Dead or Alive 5 Ultimate

So in essence it's best to pay attention to the frames of the final hit in a string?

Unless you're fighting Rig...

I'm still working on him. Getting my memorization of his moves down and finding all his good stuns. I'm starting to get better at launcher combos (he really has like, one solid launcher) and getting better timing with his stuns. I'm finding that a lot of his stuff - his good stuff - is high or low. So if you're fighting an opponent that just likes to spam kicks, try to counter those highs. His Bend Knee/Kobryu/Flamingo basic KKKs are all highs.
 
I'm still working on him. Getting my memorization of his moves down and finding all his good stuns. I'm starting to get better at launcher combos (he really has like, one solid launcher) and getting better timing with his stuns. I'm finding that a lot of his stuff - his good stuff - is high or low. So if you're fighting an opponent that just likes to spam kicks, try to counter those highs. His Bend Knee/Kobryu/Flamingo basic KKKs are all highs.
It took me forever to find out that a majority of his kicks were highs. I was trying to hold mids and eating tons of damage.
 
Nice costumes for Helena, Tina, Gen Fu, Zack and Bayman from Dead or Alive 2. I loved Helena costume back then and I'm glad they put it back. I also think Jann Lee DLC outfit is also a Dead or Alive 2 costume, but I'm not 100% sure.

Anyway, I hope they fix the netcode soon. Now I'm ready to become a fighter!
And for those who didn't undestand what happened in Lei Fang story mode between her and the japanese perv business guy:
 
Lemme get this straight.

If you stun your opponent, and they hold out of it- they come right out of their stun. Right? Like it never even existed?

Since you can't extend the stun with a jab or something (counts as normal hit), you either need to:

- throw them
- whiff punish the hold with a guaranteed stun attack

Right?


If you get stunned, you need to be slow escaping. Using a hold requires matchup knowledge and a good read on the opponent.

Right?

I do know that trying to hold without fulfilling the above conditions is a good way to get served. (ouch...)



If you slow escape and you block a string, now it's your turn to attack, right?



How do I prevent myself from whiffing attacks on a grounded opponent? Sometimes Mila's 2K hits and sometimes it doesn't...
 
Since you can't extend the stun with a jab or something (counts as normal hit), you either need to:

- throw them
- whiff punish the hold with a guaranteed stun attack

Right?
I haven't got DOA yet (will today hopefully) but I thought from previous games that you could extend the stun, that the critical state remains and it does not count as NH. But I can't remember...

Nevertheless, if you are sure your opponent will go for a counter, or you react to a counter attempt, you can do a whole lot of guaranteed damage with just a throw (does 150% damage on top of your combo so far).
 
How do I prevent myself from whiffing attacks on a grounded opponent? Sometimes Mila's 2K hits and sometimes it doesn't...


I believe it depends on when they get up. Wake up kicks animation usually ignore anything that isn't specific to grounded opponents(I think H "get ups" too). When they first hit the ground is usually the best time to get(at least) 1 good hit in on them. Its a timing thing. Mila has ground throws, those reap better rewards on damage(aswell as annoyance) and you can get more than one on the lazy.
 
Has anyone actually seen any of these guaranteed launchers out of Eliot's parry? I checked freestepdodge and didnt see anything on it. I'd have thought it would be worthy of it's own thread in the character forums. Other than that it's kind of a mixed bag about how i feel about his changes. Maybe once i start utilizing his 9 frame palm more and get these launcher parries down i'll see the light.
 
I haven't got DOA yet (will today hopefully) but I thought from previous games that you could extend the stun, that the critical state remains and it does not count as NH. But I can't remember...
I see. It does remain, but of course, if your advantage fades away, it fades away. I must have been late with my jabs.

I'll have to sit down and write everything out.

"The interesting thing about the sidestep in DOA is it's only evasive for 18 frames, and then the character has 10 frames of vulnerability. After the initial 18 frames you can hit them during that sidestep."

DrDogg droppin' game on stream, thank you DrDogg...
 
Ok guys im just curious..which of these following games including dead or alive 5 have the highest learning curve? Im just guessing its virtual fighter 5 FS really....but the choices are VF5 FS, soul calibur, and tekken.
 
i don't get mila infinite like no matter what i try i can't get out, but if you put the cpu on higher levels ei. Level 8 cpu ALWAYS get up after the first 2P hits...
9P into 2P,2P,2P,2P~~~~~~~
 
That's because the AI gets up 1 frame faster than a player is able to. That's always been in the Sparring mode (glitch) of DOA.

Mila's 2P on grounded opponent is a i13 attack with +14 hit advantage so it hits on the first possible frame which a normal opponent can't tech but the AI can.

Btw, Ayane & Kasumi can also do the glitch; Kokoro, Jann Lee, & Rig can in theory do it as they're + on hit for the same initial. Mila is the only one that pushes forward so she can do it in open space as well.

---

As for holds in stun, they do not reset the critical stun threshold unless they opponent has fully recovered from the hold before the stun extension continues.
 
Ok guys im just curious..which of these following games including dead or alive 5 have the highest learning curve? Im just guessing its virtual fighter 5 FS really....but the choices are VF5 FS, soul calibur, and tekken.

Before DOA5 came out i was honestly thinking it didnt stand a chance in terms of having a high learning curve, but now with all the changes and additions, there's a lot to get the hang of. Not only to grasp the basics, but to become proficient with them, let alone mastery of the fundamentals. I think the highest goes to VF, but the following games arent far behind.
 
Mila's 2P on grounded opponent is a i13 attack with +14 hit advantage so it hits on the first possible frame which a normal opponent can't tech but the AI can.
the frames in the game are off by 1 then? in the game said 2P i14 and +15.

also are the frame like if something +15 only something +14 or lower will combo? is it because u can't buffer? so it take 1 frame to input am guessing?
 
Actually I'm finding DOA really hard to get good at. I know I just suck right now but it's just what it feels like to me.
 
the frames in the game are off by 1 then? in the game said 2P i14 and +15.

also are the frame like if something +15 only something +14 or lower will combo? is it because u can't buffer? so it take 1 frame to input am guessing?

I was going off memory, you had the facts ;). Point was that it was one frame more advantage than the initial.

My theory is, that they just have switched values. All of the other characters are the opposite with the + advantage being 1 or 2 frames less than the initial.

The VF crew is +20 though and I believe i12. However, they force-tech on consecutive hits. Alpha-152 also force techs on a consecutive hit even though she's just like Kasumi's I believe.
 
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