Dead or Alive 5 Ultimate

When its good, its good. And when its bad, it's really bad. DOA 5's Online is really bad if you notice dropped inputs, hitching or stuttering and otherwise unplayable elements. Lacking those things, the online functions well, without a feeling of input delay.

Thanks to your statement, I can totally see players smashing their faces into their buttons, and like you I've had trouble punishing that. I haven't had the time or chance to go into training mode and run through frames to see whether Kasumi's (or others) PPP...xN are truly unsafe on block. At best they might be -7 which still makes them safe, but throw punishable. I think that frame data might be lying at least a little, though.

I have punished stupid stuff from other players online. Although I've had trouble using counters from block to do it, since the way the inputs work now is that you have to let go of block and then tap it and the appropriate direction at the same time and many times I screw up on that.
Well, even if they're not punishable on block, being -7 means that I should be able to get at least my own P in before the other guy can keep brainlessly mashing out his own P's. Yet I can't. That's what annoys me.
 
Complaining about online giving frame advantage off a -7 guarded move, just imagine if the move actually gave frame advantage and then you had to deal with online delay.

Punch, Punch, Grab... Punch, Punch, Grab indeed.
 
this is one of my pet peeves in this game. the ground recovery in this game sucks. that needs to be changed as well. it needs to be like DOA4 at least when it comes to a ground game. not only is the ground recovery hella slow but the frames to hit my opponent on the ground is smaller. so i smash some to the ground and try to follow up with what would normally force them back up but the attack goes through them and i eat a free rising kick.
 

What the hell was Team Ninja thinking giving Mila a fast low punch that hits grounded like that? Her normal ground hitting punch is fine, but that low punch is just plain retarded. Surprised this got past QA testing. On the bright side taking Mila into training mode and just ground-punching some character you hate is a great way to let off some steam and looks funny as hell.
 
Well, even if they're not punishable on block, being -7 means that I should be able to get at least my own P in before the other guy can keep brainlessly mashing out his own P's. Yet I can't. That's what annoys me.

You use Ayane right? Which characters are giving you trouble? I find that Hitomi, Christie and Kasumi, for instance, can be quite "mashy" in lag due to their fast P-strings. Ayane isn't really as good as other characters for close range punch-mashing. Her quickest punches (such as P+KPP or PPP) are all high with no mids mixed in like the other 3 I mentioned. If I sense mashing, I just hit some 2P's to reset the situation to hopefully land some 4P's or 6P's.

I feel your pain though. The online lag can feel like agony at times in this game due to the need for quick reflexes. In SC5, the opponent's recovery after a blocked move is usually much larger allowing much more consistent punishes or counterattacks (not to mention no constant PPPPP's from someone like Christie -_-). On the other hand, this game is amazing offline.
 
i have troubles with Rig and Hitomi. Rig because he's super button masher friendly, and that's mostly the people that seem to play this game. and Hitomi because her PPP does so much damage and has larger hit frames for air juggles now so it makes it easier for her to hit you with that combo off a wall.
 
oh god....DOA 5 online worse than sc4 online? we all know how bad sc4 online was.....you guys might just have to hit offline or endure the bad netcode.......
Hope you like eating lows because you won't be guarding low to block them 90% of the time from what I've seen. It's like SC IV 2-3bar. I hit a solid connection very rarely.
 
Okay so i find that DOA5 is one of the extremes online, either amazingly good, or terribly bad. When I mean bad, I mean BAD. but when I say good, I MEAN THE BEST. There seems to no median for me, but what i have found is when searching on ranked, do NEARBY, although it may have a little lag (which isn't to bad for me), it is so much better than a 1 second delay.
 
Hope you like eating lows because you won't be guarding low to block them 90% of the time from what I've seen. It's like SC IV 2-3bar. I hit a solid connection very rarely.

I haven't had any trouble blocking lows in DOA5 compared to SC4. Especially compared to SC4.

Oh geeze, I remember playing SC4 online and seeing every god-dang stupid low and trying to block it and not being able to.


UnseenWombat said:
Well, even if they're not punishable on block, being -7 means that I should be able to get at least my own P in before the other guy can keep brainlessly mashing out his own P's. Yet I can't. That's what annoys me.​
Yeah, I know what you mean. I've had that happen before playing Kokoro online against Kasumi. It's really annoying. You can try sidestepping, or using a long reaching move. I will test it tonight to see what the frames are on block with Kasumi's strings.
I should mention that it's possible to actually duck and hit some even after receiving a high hitting blow. So if you get hit, and aren't in a critical stun, try ducking and using a high crush move/tech crouch move (I think most characters have a universal high crush in 2H+K).​



EDIT: Just checked some common strings.

Kasumi's PPP... string starts at 9 frames, the last hit is -7 on block. All high hits. Her KK, is -11 to -14 and her 9KK is -15 on block. Her 3K is -14, 1KK is -30 on whiff, and her flip kick 7K is -30 on block.
 
Hope you like eating lows because you won't be guarding low to block them 90% of the time from what I've seen. It's like SC IV 2-3bar. I hit a solid connection very rarely.
I'm not gonna say it doesn't happen, but it hasn't happened to me... YET. Then again I live in southern california in a huge population pocket. Marginal, how populated is the area where you live?
 
Complaining about online giving frame advantage off a -7 guarded move, just imagine if the move actually gave frame advantage and then you had to deal with online delay.

Punch, Punch, Grab... Punch, Punch, Grab indeed.
You're a damn hero dude. Will you ever come back to Neo Empire?
 
You use Ayane right? Which characters are giving you trouble? I find that Hitomi, Christie and Kasumi, for instance, can be quite "mashy" in lag due to their fast P-strings. Ayane isn't really as good as other characters for close range punch-mashing. Her quickest punches (such as P+KPP or PPP) are all high with no mids mixed in like the other 3 I mentioned. If I sense mashing, I just hit some 2P's to reset the situation to hopefully land some 4P's or 6P's.

I feel your pain though. The online lag can feel like agony at times in this game due to the need for quick reflexes. In SC5, the opponent's recovery after a blocked move is usually much larger allowing much more consistent punishes or counterattacks (not to mention no constant PPPPP's from someone like Christie -_-). On the other hand, this game is amazing offline.
Yeah. Christie, Kasumi, Rig... They're all interrupting me.

And people are such retards in this game. They don't respect frames at all. I land a hit on them and instead of blocking they just keep on a mashin'. AND IT WORKS FOR THEM. Unless I just keep mashing out PPK's
 
lol I hate people that play the game so retardedly, I'm all blocking and shit playing normally and get my arse thrown all over the stage and when their not throwing their constantly meleeing. So you have to end up fighting stupid with stupid, just running in on them with constant flying kicks cause they will not fucking block.
 
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