Dead or Alive 5 Ultimate

So far, I'm starting to see players finding a way to beat out 4p+k more and more. So it's not working out quite so effectively in some fights, but in others it does well.

I've discovered that she's got a lot of nice combos after launch, but I'm having trouble deciding whether to try a more complex and damaging combo, or simply use her air throw.

I've also found her 2T doesn't perform the full throw in low ceilings, but I did manage to find some cool combos with it.

Haven't worked with her Guard Breaks much yet, any ideas on how to make these work?
 
4P is a slow high, but if you find an opportunity to use it this is her most lethal guard break for the simple fact it sets up backturned 4K which is a tracking kick into a sit-down.

236K is her second best guard break at +13 for the simple fact that it is also a very effective high-crush that covers great distance and is good for pushing back. The other nice part is that at +13 you can continue to pressure with even her slowest of attacks. 8P will easily bridge the gap after the knockback on guard.

PP6PP is good in open field CQC and can lead into all kinds of pressure opportunities with a decent +5.

6P+K is slow and and has crazy large pushback. I would not recommend using this in open field at all, but it certainly has pressure capabilities if you already have your opponents back to a wall and they cannot be pushed out of range by it. Remember that her 66T Offensive Hold operates as a combo-hold against walls and can do extra damage there. This is a good opportunity to abuse it.
 
Very carefully. A decent read is usually a requirement.

If Helena goes into BKO right in front of you, for example, that's a decent time to gamble on one. It won't catch everything out of it, but it will catch most options.

It's not as difficult as making use of a jumping low throw for astaroth, but you'd better be paying attention all the same if you expect one to actually land.
 
Very carefully. A decent read is usually a requirement.

If Helena goes into BKO right in front of you, for example, that's a decent time to gamble on one. It won't catch everything out of it, but it will catch most options.

It's not as difficult as making use of a jumping low throw for astaroth, but you'd better be paying attention all the same if you expect one to actually land.

Gotcha. Most cases when I played Marie Rose, I used her low oh and her 2T interchangeably as a punish rather than trying to predict. But I wondered if it is possible to interrupt a string with a low oh, such as Helena's 1PP string, since the first hit is negative, could it be possible to low oh on the second and punish the string that way.
 
I've hit over 10,000 points with Nyotengu. As far as I can tell through mirror matches and otherwise on ranked, I have the highest CP by 4,000 to 5,000 points.

Anyway, I'm back up to B+ and still doing fairly well. I chalk it up to unfamiliarity with Nyotengu, but also I think it may due to the fact that Nyotengu is the strongest character I've really played so far with the most modest learning curve. The fact that she can essentially threaten players at nearly any distance (with at least some risk) with 4P+K seems to help me a great deal.

I'm definitely getting some hate mail from players who are angry about me using 4P+K with ridiculous abandon and I can definitely see it from some players (a Hayate player spamming 3H+KKP comes to mind) getting angry when I do it. I've been punishing whiffed low holds with launchers and using 2T as a punish against lows with great success, so I'm probably getting better at punishing dumb stuff.

One thing I'm definitely having trouble with, though, is her fly stance, Hiten No Mai. The basic combo from flight is usually PK to T, or for higher launchers, PP, PK, T. I'm having trouble with both as many cases when I input the commands, only one of them comes out or certain commands simply don't register. Example; I input H+KP+K PK T, only H+KP+KP registers. Some times only K registers. In the case of the longer combo, PP registers, but then only K registers on the last inputs. Even when I succeed in getting all the hits, there are many cases where T simply doesn't catch.

Interestingly, I didn't have too many troubles earlier when I started playing Nyotengu and using the above combos (the success rate was certainly higher), but nowadays the success rate of me performing the combo properly has come down drastically. I've tried interchanging the launcher with 214P (another great launcher that offers the same combo rewards and damage as H+K) to practice variety and guesswork, but I'm not seeing much success on anything post-launch.

I did find that you can use 9P to fly over downed opponents who aren't teching. If they wake up using one of the rising kicks, they'll be back-turned and open to some pretty nasty combos. I haven't experimented with the shenanigan too much, though. All in all, things are looking pretty good with her despite some execution troubles (I'm having trouble getting 41236T off and instead just getting the regular 5T throw). She's really unsafe on block, but so few people punish her, its pretty easy to get away with some stuff. Luckily, I'm trying not to get away much crazy and focusing on what really works.
 
Way to Go Windstar!
Keep it up =)
If you get some Hatemails then you are doing it right...then you are doing EVERYTHING right!
Should post some of my Epic Collection of Hatemails lol.
Cheers!
-A-
 
The Road to TFC was Awesome!!!
Great Games Hajin =)
(dont wanna spoil the results, for those who wanna know...results are on the freestepdodge main page)
Props like always to the great community in the chat.
-A-
 
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