WAZAAAAA
Well-Known Member
Here are some tips to help you improve the timing of your combo throws/holds. They apply to both the escapable and inescapable ones.
This is how the first 6 frames of a "combo throw/hold followup window" look like when viewed frame by frame:
To connect or break a combo hold/throw as soon as possible, you have to input the last command 2 frames before the blue or green text shows up. Keep in mind that 2 frames is a very short time, so don't overcompensate. Be careful to not input too soon, as you may get punished hard for it (read the last note for more information).
NOTES:
- the timing shown in the pictures doesn't apply to combo throws that have no startup animation (such as Tina's 6KT or Hayabusa's Shoho-Izuna). They are not accurately "synchronized" with the text.
- during an escapable combo throw/hold, if both players do a followup input on the same frame, the throw breaks. This also applies when the two players input the followup EVEN BEFORE the throw escape window!
- in Free Training mode, the option "THROW ESCAPE: FASTEST" will actually make the COM break your combo throws/holds at the 2nd frame instead of the 1st possible one. This is actually a good option to have, as it allows you to train your frame-perfect timing.
- internally, the actual followup window starts when the blue/green text shows up, but because of DOA's input delay, you press buttons earlier.
- if you press a button during the 1X frames (number seems to vary) that precede the first "combo throw active frame", you'll receive a "penalty" and you'll have to wait 20 frames before doing another attempt (usually more since it's unlikely that you will get the next input on the 21st frame). This system prevents button mashing (but you can still mash directions).
My personal method of breaking throws is this: I try to be precise with the first T button press and then mash it... so if we both pressed too early and received the delay "penalty" (which not too uncommon), at least I'll break it when the penalty is over.
This is how the first 6 frames of a "combo throw/hold followup window" look like when viewed frame by frame:
To connect or break a combo hold/throw as soon as possible, you have to input the last command 2 frames before the blue or green text shows up. Keep in mind that 2 frames is a very short time, so don't overcompensate. Be careful to not input too soon, as you may get punished hard for it (read the last note for more information).
NOTES:
- the timing shown in the pictures doesn't apply to combo throws that have no startup animation (such as Tina's 6KT or Hayabusa's Shoho-Izuna). They are not accurately "synchronized" with the text.
- during an escapable combo throw/hold, if both players do a followup input on the same frame, the throw breaks. This also applies when the two players input the followup EVEN BEFORE the throw escape window!
- in Free Training mode, the option "THROW ESCAPE: FASTEST" will actually make the COM break your combo throws/holds at the 2nd frame instead of the 1st possible one. This is actually a good option to have, as it allows you to train your frame-perfect timing.
- internally, the actual followup window starts when the blue/green text shows up, but because of DOA's input delay, you press buttons earlier.
- if you press a button during the 1X frames (number seems to vary) that precede the first "combo throw active frame", you'll receive a "penalty" and you'll have to wait 20 frames before doing another attempt (usually more since it's unlikely that you will get the next input on the 21st frame). This system prevents button mashing (but you can still mash directions).
My personal method of breaking throws is this: I try to be precise with the first T button press and then mash it... so if we both pressed too early and received the delay "penalty" (which not too uncommon), at least I'll break it when the penalty is over.
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