Dead or Alive 5 Ultimate

I think the game has evolved plenty.

I think the new game mechanics are nice bro, but Getting stunned off of every counter hit is excessive! I am not the only one who feels this. As far as the game evolving, Yeah, there new moves, and new game mechanics, but the core game itself has not really evolved. But I dont want to get into a debate about this right now, I think people are every excited and I dont want to ruin anyones hype. I still and always will love DOA, but was expecting more. And also the demo "too me" was much more fun, and I was hoping they were leaning more in that direction... To each his own! :) Enjoy DOA dude...
 
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.
Don't give up. I wish I had DOA5 so I can practice my nooby Kokoro against you in DOA5.

Until then, DOA 4 preps. What is Kokoro's BnBs btw? I tend to enjoy doing 2KP a lot. Anything else I should know? I just want some BnBs for now.
 
Don't give up. I wish I had DOA5 so I can practice my nooby Kokoro against you in DOA5.

Until then, DOA 4 preps. What is Kokoro's BnBs btw? I tend to enjoy doing 2KP a lot. Anything else I should know? I just want some BnBs for now.
66KP
6BB
2H+K K
214T, 4T, 46T
PPT
1PT
9PPP
6P+K, P+K, P+K
6P+K, P+K, 2P

these all get me matches won just using them by themselves. especially that 2H+K K.
use that to duck highs in the game and if the first hit is one counter the second hit is guaranteed. also good for baiting holds.
 
66KP
6BB
2H+K K
214T, 4T, 46T
PPT
1PT
9PPP
6P+K, P+K, P+K
6P+K, P+K, 2P

these all get me matches won just using them by themselves. especially that 2H+K K.
use that to duck highs in the game and if the first hit is one counter the second hit is guaranteed. also good for baiting holds.

I don't like using 9PPP. Or at least the whole string. 9P by itself is great for stunning I like 8P6P and the various mix-ups, 8PP+KP_P+K_2P.

Kokoro doesn't have a 66KP, but its obvious that you mean 6KP which is a pretty good move since its fast and it stuns. But its also mid-mid so be careful.

My personal preferences are 66P, 6P6P, 2H+KK (+0 on hit, guaranteed sit-down stun on counter and both hits are guaranteed). Mix up 2H+K with 2H+KP and 2H+KP+K (Heichu) mix ups. I like 46PP, very fast and stuns too. 3K2P is a solid poke. 2KP is pretty good on counter hits. 1P+K has some nice evasive properties and can be charged up. 7P evades several highs and doubles as her critical burst, plus it has a KP follow-up that you can use if you want. 7K is her standard mid launcher and leaves her back turned. Use it after a sit-down stun like 8P6P or 2H+KK. 4P+K is her high launcher, good to mix up with and leads to better damaging combos. 33P+K is a third, evasive launcher. Doesn't launch very high. 33PP has a Heichu mix up.
 
is this true for Grabs too?

Theoretically it is. That is, it should.

However, I remember Bryan (Dr Dogg) saying something in the guide about the + advantage. I believe he was saying that after a guard break you need a move that's 2 frames faster than the + states. I think this has something to do with guarding being on the 0 frame after a guard break.

So in other words, if you guard break someone and you're now +12, you need a i10 attack or faster to be guaranteed. An i11 will not hit even though the opponent is still at a 1 frame disadvantage when your active frame appears. Keep in mind the fact that an attack may also not reach an opponent until its 2nd or 3rd hit frame due to range and push back.

Something else to note, you can't throw someone who's at a frame disadvantage from guarding your attack. That includes Guard Breaks. You can throw someone who's at a frame disadvantage from you guarding their attack however.

Don't question the logic, just understand that that's the law.
 
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.

I've never been a fan of most professional reviews for fighting games. They almost always seem to focus on things that don't matter in the long run such as most single-player modes or story modes, etc. I'll admit that they can be somewhat helpful for a casual gamer or someone looking to take up the game (then this is where the training mode and tutorial modes become important), but the reviews usually have little bearing on the overall quality of a game or its long-term appeal. Street Fighter X Tekken being an example. Highly rated but with no lasting appeal.

Overall it would be nice if there could be a balance in the reviews between elements that matter to casual gamers and elements that matter to more hardcore gamers instead of focusing mostly on short-term fluff. I did like however how the IGN DOA5 review touched on things like frame data and move properties.
 
I think I'm starting to understand. A few thoughts occur to me:

- During stun, the point is to extend or launch (or knockdown, but I don't know why you'd do that yet). Using mid punches and kicks makes sense, and using lows make sense. But what about highs? Low holds duck right under high attacks, but does that make them "off limits", or do those high attacks act as "virtual lows" inside the stun?

