WAZAAAAA
Well-Known Member
Can anyone accurately explain how do wake up kicks work in DOA5? They're weaker compared to previous DOA's.
I'm not referring to the act of simply dodging the attack by jumping it/spacing away/guarding and punishing accordingly. I'm talking about straight up "ignoring" it.
Some facts I have observed:
-WUKs have a certain amount of (mostly) invincibile frames (pretty obvious, but how many frames are invincible?)
-even when a WUK is in the middle of its active frames, it can get crushed with a well-timed strike, with no trade necessarily occuring!
-it seems like only specific strikes can "crush directly" a WUK
-when I try to crush a mid WUK using Hayabusa's 2P+K6P+K, the startup frames of the WUK on player 2 appear to actually CHANGE very often...
Is this a matter of strange hitbox collision? Some sort of hidden priority system? A "frame perfect mechanic"? I'm clueless, help.
EDIT: here's the answer
nice and simple explanation from the developers themselves through an old changelog. Basically they removed the invinciblity from the 1st WUK active frame so you can "trade-beat" them with higher damage.
TL;DR wake up kick active frames no longer invincible, so they can be beaten in trades like normal strikes if you outdamage them
I'm not referring to the act of simply dodging the attack by jumping it/spacing away/guarding and punishing accordingly. I'm talking about straight up "ignoring" it.
Some facts I have observed:
-WUKs have a certain amount of (mostly) invincibile frames (pretty obvious, but how many frames are invincible?)
-even when a WUK is in the middle of its active frames, it can get crushed with a well-timed strike, with no trade necessarily occuring!
-it seems like only specific strikes can "crush directly" a WUK
-when I try to crush a mid WUK using Hayabusa's 2P+K6P+K, the startup frames of the WUK on player 2 appear to actually CHANGE very often...
Is this a matter of strange hitbox collision? Some sort of hidden priority system? A "frame perfect mechanic"? I'm clueless, help.
EDIT: here's the answer
nice and simple explanation from the developers themselves through an old changelog. Basically they removed the invinciblity from the 1st WUK active frame so you can "trade-beat" them with higher damage.
Revised hit detection for rising kicks. When rising kicks and strikes hit at the same time, rising kicks now lose to strikes if the strike causes higher damage. |
起き上がりキックの当たり判定を見直し、ダメージがより大きな打撃と相打ちしたときに、起き上がりキックが負けるように変更。 |
TL;DR wake up kick active frames no longer invincible, so they can be beaten in trades like normal strikes if you outdamage them
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