much if the Brad player doesn't guess right. Brad's saving graces are his crushes, his guaranteed setups and his mixups. So yea, both Rachel and Bass actually have a good MU against Brad, especially for Rachel since he's super simple and :4::P: and :1::P: really make is hard for Brad to try and initiate an offense.

I won't give Ayane players the pleasure of knowing my opinion of the Ayane MU either, but both characters have enough tools to fuck eachother up, but they just have to play their own game and the MU is very much depends on character knowledge and in Bass' case knowing what's punishable. Patience is more important for this character. Also, as of 1.05, Ayane players can't employ any of her :9::P: jump-over mixups, because once initiated, she'll be immediately punished during a her landing recovery due to Bass' BT OH and if actually tries something after transitioning to that position when he's in stun, he can still punish or crush her while in BT with both OHs. Yes, people do attempt to go behind him thinking he's slow, but that's when he can throw out his fastest moves.

Good discussions gang.

Did take a year and a half, but atleast we're there.
 
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