Dead or Alive 5 Ultimate

You basically are supposed to use Ayane as an evasive character. She has very small hurt boxes. If you're playing her as rush down then she's not really the character for you.

Any pointers for Brad? From the videos I've seen, it looks like a lot of being annoying with weird looking pokes and using tech crouch/jumps with yomi.
 
So what's the verdict on Alpha 152? Is she broken in vs. mode?
Her only option upon wake-up is how long she takes to jump back the same distance every time. She can't just stand up. She can't do a wake-up kick. She can't tech to the side. She will always jump up and back the same distance and direction every time and is at neutral and hittable immediately upon landing. It's a 50/50 on being grabbed or attacked every time. If the enemy has ground grabs she has even more of a disadvantage. Not much seems to be going for her, from what I hear.
 
(My message to Team NINJA, and more or less my feelings towards DOA 5)

Dear Team NINJA,

Congrats on DOA5s success. I love DOA, and though I think DOA 5 is great, i also think it lacks evolution.

Gameplay wise its awesome, except that i dont think DOA needs to be so STUN friendly. And with the new side step feature, maybe you could have even gone down the road of making more attacks guard break and forcing people to side step those attacks, as oppose to it being such a stun heavy game.

The game is fast, fierce and ferocious it does not need to be soooo stun heavy...

Also I hope one day you will realize the potential of customization. The World of DOA is big and colorful, seeing new designs would only add to its charm.

I understand your need to respect your fans and many worry that customization would take away from the essence of the character but there are ways to get around this.

* Like each character getting their own unique items to mix and match with "thus" you will NEVER see Christie with Ayanes bow or Ryu in zacks disco outfit... :/

Each character would have a variety of clothing items that would be befitting of their own style! :)

Also - and this is a truley NEW idea for the World of DOA perhaps you can add an extra level depth to the countering system in the form of "JUST" counters?!

just some thoughts... I think DOA5 is great - But I am already bored, only because i have been playing this game for so long... :|

(I think it's great you want to respect your fans, but I wouldn't mind seeing a true evolution of the franchise)
 

I think stuns are an important aspect of the game, because countering gets you out of most hitstun situations it would be even more difficult to get guaranteed damage from combos. If stuns were less effective the game would be reduced to grabbing and countering all day because people wouldn't have ways of getting guarenteed damage, something that many people already complain about.
 
Hi-Counter Holds are Just Frame holds. You are rewarded with more damage. I don't know if they add any other bonuses.

If you are not caught hitting buttons you won't be stunned so much.
 
Judging from the video it looks like Eliot retained the moves that i loved most in DOA4. Except it looks like his super TC move no longer goes low enough to super tech crouch. It could just be a deceiving animation. I'm fine if he doesnt have it though, apparently he's already good enough.
 
From the videos I've seen around here, the Spacing matters very little. Only Ayane seems to use it seriously.

The game seems way less Hold-Friendly, which is good. But it still relies too much on height mix-ups and string knowledge. There are some cute animations, though. I like how the characters lie down so dramaticaly.
 
Any pointers for Brad? From the videos I've seen, it looks like a lot of being annoying with weird looking pokes and using tech crouch/jumps with yomi.

Due to the nature of DoA's mechanics, you generally don't want to go into stance if your stuff gets blocked. When you score those hits, those are the opportunities to mix things up and move into stance and pounce on your foe.
 
I think stuns are an important aspect of the game, because countering gets you out of most hitstun situations it would be even more difficult to get guaranteed damage from combos. If stuns were less effective the game would be reduced to grabbing and countering all day because people wouldn't have ways of getting guarenteed damage, something that many people already complain about.

I understand, I am not suggesting to remove it just make it less stun friendly... And maybe add more guard break attacks to follow up with punishment.

Maybe even make it so all moves track except for guard breaks. adding a more stable reason to side step.

