I Am The Shadow... The True Self... [General Discussion]

Russian-chiropractic19

Well-Known Member
Standard Donor
correct me if im wrong, but this character pretty much has no reason to play the stun game except for CBs. since all her launchers are meant to start up her teleports
 

Tenryuga

Well-Known Member
Her damage output is high on all fronts. She has tools for the stun game and massive stun launch damage. It's on you to decide what you feel is the best in a particular situation.

I'd say its quite a bit different from Kasumi considering Kasumi's stun launch game is mediocre as well as her ability to setup critical burst. Kasumi is more about guaranteed damage and blitzing to critical level 2 to get a fast launcher in with HCT here and there.
 

synce

Well-Known Member
I keep hearing her damage is high but there's no numbers... What is high to people? Even Pai can get 140 on CH and she hits like a fly.
 

StrikerSashi

Well-Known Member
Premium Donor
I just got her. Are you guys serious about the teleport timings being hard? It's just Eliot's 46P timing, if not easier. There's at least like a 5f timing window.
 

Tenryuga

Well-Known Member
I keep hearing her damage is high but there's no numbers... What is high to people? Even Pai can get 140 on CH and she hits like a fly.



The max I have for single hit stun > launch atm is 92. High 80's on average for single hit stun launch.
Burst juggles break 140. Dunno about power launcher atm.
 

PuertoRicanStyL

Active Member
Just bought her this morning. No regrets, she's pretty fun to use. I've only ever used Kasumi in Arcade Mode and Time Attack just to unlock her costumes for any guests that wanted to use her when they came over. And command training once.

I did Phase's command training and played just enough to unlock her costumes. To me, she feels like a highly toned down version of Kasumi (with the strings and all), and with enough moves that cancel into her teleport stuff to make her feel different and very unique. Again, I don't use Kasumi, so I don't know exactly how many moves are similar.

I really like that she's not a character that does the work for you, and you can't just 'BLARGHHH' on the buttons and make things happen. Some characters it seems like you could throw your controller down the stairs and it'll do combos and win games. Up till you play a certain level of player that is, one that really knows the strings. I'm personally very happy they made her this way.

I've read that lots of her moves are pretty unsafe on block (offline anyways, lol). So it sounds like you have to pick your spots and try to initiate a slight stun to where they can't block anymore for a chance to land the next hit to start getting into the teleport shenanigans and whatnot. I don't remember much of her moves, lol. So I forget how many different ways she can start launching, teleporting and being Phase 4. I know you can throw launch people into combos. So that's nice.

Just a DoA noObs perspective, lol. I really like her so far though.

edit* Her PKKK seems strong as a mug. Just doing that twice against a wall does hella damage for ssomething so simple. I guess if one spammed high counters and mid kick counters they could escape it. Pretty fast though, and you can delay the kicks kinda far apart, or just enough to make counters whiff. I dunno, hahah.

Edit#2 That's really all she has though (to my knowledge) of strings like that. So I'm glad it's good. It's pretty bad azz when it hits too.
 
Last edited:

StrikerSashi

Well-Known Member
Premium Donor
Okay, I changed my mind, P+K's Chifu Cancel (and string variants) has a weird cancel window and I have to focus to get it in a real match. The rest are still brain dead, though.

EDIT: Back in training mode and I've noticed I'm waaay more consistent with it if I hold P+K to cancel. Like P6P~[P+K]. Maybe it's placebo, but it's working for me and I don't have problems with P+K Chifu anymore.
 
Last edited:

Nuke-Nin

Well-Known Member
I am really considering making a Combo thread..... her costume 1 is released so making art with her would be fun!
 

Jyakotu

Well-Known Member
Standard Donor
I just got her. Are you guys serious about the teleport timings being hard? It's just Eliot's 46P timing, if not easier. There's at least like a 5f timing window.
I'm an Eliot main and I have still yet to master his 46P timing, which is why I rarely use it. But Phase 4's P+K teleport timing seems a bit more easier IMO. However, I'd rather just use the teleports in small bursts rather than try to set up long elaborate combos with her. I know that's not how you SHOULD play her, but that's how I see myself using her in casual matches.
 

