Dead or Alive 5 Ultimate

Pardon my post. My main Kokoro once this game drops. Zack is secondary though.
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:( My choice of characters for this game just happen to be "up there on the tier list". Hitomi, Akira, and Hayabusa. I'm using Hayabusa obviously for the izuna drop.
 
:( My choice of characters for this game just happen to be "up there on the tier list". Hitomi, Akira, and Hayabusa. I'm using Hayabusa obviously for the izuna drop.
I freaking love Hitomi and Hayabusa. And that Izuna drop, I love using it, but I hate it when someone uses it on me D:
 
Just to clarify something as I've seen it posted inaccurately, for obvious reasons, on various different sites.

At the end of the stream there was a Q&A with Yohei Shimbori. In it, it was translated that he has to go back and rethink the Critical Burst system because it may be too powerful. Based on my sources, this was in fact a mistranslation. He was actually saying they needed to go back and rethink which moves had the Critical Burst property. I think he felt it was too much for Kasumi's 66KK - which is what you saw Kayane doing with Kasumi (Stun > 66KK > Critical Burst).

However, with that said, 66KK really isn't that much of a stretch as both kicks can be held easily and even stepped raw; the move by default won't put someone in enough stun threshold to warrant a critical burst; I believe that Vanessa vs Kayane's first match demonstrated that a player familiar with the rest of the system can still use spacing, zoning, poking, and whiff punishment to stop the abuse of the Critical Burst.

I look forward to the events at the end of the year to see how many people will be playing the game. I know at my events of GVN and NEC I'd be happy to teach the game to any players that want to - we'll be sharing the same game room anyways haha.
 
Just to clarify something as I've seen it posted inaccurately, for obvious reasons, on various different sites.

At the end of the stream there was a Q&A with Yohei Shimbori. In it, it was translated that he has to go back and rethink the Critical Burst system because it may be too powerful. Based on my sources, this was in fact a mistranslation. He was actually saying they needed to go back and rethink which moves had the Critical Burst property. I think he felt it was too much for Kasumi's 66KK - which is what you saw Kayane doing with Kasumi (Stun > 66KK > Critical Burst).

However, with that said, 66KK really isn't that much of a stretch as both kicks can be held easily and even stepped raw; the move by default won't put someone in enough stun threshold to warrant a critical burst; I believe that Vanessa vs Kayane's first match demonstrated that a player familiar with the rest of the system can still use spacing, zoning, poking, and whiff punishment to stop the abuse of the Critical Burst.

I look forward to the events at the end of the year to see how many people will be playing the game. I know at my events of GVN and NEC I'd be happy to teach the game to any players that want to - we'll be sharing the same game room anyways haha.
Well I'm no DoA pro (The only game I actually have is DoA: Dimensions, and the demo for DoA4), but as long as the AI is not as cheap as it was in 4, I'll be happy. I could not beat Eliot in versus mode for the life of me. He counters every single freaking move D: /rant
 
Haven't been in the thread for the past couple weeks (though I still follow this game on other sites). Any new business?
 
Sounds like you played Kokoro at a pro level or at least at a semi-pro level. Question I have for you: Is her 3 move throw like Kilik's asura dance? Like could it create opportunities?

Err, Kokoro's 3part throw is Akira's Stun Palm Combo Of Doom, but without the palm and a throw window. It really doesn't lead to anything. I never played DOA at a pro level. I just notice that players had a tendency to counter mid and that Kokoro has a lot of mids.
 
http://www.joystiq.com/2012/06/06/dead-or-alive-5-brings-back-tag-matches-cuts-doa-4s-online-lob/


"in Dead or Alive 5. Tag matches return, allowing two folks to go up against two other folks in a contest of might, both locally and online.

And speaking of online stuff, Team Ninja head Yosuke Hayashi confirmed with Joystiq that the interactive lobbies seen in Dead or Alive 4 would not return in Dead or Alive 5. The reasoning behind omitting the interactive lobbies in Dead or Alive 5 is so that Team Ninja can provide the best, most stable online experience possible. Sure, that's all well and good, but ice-skating crabs."
 
I wrote a thing mostly as a response to Dead or Alive 5's announcement. It seems outdated because I only got it finished last week. :<

From the perspective of most competitive players the core mechanics of Dead or Alive–the holds and excessive hit stuns–are broken. They make nearly every action performed by either player a total guessing game. This sort of system will probably never be viable as a tournament fighter, if only because it creates an inverted skill ceiling where as a player gets better their options within the game become more limited. That’s not the kind of thing a competitive player wants to work toward.


Really, so every counter I have managed to do in DOA has been a Lucky guess ?
 
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