Dead or Alive 5 Ultimate

Y'all seem to be over complicating things. Just keep stunning the button mashers and call it a day.

Of course I don't play this game online so maybe my advice is invalid.
 
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

Bugs the crap outta me too. Luckily Kokoro has 8P6P which forces a sit down stun and guarantees 7K launcher into a nice 70+ damage combo. So far I have yet to find anyone able to counter hold out of it.

Just fought a Kasumi player. Guy was awful, but he didn't hold out of a lot of the stuff I was doing (which was weird). Got me worried I was going to end forming some bad habits. But I did find that you can still block the last hit of Kasumi's PPP... string as long as you slow escape the stun or aren't stunned during the first few hits. Plus you can duck just before the third or use some kind of high crush move (like a sweep). I was able to 2H+K through it. No discernible lag, but I couldn't throw punish it. I did find out that block stun is practically non-existent in most of her strings. So you gotta be fast with that throw button and mash it out as soon as you can to punish those unsafe crap after blocking. I was able to get a lot more punishes off this way.

Also on a note, you can block the low rising kick and get a guaranteed low throw. So if your opponent is waking up with low kicks, block and throw. Especially if you feel uncomfortable holding out of them.



EDIT: Just heard that tomorrow's DLC pack will be free for everyone. I'm not sure what it contains, but free is free, right? Maybe Harada's vow with TTT2 is rubbing off on developers.
 
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
Yeah, well...

I don't understand how to play this game, either.

Messin' around with Mila, P is - on hit. PP is - on hit. Anything past PP isn't guaranteed.

Lotta my pokes are - on hit. The ones that are + actually lead to stuns (which I'm sure is important, but more on that later).


So, I land a jab, or a mid kick, or what have you, and I'm at disadvantage. I find if I PP and then try and do something else I'll get mashed out (I am at like -7 after all).

Now if I start mashing out myself I end up counter-hitting these guys, and putting them into stuns. Seems like you have to have your attack planned out though, the stuns don't last for long.



hmm. The VF chars are kind of telling, though.

In VF, you land that elbow on CH, you're good to go. force your nitaku, %^&* 'em up.

Here, you land that same elbow on CH, you get a stun.


Man, I sure do wish they had a Five Steps for DOA.
 
Ayane.

DOA5 pros, forgive my noobishness for a moment. Let me make sure I'm understanding. My reward for successfully landing an attack in this game is to be forced to defend against a mixup from my opponent? That's just dumb.
 
From my experience you use the - frames on hit to land hi-counter holds against people who try to PP you back. I have noticed the hi-counter window is much more strict in this game compared to DOA4.

When you stun someone is when you press your offense. If they are holding every time you stun them then throw them for a lot of damage or you can fight around their holds to deepen the stun threshold and get maximum launch height.

There is also string delay on a lot of moves so use that to your advantage like you would use Patroklos's 6BBB.

You can also free cancel (I think that's what it's called. It's been a minute since i talked hardcore DOA) by tapping block during a string and using any other move you have to further mix-up your opponent. There is the possibility of this getting beat out by mashing, so know your opponent.
 
Hmm..nice read at the past few pages, i like the discussion of people who are playing this for the 1st time..and the posts from the vet`s to of course to.
@Reave
jep free canceling is awesome, its even better in my opinion as it was in DoA4.
@DrakeAldan
You cant expect that all your opponnents knowing the complete frame data, even if he/she knows it...he needs the execution to react/punish...

@folks who having problems with this game
Just stay offline and train/spar againt the A.I. to get a feeling...i have lots of good fight against the A.I. on Legend Arcade Difficulty...this game teaches you "NOT" to mash and "NOT" to end your strings in a Explosive Fail.
Most people pick up a character..rush through the command list, jumping online..and wondering what they all did wrong...Patience is Rewarding...Like risking something...

Hope i didnt talk to much nonsense, would be great if that helps!
anyway...is there a easier way to get alpha(like some certain hours to play) instead of gettin 300 titles?
 
The DLC costumes are up on the Asian stores. Here's a look at them:
http://bbs1.ruliweb.daum.net/gaia/d...Id=5288855&bbsId=G001&itemId=4485&pageIndex=1

Also, Tecmo just confirmed they're working on a patch to update/fix the netcode. So maybe we'll get something more reliable.

Ayane.

DOA5 pros, forgive my noobishness for a moment. Let me make sure I'm understanding. My reward for successfully landing an attack in this game is to be forced to defend against a mixup from my opponent? That's just dumb.

Err, no...

Just running around with Ayane for a moment. 6K is +13 on hit, K is +3, P is +0, 2H+K is +11 and these are all on hit. There are a few attacks on the list that are negative on hit, but the numbers are minor.

The reason for negative frames on certain moves mainly stems from long attack strings or attack strings with powerful finishers. This is due to the concept of free-canceling and a sort of 2D-style frame canceling in the game. Basically, like in a game of Street Fighter where players can cancel the recovery of their c.mk into a special attack. The way attack strings work in DOA follows this same principle. A normal attack like Kokoro's 3K leaves her at -3 on hit, but if you complete the string with either the standing P or 2P you either knock the opponent down, or you pick up a massive frame advantage. Of course, that frame adv means absolutely nothing if your opponent decides to slow escape (same way you escape a stun in older Soul Calibur games, wiggle the stick) or tries to hold out of it.

Part of the reason why you don't want to read too much into frames for DoA. They look bad on the surface, but there's a number of underlying systems in the game that really doesn't make the frames as bad as they look. Though, you should still pay attention to what is an isn't safe.
 
Also, Tecmo just confirmed they're working on a patch to update/fix the netcode. So maybe we'll get something more reliable.
That's good.

I can see Jann Lee coming, but I can't duck him.

---

It's not that I'm necessarily having problems. It's that when I win, I don't know why. And when I lose, I don't know why.

The game is playing me instead of the other way around.



Whiff punishing with 3H+K seems to be working pretty well. Landing chain throws is pretty fun. GNP!
 
Free stuff is free.
http://shoryuken.com/2012/10/01/dead-or-alive-5-dlc-costume-pack-being-released-for-free/

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I know you guys are looking for some matches or HLP (High Level Play) to help you out. Here's a playlist I put together for the Finals of Season's Beatings. I'll probably be adding more of the qualifiers and such to the same playlist at a later time.

You can see in the Grand Finals the Jann Lee player utilizing Fuzzy Guarding on safe attacks, and both players utilizing the backdashing system to allow for quicker movement and spacing.

Playlist here.

Winners Finals

Losers Finals

Grand Finals
 

I think this sums it up very nicley... Its a good game, "another" great DOA tittle, but the game itself has not really evolved. It still focused on Stunning and Guessing way too much and now there is an option to stun and remove the guessing, ughhhh bad direction!

I think the game has evolved plenty, there's so much added and refined about the game it's ridiculous. It manages to improve and advance on the core of the game without alienating fans or removing things that players love about it. There's a plethora of new system mechanics and characters themselves have received many changes from stance cancels and mix ups to entirely new moves. And honestly, i dont know what you want about the too much guessing being in this game and the stuns that go along with it. All fighting games involve a bit of it and with how many ways they've allowed players to get guaranteed damage the guess work involved has been severely decreased.

I seriously think that review saying it hasnt "evolved" is delusional. I dont know what game they were playing but it certainly wasnt DOA5.
 
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