Fight'N Rage

Fight'N Rage

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andronian Oct 5, 2017 @ 12:51pm
Doberman
So I feel like i kind of got the general idea of how to fight most enemies.... except for those dang Dobermans. What's the best way to counter these guys? I feel like everything I do I usually end up getting smacked in the face by their wind-up punch.

I have been playing Gal this whole time so I'm mostly used to her moveset now, though still just kind of a casual player looking for general guidelines to deal with these guys.
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Showing 1-14 of 14 comments
DudeBro!! Oct 5, 2017 @ 1:16pm 
It's tough but I find the best way to get a huge amount of damage on them is to parry their backstep > Wind-up punch. It's really risky though because if your timing is off at all you'll eat a bunch of damage yourself.

You could also try to maneuver around a lot using your side-dodges (double-tap up or down) to avoid them until they get close and go for a grab. The knee bash is good for this as it sets up for a normal combo which can be extended long enough to kill them.
Trash Boat Oct 5, 2017 @ 9:47pm 
Originally posted by DudeBro!!:
You could also try to maneuver around a lot using your side-dodges (double-tap up or down) to avoid them until they get close and go for a grab. The knee bash is good for this as it sets up for a normal combo which can be extended long enough to kill them.

This is good, also be careful air attacking them because the wind up is actually an anti air. If you're patient enough they will walk into your range if you move diagonally. Not a gal user, but you should be able to utilize her speed to grab/attack them when they get close.

Parrying is always a good option because it refills SP instantly, but don't risk it if you're not confident
Doberman: Just...♥♥♥♥ him!
*my meme*
Last edited by 76561198391018633; Oct 7, 2017 @ 8:47am
Brigadeos Oct 7, 2017 @ 10:06pm 
Well you can wait for the punch and parry, but is kind of difficult and with 2 or 3 of them it sucks. I find it easier if you move up and down without dodging, they will come closer in a diagonal motion, so you can get near them diagonaly and combo them, reapeat. Just dont stay in the same line as them.
esesakurai Oct 8, 2017 @ 10:10am 
Doberman is easy to do if you wait after hitting an attack on the spot.
However, when the middle distance is maintained when the other party approaches in the vertical direction, let's avoid it up and down.
Also, it is the most reliable method to invite Doberman in the final stage one by one with a knife.

Machine translation, I apologize for any confusion.
DudeBro!! Oct 8, 2017 @ 8:01pm 
They seem to only go for the backdash if you try to attack from too far away. (i.e. they "see" and react to it) Moving diagonally to get close seems to work well. Again, Gal's grab knee attack will set them up for a long, damaging combo. You could also do her dash attack from close range to hit them before they have a chance to react to it.
I've been struggling with him too, but I fought him a lot in battle mode to see what I could do. Here is what has worked for me at least in one on one fights with Dobermen:

EASIEST way to deal with him is to bait him into the wind up punch. Go for an out of range punch so he can backdash and wind up his punch. Once he flings himself forward, jump over him and press down attack. With either Norris or Gal, you will most likely stun him and lead into a vulnerable state for combo.

A medium way of dealing with Dobermen is to exploit the vertical dashes. It's tricky to keep track of him after his wind up punch recovery as he wastes no time repositioning for another one, but if you stay far away enough, you should be able to vertical dash out of the way, vertical dash back into his range and start a combo. Sometimes he'll move to the other side if you've vertical dashed too close to where his punch ends.

Then the hardest, most coolest looking way to deal with Dobermen is to parry the wind up punch. As with both ways, it's good to bait him into doing it because he's actually deadlier in close range with his three punch combo. But anyway, it's best to stay far from his full movement range because that wind up punch is like 10 punches as he rips through your face lol. What you wanna do is parry the punch where his feet will land so you only have to worry about doing ONE parry instead of a series of them if you stayed close within the punch's active range. Then of course pound his ass with a combo, usually good to start with the free forward SP you earn from the parry.

I'll be making an enemy guide soon, complete with varying levels on how to deal with enemies like I did in this post. Keep your eyes peeled!
Arthur C. Jan 4, 2018 @ 7:48am 
Here's what i do to defeat Doberman easily

Run at full speed > flying kick > he will charge doing a stepback> the flying kick will hit it> connect it with a special attack for more damage.
Originally posted by King Arthur:
Here's what i do to defeat Doberman easily

Run at full speed > flying kick > he will charge doing a stepback> the flying kick will hit it> connect it with a special attack for more damage.

I'll keep that in mind for my enemy guide
Arthur C. Jan 4, 2018 @ 10:06am 
Originally posted by Jinsoul's Fish:
Originally posted by King Arthur:
Here's what i do to defeat Doberman easily

Run at full speed > flying kick > he will charge doing a stepback> the flying kick will hit it> connect it with a special attack for more damage.

I'll keep that in mind for my enemy guide
I only tested with Gal so far, but i think it should work fine with Norris.
Not sure about Ricardo though.
Originally posted by King Arthur:
Originally posted by Jinsoul's Fish:

I'll keep that in mind for my enemy guide
I only tested with Gal so far, but i think it should work fine with Norris.
Not sure about Ricardo though.

I think Ricardo's jump is way too low to be impervious to the electroshock. But yeah Norris jumps pretty high, I think initiating D+A slows down his dropping speed.
guigameplayer Jan 4, 2018 @ 11:52am 
(while using Gal)

Usually when he goes for a wind up punch i just stay in place and neutral jump with down attack.
By the end of his move i'm already dropping on him while attacking ready to start a combo.
Dagungus Mar 29, 2018 @ 2:51am 
They are easily the worst enemies in the game. It feels incredibly hamfisted with how they can move faster than gal, hit harder than the minotaur, and pull off I frame charge attacks which kill you in seconds. I seriously think the two outside of the night club need to have their speed cut in half. They are seriously overtuned given the enemies up till that point.
朽石 Mar 29, 2018 @ 12:29pm 
this enemy is very knotty,i have play many times with three in hardest(of cause i know the usual tactic)

first you must be able to easily blocking his backstep continue wind-up punch.and after you can fast counter by j.then you should observe the situation around you,usually you need use down up j fastest because of danger.the combo is blocking>j>down up j>l.

when you end from any invincible state,it is very possible you will be punched,before that you should decide double up or down(or blocking).but it's can't be common,any enemy is good at catching gaps of double up or down in high difficulty,of cause include them....especially them.

don't try to catching out of combo by gal,it's possible but too difficult to use .usually you will eat their three punchs.

run jump attack in some distance(near) 100% can counter their any act by ai expect wind-up punch without backstep.if they use it,miss,counter , be countered are all possible.but the surrounding is unpredictable when you fall on floor.i usually fast continue down up j,l,then escape.

be attacked ,use L as fast as you can.

High-speed manufacturing damage(if you face to plural),you have no time to long combo,many times you can't even do the last j than combo down up j.



if you face to one,your vertical range of attack is bigger,so if you are lazy to think tactic,you can jjjjjj up of their.
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Date Posted: Oct 5, 2017 @ 12:51pm
Posts: 14