Rising Attack Interrupts

virtuaPAI

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Breaking rising attacks
Lets start off with the term Okizeme. Okizeme refers to applying pressure to a downed opponent. This includes attacking them when they attempt to rise and keep them downed.

Rising attacks in doa3 can either be:
  • Mid
  • Low
Rising attacks can be executed in the following positions:
  • Face up
  • face down
  • Head towards
  • Head away

For the most part, these are the properties of rising kicks. Some characters have more extensive rising attack move sets, but for the majority, the following applies:

Face Up

  • The rising attack will be full-circular and a crescent attack
  • You cannot evade the attack
  • Holds and Parries will work

Face Down
  • The rising attack will be half- circular
  • Holds and parries will work
  • When the opponent is knocked to the ground, the "raised knee" is always the leading foot. This corresponds to the opponent's back prior to when they were knocked down.

*A successful interrupt(also known as a break) will produce the counter blow sign when done correctly. There are a few exceptions to the rule, but most produce the CB sign.


:brad
While lying down throw :F:+:p interrupt mid
:2:F:+:K interrupt Mid
:1:K:K (2nd hit) interrupt Mid
:6b:6:k interrupt Mid
:2:K:K (2nd hit) interrupt Mid
:9:K interrupt mid

:kasumi

:6b :6b:K interrupt mid
:9:K interrupt low
:9b:k interrupt low
:2b:F:+:K interrupt mid + juggles
:9:P jumps over mid/low rising attacks
 

virtuaPAI

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Staff member
Administrator
:tina

:8:k interrupt low
:4b:P:+:K interrupt low/mid
:4b:p interrupt low
:4b:K interrupt low
:9b:k interrupt low
:6b:K interrupts low and launches opponent into the air for a juggle follow up
:236:K interrupt mid, knockback, but places you in a Slow escapable stun. If you knock the opponent into the wall, you can quickly break out of the stun, and follow up with a ground attack.

:bass
:2:t will catch throw wake-up kicks in the initial frames.

:hitomi

:4:6:k interrupt low
:9b:k interrupt low
:9:k interrupts low + juggles
:1b:K interrupt mid(must be at a distance)

:hayabusa

:2:F:+:K interrupt low
:1b:K interrupt mid
:6b:K interrupt low
:6:6b:K interrupt low
:9b:K interrupt low
:9:P jumps over rising attacks

:zack

:9:k interrupt low + launches
:2:2:K interrupt mid
:6:F:+:K Jumps over rising attacks


:genfu

:7:k interrupt mid
:7:p (fake)
:2b:F:+:K interrupt mid
:1b:6 interrupt mid, knocks back but will place you into a stun. If you knock your opponent against the wall, you can quickly recover and follow up.

:lei
:4:6:p interrupt mid, knock back, places you into a stun If you knock your opponent against the wall, you can quickly recover and follow up.
:3:p interrupt mid
:9:K:K:K interrupt low
:F:+:K interrupt low + forced crouch mixup

:ayane

Front stance
:236:K interrupt low
:7:k interrupts low
:9:K interrupt low
:9b:K interrupt low
:4b:k (2nd hit)interrupt mid
:4:k interrupt Low

Back stance

:7:k Jumps over rising attacks
:9:K Jumps over rising attacks
:F:+:K interrupt mid
:6:K interrupt mid
:9:F:+:K interrupt mid + launces
 
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