Right now once you get stunned, someone can keep stunning you and you have to "GUESS" your way out of this situation. All I am suggesting is that DOA evolve to a less "guessing" game. And a game this FAST and fierce does not need such a heavy stun system to be fun. That back and fourth you suggest would be boring would not be with a game like DOA! not to mention the critical stuns... forgot it, the options are there you just have to be creative!

Also the mix up game is great in DOA, its fun to mix it up to try and "LAUNCH" your opponent, considering once they are in the air you can get guaranteed damage. There are ways to keep DOA as is while trying different things.

The point is there is a lot of guessing in DOA, and I am ready for this game that I love and have been playing for a long time to evolve, and infuse some changes that make it less about guessing. :|

(it's still another GREAT DOA tittle)
 
So the game has a form of "korean backdash." Basically, you can cancel a backdash with :1: in such a way that you you end up blocking low and mid while avoiding highs. For certain characters, you can almost fly backwards across the screen.
 
I really want to try this game out so bad. <3 I'm going to start saving money for it now.

If anyone uses Hitomi, Ayane, Ryu Hayabusa, or Rig, how are they in this game? Those are the characters I'm most anxious to use. :D
 
Here's my opinions on each character

Akira: He's still the fucking monster he is in VF5FS. JF Knee lets him juggle like crazy and sets up for big damage.
Alpha-152: She suffers the same fate Tengu did in DOA4: balanced to the point where she's pretty much a joke. She can't teleport except by countering and she has all of Kasumi's weaknesses but like 10x worse because half of her moveset whiffs and is super-easy to counter anyway.
Ayane: Pretty much the same as she was in 4. Very deadly if the player knows what they're doing.
Bass: Wow, they finally managed to make Bass not suck. Almost all of his moves got major buffs, and he does a shit-ton of damage now. Also, everyone else except grapplers losing their offensive holds is a major boon to Bass.
Bayman: Another character who I think got a huge improvement from 4. Bayman's throw combos are now easier, and his mixup game got buffed heavily.
Brad Wong: No longer bottom tier, now feels more similar to the way he was in 3.
Christie: Got the short end of the stick this time around. She's exactly the same as she was in 4 but some of her moves were inexplicably nerfed.
Eliot: If you thought he was good in 4, he's much better in 5. Still pretty solid.
Gen Fu: Same as he's been in every game.
Hayabusa: Pretty much the same as in 4 but with some of his options buffed.
Hayate: Pretty much the same as in 4. The only difference I noticed was that his Raijin throw has been removed and replaced with a new 3-part throw called Nakiryu.
Helena: Nerfed hard from her 4 incarnation, but still very good. A lot of her easy mixups are harder due to more recovery.
Hitomi: Feels the same, maybe buffed slightly.
Jann Lee: Still an extremely solid character. His Dragon Gunner throw now has a guaranteed followup with 66K so that's a treat.
Kasumi: Still beginner friendly. Even with counters nerfed it's still pretty easy to tell of the opponent is mashing out a combo with her.
Kokoro: Much improved from her original incarnation. Her main buff being that she now has a functional kimono outfit.
Lisa/La Mariposa: Seems a bit weaker than her original incarnation. Maybe a bit slower?
Leifang: Seems similar to her 4 incarnation.
Mila: Very beginner friendly and linear due to her small movelist.
Pai: Same as she is in FS - a beginner-friendly character who has infuriating mixup and damage potential.
Rig: Seems pretty beginner friendly. He forces you to respect his kicks and mixups.
Sarah: Same as she is in FS.
Tina: Buffed HEAVILY from 4. She now does as much damage as her father and then some. She's also a lot easier to use.
Zack: Seems the same as he is in 4.
 
Demonstration of what I will now call "Teabag" Back Dash Cancelling.
Basically a slower, less execution intensive Korean Back Dash that happen to block low, avoid high and occasionally also block mid. Also looks funny as hell.
 
Hayabusa has way to many guard crushes now... Oh my. And lows are generally nerfed to much. You don´t get as much as you get in other DOA games. And Ein... ah damn.
 
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