Dead or Alive 5 Ultimate

Uhm not yet, I'll be taking the girls into training to see who I like more, etc. :P

The DOA girls are all lovely and I'm sure you'll find someone you'll like (except Christie or Lisa, they seem annoying =P). I recommend Kasumi and Hitomi for players that are starting out. They have great balance between ease of use, damage output, and potential for in-depth advanced play (i.e., they're rewarding to master).

I love it how Hitomi seems so darn cute but she hits like a truck O_O!
 
Finally went back to the lab (a.k.a. went to collect command training titles), and I've hit an annoying snag on a few characters, one more annoying than others: Sarah's JF kicks. Are there any tricks people have for nailing them JFs, or is it not that good a move to use in the first place?

Also, now that I've tried him in command training... I'm kind of digging Bayman. He and Tina seem to strike a nice balance between speed, power, and grappling. Any good tourney players I can watch for tips?

That said, I really like the feel of 1.03A (said the casual).

Bayman: Rikuto
Tina: Dr. Teeth & Renarism

Not sure about Tina players though. I saw NinjaCW play her for a tournament but it was v1.00. EMP Black Mamba used her against XCalibur Bladez at NEC 13 in v1.02.
 
The DOA girls are all lovely and I'm sure you'll find someone you'll like (except Christie or Lisa, they seem annoying =P). I recommend Kasumi and Hitomi for players that are starting out. They have great balance between ease of use, damage output, and potential for in-depth advanced play (i.e., they're rewarding to master).

I love it how Hitomi seems so darn cute but she hits like a truck O_O!

I'll keep that annoying part in mind then. xD Haha, and I'll keep those two in mind too. Thank you. :)

If Christie annoys FON, then definitely start learning Christie. :D

Sounds like fun! =D

Thanks for the suggestions guys!
 
So just in case anyone doesn't have the game yet, PSN is offering a download of the game for 40 dollars. And a bundle that includes the latest swimsuit costumes for 44.99. So you get the game plus 12 extra costumes for 45 bucks. Its not a bad deal and certainly one worth thinking about if you're still on the fence.

As for Kokoro, the only move that I know if that could hit for 20+ damage might be her 33P or 22P. So it might beat wake-up kicks. On the other hand, it might be a bit slow.
 
As for Kokoro, the only move that I know if that could hit for 20+ damage might be her 33P or 22P. So it might beat wake-up kicks. On the other hand, it might be a bit slow.
this is being discussed on FSD right now. My personal conclusion is that it's too risky to try. Kokoro's moves that can beat out the rising kicks are too slow. so you would have to throw out the attack guessing that a rising kick is coming instead of doing it on reaction. best bet is to just space your opponent. if they do a rising kick then punish with 236P or 214P or even 66P. but risking that counter hit is not worth it in my opinion unless you have god like reflexes.
 
http://blog.eu.playstation.com/2013/02/14/dead-or-alive-5-touch-fight-gameplay-detailed-for-ps-vita/

Oh and apparently the new patch added a shake to jiggle function from ninja gaiden sigma 2 to the game. Oy vey
Men!....typical..

If Christie annoys FON, then definitely start learning Christie. :D
This!


Nobody gave to this a response so im gonna post the Vid here, instead the discussion ;)
(sry about that)

So ya can punish/interrupt on Wakeups`s in this patch?
OMG...thats really Awesome!
 
it's risky. super risky. i just space after i know down. i don't even want to risk it. i had like a 10% ratio of successfully negating wakeup kicks in training mode so i ain't even gonna try it against actual opponents.
I know this may sound a lil bit arrogant but i always see it on the startup animation if there is coming a low or mid wakeup kick...im confident that i could pull it out on reaction.
Maybe its some routine or habit i dont know, so "if" we get that patch on the box..then im sure i can give a proper answere if its really risky or just some risk or reward gimmick.
...but on the other hand, i like risk and reward situations lol
 
I know this may sound a lil bit arrogant but i always see it on the startup animation if there is coming a low or mid wakeup kick...im confident that i could pull it out on reaction.
Maybe its some routine or habit i dont know, so "if" we get that patch on the box..then im sure i can give a proper answere if its really risky or just some risk or reward gimmick.
...but on the other hand, i like risk and reward situations lol
i'm just saying that i can see the starting animations for it. but for moves that beat out the damage that wakeup kicks do then the startup for those attacks are a little slow. but that's just my Kokoro and Pai Chan. but i still rather not risk it. maybe some people can get pro at doing that stuff though, but i'm a spacer, not a guesser.
 
it's risky. super risky. i just space after i know down. i don't even want to risk it. i had like a 10% ratio of successfully negating wakeup kicks in training mode so i ain't even gonna try it against actual opponents.

I'll wait until I've seen wake-up kick interrupters implemented into actual matches before I start considering them. I am in the "space instead of guess" camp, though luckily my characters (i.e Ayane) can easily backoff or advance in when required and rarely has to deal with wake-up kicks.
 
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