Dead or Alive 5 Ultimate

when you are stunned, hold block and circle the d-pad/stick you will recover alot quicker and this also builds up slow escape meter, if it reaches max (usually you need to escape 1-2 stuns) you will have twice faster stun recovery and unless they do deep stuns they won't be able to keep stunning or launch you in most cases. But of there are ways around slowescaping.
 
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?

Her 66p+k is a 4 hit natural combo. Try doing it after whiff punishing it with 236p.
 
Her 66p+k is a 4 hit natural combo. Try doing it after whiff punishing it with 236p.

Ah, I was wondering what would connect after 236P. I should try that out.

Decided to give Akira a try, I really wish I knew what to hit the opponent with. I'm really at a loss with the guy.
 
i've seen accidental taunts because of that sidestep setting.
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.
 
Thank you for that tutorial. I'm reading through it now.

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.
Truer words have never been spoken.


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?
 
Mmm, free DLC. So nice.
That is in fact incorrect. Only hicounter breakable neutral throws can't be broken.
wat

oh well. Noted. Thank you.

The practice dummy can escape hi-counter neutral throws, but real players can't? Uhhh...

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?
Gotta go fast.
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.
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)

or

just use the hold if you know it's coming. If they do the same stuff over and over again, figure out what hit level it is, and then literally hold dat.
 
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