Dead or Alive 5 Ultimate

Where are there any combos listed? I found a few in an anemic thread in Ayane's SA on FSD, but I know there's gotta be more. There are none on Youtube (I didn't see any anyway).

That's exactly my problem too. Screw these online mashers. Here I am trying to play intelligently and they're just smashing out buttons and beating me every time.

I gotta agree with this. I'm constantly like "Nice string, and now I punish!" *elbow to the face*

*Punch Punch! Whiff!* "And now I --" *Elbow to the face*

*Another blocked string* "Oh ho, my friend, you got too greedy! And now I --" *Elbow to the face*

I was starting to think it's just because *Elbow to the FACE*
 
Although some people do genuinely mash at every chance you get, the online netcode does throw off timings of both punishment and strings. I've noticed that my best matches online have been against either people I know (I usually register them in my "Fighter List") or against people that I have faced about 10+ times consecutively.

I'm not a huge fan of random matches but the "Throwdown" option can be great for getting online practise against certain people. I love how some people are open to like 10 or 20 straight matches. The more you play against a character the more you can get used to their strings and then find opportunities to counter attack or even punish. Mr. Wah is right though, this game is definitely about 70-80% mental instead of just pure fundamentals. Even against mashers, the main reason I lose is because I didn't correctly anticipate the string that the opponent was going to use.

With that said, the online is painful at the moment and I could really go for that patch now.
 
How long do you guys wait before you think the system is frozen? Cause i think something similar happens with me. It looks like the game froze for 5 or 10 seconds and then it returns to normal.

This "freeze" only happens when i'm loading and exiting out of certain things to the main menu, like from training. So i dont know if it's the same as your situation.
 
My game did freeze once while I was messing around with the chat options in the lobby but I've never experienced anything you peoples are talking about.
 
Game keeps on freezing when trying to complete Tina's command training. The game wants me to dislike it.
If you haven't tried it yet, try turning off Throwdowns when you go into training. I've heard of other people having this problem and turning off throwdowns seems to have fixed it for them.
 
Still don't understand the "Critical Burst" and "Power Blow" systems.
Critical Burst- Creates a free launch attempt. Free as in they can't do anything to stop the follow-up attack. The Critical Burst effect will only initiate when the Critical Stun is bright red. Also guarantees a Power Blow when successful.

Power Blow- Have to be at 50% or less health. You can keep doing it til it connects but once it does then you cannot use it again that round. Guaranteed off of Critical Burst and Ceiling hits. I'm not sure if it is guaranteed when you smack people through objects.
 
1) Knockdowns are actually there if your character has a ground game or anti-wake-up setup. Highs are the fastest attacks and are typically used to extend the stun in a quick way. The problem with low holding is that you're susceptible to mids, and low holding is considered crouching. Many mids have different effects on a crouching opponent including putting them in a deeper stun (i.e. sit down).

2) Yes. An example is Bayman's 1PP and 2KK. Both are guaranteed on Counter hit or in stun.

So this basically means that Rig's PP2KK launcher on CH is guaranteed then?

Of course this also means that's Kokoro only has 3 natural combos; PP, 46PP, 33PP, and 4PPP. Huh... some interesting insights.

Also, to do Kokoro's 3-part throw, you need to reverse the last input as Kokoro is considered on the other side for the final input. Thus, when facing the right you input like this: 214T * 4T * 64T. Also the last inputs needs to wait until the second hit connects before you can input it.

Kokoro's H+K and a few other variants put the opponent in a unique stagger forced turned stun that can't be held out of, but they can recover through slow escape. At the fastest possible recovery, Kokoro has a 15-frame advantage, but I'm having trouble finding something fast enough to hit and that covers enough ground for it to hit. Any tips?
 
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.
Just play against the A.I. he will show ya some nice follow ups on Legendary Difficulty.
If ya dont wanna wait till someone uploads some vids with her....
..ok nevermind, here are some T.Vids of her..Enjoy!



hope its not a repost, if yeah then sry bout`that...
 
Still don't understand the "Critical Burst" and "Power Blow" systems.
Go into Training and turn on your frames under "Fight Screen Info".

When you initiate a stun, in the frame data overlay you'll see something called "Critical Damage".

There should be a damage threshold, it may vary with the attack. You want to fill up that threshold before the opponent recovers from the stun. So, hit them, preferably with attacks that leave you with lots of frame advantage in stun.

You can't use the same move twice in a row, or you'll knock them down. You can't exceed the threshold, or you'll knock them down or launch them.

When you've done this enough, the Critical Damage numbers will turn red, and a indicator will show up on the opponent's side of the screen. This is when they're ready to pop- hit them with the Critical Burst.

You'll hear a big boom and the screen will shake. They're wide open, and they can't hold or guard. Hit them with your best launcher and combo them.



A Power Blow can only be used when you're at half-life or below. Your lifebar will flash red when it's ready. You can only hit with it once.

If your PB has good range or a backstep you can experiment with landing it "raw", but usually the best time is after a Critical Burst. You can just semi-charge it to get the effect, wait until the wind appears and the sound is made before releasing.
 
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