Dead or Alive 5 Ultimate

i find it easy to shut down button mashers. 2H+K K all day. mix it up with a punch. but mainly just spam it and they'll either learn or not. do her 7K for launchers. just stun them once and then you can do whatever you want with them.

That's what I normally do. Darn, was hoping for some more varied ideas.
 
nah. those are what the bad players do. and are shut down by all the good players. sluggish, i don't think so. :D
No, I wasn't saying DOA is sluggish, it's the polar opposite of sluggish. It's too mash friendly IMO. I know I'm a bad player and everything, but when I try to play smart against tards that are smashing their face into the P button over and over and occasionally mixing it up by accidentally hitting K or 2P with their ear or something, I get beat out unless I start playing as stupid as they are. The fact that "mashing back" can be successful is just wrong IMO. When I spin with Ayane, I get an elbow to the gut. When I cali roll with Xiao, people either freeze up or get roo kicked.

Tekken is only sluggish if you don't know how to BDC. The vanilla backdash in Tekken puts you at like minus a million and makes SC's backdash look fast, and it's something that I have argued is a stupid mechanic, but just try to convince people that have been playing since 1995 of that.
 
I'm not sure how much of that is guaranteed, but there are a few good ones there.


EDIT: Getting bored with Kokoro. Anyone have any suggestions for other characters to play?
 
I'm not sure how much of that is guaranteed, but there are a few good ones there.


EDIT: Getting bored with Kokoro. Anyone have any suggestions for other characters to play?

How about Akira or Ayane? Rig's also fun when you can get the hang of him. What's your playstyle like?
 
I'm really not too sure what my playstyle is like. Passive-aggressive?

If you're passive aggressive, Ayane or Hitomi would be good. Do you like whiff punishment?

Edit: interesting video. I suspected that I needed to add a couple frames for punishment. I try to use my advantages to apply a mixup or bait a CH against an aggressive opponent.
 
If you're passive aggressive, Ayane or Hitomi would be good. Do you like whiff punishment?

Edit: interesting video. I suspected that I needed to add a couple frames for punishment. I try to use my advantages to apply a mixup or bait a CH against an aggressive opponent.

Well, I punish whiffing. Most of the time, I'm playing Kokoro and just either pitbulling my opponent by going underneath him or interrupting his attacks. Other cases I'm taking a wait-and-see approach to see what he does and whether or not he's picked up on my tendencies. Most cases, I'm using 2H+KK to go through his highs while he's either disadvantaged, or punishing neutral strings. After the counter-hit trip stun, I either mix up with 7K or go for throw. There are very few cases where the opponent learns to guard after being counter-hit by 2H+KK.

In other cases - when I get bored, mainly - I'm using 66P as a whiff punisher or advancement and mixing up 3K variants. Lately, I've been applying 4T to force my opponent into a BT state after they whiff holds and applying shenanigans there (mostly 66P into 4P+K launcher). I don't really try to or mess with the stun game much, instead I just push for guaranteed damage whenever I can.

Rarely do I use PP, or its variants. I've tried to apply more 66P+K. I use 8P6P often, and mix it up with Heichi, along with 33PP and 2H+K Heichu. Often, the opponents I play aren't very good so they don't read when I'm trying to use Heichu so I often eat a few strings when I make those transitions. I've tried to see if I could apply 33PT or 2KT, but no real success. On the other hand, 3PT has awarded me some success. Interestingly, whenever I do use 3PT, there's the rare occasion I eat a throw immediately after a successful hit of 3PT.


I've been playing Hitomi a lot recently. I'm not particularly good at remembering all her strings, and its doubtful I'd want to use the full strings. Mostly, I'm using 3KP2K or 3KK for poking (along with PP), and 3H+K. I use 46P quite often and I'm using sidestep K a bit more nowadays just for the guaranteed stuff. I've tried to use her 8K off of stuns for a sit-down stun, but can't really think of anything to follow up with. I'm not really sure what her best moves for stunning or punishing unsafe attacks are, but I do use P+KP, 4PP, 2P+K plus its variants, and 66K and either its Punch or Kick ender.

I haven't really tried Ayane. I'm not particularly keen on her move list. So I'm not sure what works or what doesn't. Most of my Ayane experience is from dealing with players who often just ram through different attack strings without much thought. They're annoying to defeat sometimes.
 
I haven't really tried Ayane. I'm not particularly keen on her move list. So I'm not sure what works or what doesn't. Most of my Ayane experience is from dealing with players who often just ram through different attack strings without much thought. They're annoying to defeat sometimes.

I've played with a player named XDest and he has an absolutely phenomenal Ayane. With Ayane focus on her high crush attacks (4P & 6P) and 3H+K or 3P for zoning, along with BT mix-ups to keep the opponent on edge. She is very dangerous from BT and can fuck up an opponent that doesn't respect her. I will admit that she takes a lot of getting used to since her mixup game is unorthodox like Brad Wong's, but she is very rewarding. 66KK4 is still amazing. If you're dealing with buttonmashers, liberally use 2P, 4P, or 6P along with 236K at range.

With Hitomi, you don't actually need a lot strings. You just need enough mixup to discourage counterholds or punishment. 3KP2K, 6PKK and 7PKK are great (note that you can delay the K's if you want to finish the string). I also love 3H+K, 2H+K and 6H+K2K, and throw in some delayed 2P+KP's, P+KPPP's and 4PPP's for good measure while mixing up with her amazing 6T throw. 46K or Sidestep K is also handy in some situations. I throw in some 66KKP's too for pressure despite the unsafeness of the last attack so I mixup 66KKK with it or just run up and 6T. I played with AngryWorm a little bit and his Hitomi is incredible. Her 9H parry can fuck up alot of characters (including Ayane).

Let me know who you decide on!
 
I've played with a player named XDest and he has an absolutely phenomenal Ayane. With Ayane focus on her high crush attacks (4P & 6P) and 3H+K or 3P for zoning, along with BT mix-ups to keep the opponent on edge. She is very dangerous from BT and can fuck up an opponent that doesn't respect her. I will admit that she takes a lot of getting used to since her mixup game is unorthodox like Brad Wong's, but she is very rewarding. 66KK4 is still amazing. If you're dealing with buttonmashers, liberally use 2P, 4P, or 6P along with 236K at range.

With Hitomi, you don't actually need a lot strings. You just need enough mixup to discourage counterholds or punishment. 3KP2K, 6PKK and 7PKK are great (note that you can delay the K's if you want to finish the string). I also love 3H+K, 2H+K and 6H+K2K, and throw in some delayed 2P+KP's, P+KPPP's and 4PPP's for good measure while mixing up with her amazing 6T throw. 46K or Sidestep K is also handy in some situations. I throw in some 66KKP's too for pressure despite the unsafeness of the last attack so I mixup 66KKK with it or just run up and 6T. I played with AngryWorm a little bit and his Hitomi is incredible. Her 9H parry can fuck up alot of characters (including Ayane).

Let me know who you decide on!

Will give it a shot with Hitomi, thanks.
 
They need to show some love to the male characters with the clothing DLC. Leifang basically has her entire fucking closet while my poor Elliot has like three costumes.

Well I'm positive that Team Ninja takes pride in seeing how many skimpy outfits they can produce, but yeah, Bass, Zack, and the like could use some new threads. Rig's one DLC outfit still looks very awkward to me.
 
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