Dead or Alive 5 Ultimate

what is the difference between counter and hi counter? is it just the timing? or does it correspond to a level of attack?

also, 2800th post! :D
 
what is the difference between counter and hi counter? is it just the timing? or does it correspond to a level of attack?

also, 2800th post! :D
Strike (punch or kick): A High Counter strike is where you hit someone while they're attempting a throw. Normal counter is where you interrupt another strike.

Throw: A High Counter throw is where you throw someone who is attempting a Hold. Normal counter is where you interrupt a throw attempt with your own throw.

Counter: A normal counter is where you perform a successful Hold (High/Mid/Low etc.) against a strike. High Counter Hold happens when you initiate the hold at the last second - so a timing thing like you said. It's a bit like a red GI from SCIV.
 
Also high counter throws due a metric f*ck ton of damage. Depending on your character you can get a good 30-40% of their health for one high counter throw.
 
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.
I disconnected the Xbox from Live and it still did it. Always seems to be when I reach the high 90s/100s.
 
what is the difference between counter and hi counter? is it just the timing? or does it correspond to a level of attack?

As Age of Truth said, it's all about using DoA's triangle system right. Also though, as an added note, High Counters do 150% damage, normal counters do 125%.

I disconnected the Xbox from Live and it still did it. Always seems to be when I reach the high 90s/100s.

Sounds to me like you should probably go exchange the disc then. If the problem persists with a new disc, then you've got bigger problems.
 
Also high counter throws due a metric f*ck ton of damage. Depending on your character you can get a good 30-40% of their health for one high counter throw.

It's also quite easy to pull off on a predictable opponent. Like when you do a stun combo it's likely they'll try to hold something. Then FLASH! Oboro!
 
Hold: normal damage - frames 13-22
Counter Hold: 25% more damage - frames 6-12
Hi Counter Hold: 50% more damage - frames 1-5

That's actually incorrect, that was the previous hold frames. Now it's

Hi Counter Hold damage: 150% revision - Frames 1-2
Counter Hold: 125% revision - Frames 3-10
Normal Hold: 100% revision - Frames 11-18
Recovery: Frames 19-30.
 
Managed to do it. Installed game onto HDD and did the moves in order (rather than getting stressy and doing another move instead)

Still contacted Tecmo support. Would rather deal with them than Shop To. I love shop to but they will be busy and Tecmo wont be. lol

Edit: Now its the same with Lisa. ;_; Oh well back to getting costumes till Tecmo reply.

The rumble on my controller is activated costantly at the moment... >_>
 
This... this is good...!? What the hell is this doing on IGN?
They've asked the community at FreeStepDodge to help with the IGN Wiki. Makes me wish the community was more active on its own wiki though...

so how much recover did it have with 3 point hold then?
and is it still a Hi counter if u grab them in the recovery frames?

I forget, but I think there were 7 or 8 more recovery frames. Yes, you get hi-counter throw even during the recovery.
 
Putting aside the technical discussions for the moment. How many of you managed to complete the command training for all characters? I still have Hayabusa and Sarah to go. Hayabusa's holds into Izuna Drops and Sarah's JF P2KKK are pretty difficult.
 

Unless you like Alpha Pat of course, but yeah, that part made me snicker. I'm like "you're coming from 2D fighters right?"

Edit: [Windstar]: The Izuna drops can be quite tough though I used the left-thumb to hit the circular inputs in as quick and smooth a motion as I could. The VF characters are giving me a bitch of a time to master. They all have these JF inputs that seem to get next to no explanation of how to time them. Akira's <H>+K move is stupidly hard to do. Sarah's "step" moves are annoying as well.
 
I haven't even did the command training with Rig yet because the people I play with can't stop him. Actually I have only been in practice with Brad and Mila only to discover I don't like her.
 
Unless you like Alpha Pat of course, but yeah, that part made me snicker. I'm like "you're coming from 2D fighters right?"

Edit: The Izuna drops can be quite tough though I used the left-thumb to hit the circular inputs in as quick and smooth a motion as I could. The VF characters are giving me a bitch of a time to master. They all have these JF inputs that seem to get next to no explanation of when to time them. Akira's <H>+K move is stupidly hard to do.

Good way to practice Akira's knee. Take your first two fingers (index and middle). Place them on your keyboard's numpad's 0/ins key and ./del key. Flick your index finger downward (almost like a scratching motion) on the ins/0 key while pressing down with your middle finger on the ./del key. Use this same sort of motion while on a joystick and you'll get Akira's knee in no time.

If you're doing this on a pad. Reassign your H and K buttons to R1 and R2. Hold your controller vertically (instead typical horizontal position) so you can see the R1 and R2 buttons directely. Use the same motion as described above to get it.

If you're talking about Akira's other JF-ish motions like 36PP or 2H+KPP those have to be done on the moment of impact of the first hit. Do them as late as possible to get them. If you're trying to do the True Dragon Lance combo - H+KP466P+K, you have to input the 466P+K after the first P connects. DOA5 doesn't allow buffering so you can't do this like you can in VF5. All other motions should be relatively easy. I'm not quite sure if its me, or if DOA5's inputs are more lenient on the timing, but even I'm able to do SPoD and the above (save for the knee) with ease. Of course, playing Akira in live play is a completely different manner.


As for Hayabusa. I'm trying to use the analog stick to set up the motions, I'm actually having trouble of when the motions actually count. Since they don't register until you get that window open. Regular Izuna Drop I can do, its the other stuff that's tricky.
 
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