Reave
[13] Hero
Idk I just wiggle it and wiggle it and wiggle it well.How many directional inputs are required? I think it use to be 8 for SC4.
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Idk I just wiggle it and wiggle it and wiggle it well.How many directional inputs are required? I think it use to be 8 for SC4.
Critical Burst to Power Blow is like getting Focus Attack crumple to land an Ultra.Still don't understand the "Critical Burst" and "Power Blow" systems.
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?
Omega's 4B into CE.Critical Burst to Power Blow is like getting Focus Attack crumple to land an Ultra.
And no, I couldn't think of any Soul Calibur analogies.
Works for me.Omega's 4B into CE.
Her 66p+k is a 4 hit natural combo. Try doing it after whiff punishing it with 236p.
i've seen accidental taunts because of that sidestep setting.What's the recommended options settings? I have the camera set to Classic, hit effects off, and sidestep set to 2_8H+P+K.
only happens with characters that have a 22H+P+K taunt, which are few, and the player is mashing it out. 22 or 88 side steps screw up 33 inputs a lot. I think it's by far the better option for sidestepping.i've seen accidental taunts because of that sidestep setting.
it's like Virtua Fighter's sidestep right?only happens with characters that have a 22H+P+K taunt, which are few, and the player is mashing it out. 22 or 88 side steps screw up 33 inputs a lot. I think it's by far the better option for sidestepping.
If I ever have a son, I will be sure to give him this same advice on his wedding day.Idk I just wiggle it and wiggle it and wiggle it well.
yeah it's basically an offensive step in VF5it's like Virtua Fighter's sidestep right?
lol You know that's a play on L.L. Cool J's song Doin' It? If you never heard it before you should check it out. Its a pretty awesome song that I happened to be listening too when I made that reply. Will go great with the advice.If I ever have a son, I will be sure to give him this same advice on his wedding day.
Keep in mind however, that throws landed on counter, hi counter, or against an opponent who is recovering from executing a move, cannot ever be broken.
I represent Queens, she was raised out in Brooklyn.
I see options to save replays in Simple or Ranked, but how do you do it in lobby matches?
Also:
http://www.ign.com/wikis/dead-or-alive-5/How_Dead_or_Alive_Works
http://www.ign.com/wikis/dead-or-alive-5/Throws
Delicious.
Truer words have never been spoken.However, unlike other games, throws in DOA won't ever beat strikes, even during the strike's activation frames. This is one of the hardest things for Soul Calibur and Tekken players to adjust to when trying the game out for the first time.
watThat is in fact incorrect. Only hicounter breakable neutral throws can't be broken.
Gotta go fast.The article says throws are good punishers, but if I'm facing a masher who's throwing out PPPPPPPPPPPP at advantage, disadvantage and every other time, won't my throw punish get beaten by the strike?
Seems like you either have to know your frames and choose the punisher wisely (and also use faster punishes, give yourself frame leeway for online+timing)Well, her Texas Driver (6T, 2T) does 50 damage, and starts up in 6 frames, making it just fast enough to grab Bass before he can attempt another strike. Extra damage is always nice, but your timing has to be perfect. If the Bass player is hitting buttons, and you are late on your input by even a little, he's going to beat your throw with a hi counter strike.
Anybody got some general anti-Jann Lee strategies? That Bruce Lee wannabe is giving me trouble.