- Are there "NC" strings within a stun? i.e. if I put a guy into a stun, he can critical hold out. But if I PP him, can he high hold the second P? If they are NC within the stun, are they different from regular NC strings on normal hit?

- Carrying on with the stun, I can go for the Critical Burst (mid punch) or balls-out for the launch (mid kick). But I also have a high kick launch. I should be using this too, right?

- Does anyone in the game have low launchers?

- If an opponent holds it seems to change the advantage gained off the stun. It feels like there's no time to think, either input attacks on faith, or wait for the hold and throw.

If I wait for the hold and attack, it usually gets blocked... or I hit, but I lose my stun (?) Is it because I'm too slow?
 
- Does anyone in the game have low launchers?

As far as I know, there is no low launcher, but there are counter holds that launch opponents. These can vary from low, mid or high holds and some holds are special. For example; Hayabusa has a low special hold that launches the opponent. If you don't follow up with the Izuna drop command, you can use that special low hold and treat it as a launcher for combos.


EDIT: DLC stuff is up and its free, go download it! 65 MB.

I decided to try and run Akira online today. It didn't work well. A lot of the properties on his moves are different so its harder to work with him. I was able to get off SPoDs though. It's become so much easier (at least in this game) to execute this combo and it does 74 damage! Crazy.

Anyway, I can't really scrub kill with Akira so after a bit I decided to put my Rig training to the test and it worked out pretty well. Though, I think I need to find some better juggles post launch. I did notice that some players aren't really predicting and just spamming counter holds every time they get hit. It makes it a little harder to set up stuns and critical bursts. I'm not quite sure what the best way to get players in a red stun state after a eating a counter hit and going for CBs with either Kokoro or Rig yet. For Rig, though, I still need some work on fighting him.

There are cases where I'm doing a scrub/newbie Maxi-thing and just losing control Rig and he's wildly kicking all over the place. I thought I had it under control, but I think I may need so more fight experience. After a bit, I decided to be a little less aggressive and regained was better able to control him, the my opponents got a little harder to deal with.

The more I play Rig, the more it feels like that Rig has a similar play style to Hitomi. Much like Hitomi, he doesn't have many short strings, so I wonder if I should try playing Rig more as a character who runs through a series of string attacks. Or maybe I should stick to more basic stuff and mix up flamingo and 6P+K follow-ups.
 
Stun problems-Character knowledge curiosity-Option Selects..hmmm(thats what im gettin here to read)
And we have over 2700 posts in this thread, which is awesome..this shows how we all love this franchise..dont give up folks...just give me a little more time..then im gonna upload some of my Footages, hope it helps then.
If anyone plays Koko/Lena or Kasumi..then you will like it...i hope lol

Ok im gonna leave this here..Enjoy!

 
I hope they patch that it looks lame.

In the bright side I'm starting to get the hang of the game and I'm loving it! I. LOVE. IT. Playing everyday with my roommate who also got the game (collector edition at that) amd it's sooooo good times.
 
Why patch tools that players can use. I mean, look at Tekken, Korean Back dashing has been accepted as part of the game. I dunno why the same can't apply here.
 
It's just my noob opinion. But that kinda glitchy shit is one of the reason I don't like Tekken. So... yeah, I don't like it.
I like DOA cause it's beautiful and flashy. And this, my friend, isn't.
 
you know what? i need some help with Pai Chan. I don't know any combos. her counters are all setups and do very little damage on their own. i don't know any guaranteed followups. can someone help me with combos and stuff with her. i want her to be one of my mains.
 
you know what? i need some help with Pai Chan. I don't know any combos. her counters are all setups and do very little damage on their own. i don't know any guaranteed followups. can someone help me with combos and stuff with her. i want her to be one of my mains.

I'll look into her, but I don't know much. I remember back in VF4 that one of her throws that put her behind the enemy guaranteed her jumping double/drop kick. I'm not sure if it still works, though.
 
I'll look into her, but I don't know much. I remember back in VF4 that one of her throws that put her behind the enemy guaranteed her jumping double/drop kick. I'm not sure if it still works, though.
oh. you're talking about her 9KK? that move is guaranteed followup to most of her counters but is so weak :(
i believe you can followup with PPKK after 9KK but i don't know if it has to be a counter launch or not. so much to try and in DOA5 she's different than she was in VF5. although it makes cool moves like her back turn 2P+K, T slightly easier to do.
 
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