PMS_Akali

ヽ༼ຈل͜ຈ༽ノ
Premium Donor
The only teleport I have trouble with sometimes, is her one from her dash. I keep trying the input too early after the H+K. Muscle memory from Kasumi's 7K. >_>
 

StrikerSashi

Well-Known Member
Premium Donor
Well, the thing is, you have to time Eliot's 46P. For all of P4's teleport cancels on first hit (8K, 3P, 1PP, Ground stance K, etc.), you can mash. For 4K, 7K, Air stance K, etc., you can mash. Not to mention that the timing for the mashables are already hella easy. P+K is the only one that you can't mash and takes effort to time.
 

PuertoRicanStyL

Active Member
Ok, so after doing a lot of her combo challenges so far. I had to stop and post that I take back her being "pretty fun" to use. This chick is downright amazing yo. The things this woman can do is so awesome.

I haven't looked at her advantages of the moves she can teleport with without launching em yet. But the fact she can go into teleport cancels from all three levels (high, mid and low) is dope. And the fact you can launch a standing and a crouching opponent with throws is rawesome. Even though I have a hard time reacting to people using low holds to escape highs and throws. But it's there.

Like I said, I don't know the non launching teleport advantages. But ima definitely look into it. And I can only assume that after a while, people will start mashing out punches to try and escape the shenanigans. But, she has that advanced high counter for punches that can go into a lil combo too. After teleports, it seems you can go into counters faster than you can go into attacks and throws. So making a read on abare would be crazy dope. And I wonder if people can counter Phase's teleport follow ups.. Have to test that.

I mean, that's all guessing games and comes with the risk of losing some guaranteed damage for the sake of trying to squeeze out more with shenanigans. I'm just tryin to say you can get hella stylish with her, lol. Throwing in a 66+K into the mix ups and landing it would just be so sweet looking.

I'm so sorry, Akira and Kokoro. But ima have to rock with Phase 4 for a while.
 

PuertoRicanStyL

Active Member
Do i post useful combos I find here or just keep them locked away?

Probably be better if you created a combo thread instead of putting em in this one, if you felt like sharing them that is ^_^

Only thing that may suck is timing these teleports online. Mainly the second teleport and up. Those seem a lil harder to time. But we are only on day one and two with her though. But still, online might make this a lil rough.. Online you have to do things earlier, in my experiences.
 

Nuke-Nin

Well-Known Member
Probably be better if you created a combo thread instead of putting em in this one, if you felt like sharing them that is ^_^

Only thing that may suck is timing these teleports online. Mainly the second teleport and up. Those seem a lil harder to time. But we are only on day one and two with her though. But still, online might make this a lil rough.. Online you have to do things earlier, in my experiences.
but im too lazy to see what stance it isssss
 

BlankOctober

Well-Known Member
Standard Donor
I actually see her in more of a spacing/whiff punishing role. After successfully punishing whiffed buttons, depending if you stunned or not, you can get great simple stun launch damage. Afterwards, get back to those footsies.
 

D3taylz

Member
I actually made an account just to contribute to P4's development. Been having a main character crisis until she dropped. She's decent but success is extremely dependant on getting the most out of EVERY single hit. Even playing through arcade mode on Normal difficulty I got stomped because of how unsafe she is and just not making the most of each successful hit.

I definitely think we need a dedicated combo thread, I'll be tempted to start one myself if one's not up by this weekend. Finished her combo training last night but some of the combos are way too flashy to use consistently, at least imo, especially the ones which 8K (1st hit) into the aerial teleport (Tenfu???) in the middle of the juggle. Your timing has to be perfect which I don't think a serious match would permit and I think there's other options which are just as good which are much less strict timing-wise. I'll be compiling a list of BNBS over the next week and will contribute anything I find here or to a dedicated thread. Any volunteers???
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top