Dead or Alive 5 Ultimate

you think that's an issue for christie. well i got one person that has 80% more troubles with launchers.

Kokoro_Dead_or_Alive_5__10.jpg

"I have no decent lows, launchers, or tracking moves. And my sidestep followup mid is 36-44 frames. Why U no make my life easy Team Ninja?"

Wanna know someone who doesn't have trouble with launchers?

Ayane! >:) MUAHAHAHAHA!!!

...But yeah, TN wants Kokoro players to fight for every inch. To top it off, you could play a bit of keepaway against her. I seriously don't know how you can handle someone like Christie dude. Hopefully she can get some much needed buffs for 5U, but knowing TN they're likely gunna smack Koko with the Eliot Hammer -_-.
 
Wanna know someone who doesn't have trouble with launchers?

Ayane! >:) MUAHAHAHAHA!!!

...But yeah, TN wants Kokoro players to fight for every inch. To top it off, you could play a bit of keepaway against her. I seriously don't know how you can handle someone like Christie dude. Hopefully she can get some much needed buffs for 5U, but knowing TN they're likely gunna smack Koko with the Eliot Hammer -_-.
why would that do that? @_@ i think Kokoro is gonna get some buffs though. it's too easy to shut her down and cut off her momentum. and the fact that she only has ONE good gap closer is an issue too. but no matter what they do with her i'll still main her. and i will take pride and joy with nailing Ayane with that 3 part grab every time she slips. :D
 
I don't mean you play them too, I'm just saying they're who I'll be using but I'm going to be rusty with them.
oh. i was just stating that i won't be able to give character specific advice.


on another note has anyone heard about this "banning Alpha" stuff that's going on? i'm curious what is everyone's thoughts on this topic are. should she be banned or not?
 
but Eileen doesn't say "YEEEEAAAHHH!" so she would make that big of an impact. though it would be interesting to see her in DOA form.

Lol Jacky is gonna get annoying real quick tho.. "Yeah... Yeah!! YEEEEAAAH!" No more!

Eileen has that awesome monkey style crouching stance! Besides she doesn't scream awkwardly during grab animations, lol. Either way I'm going to enjoy this game, I just hope the netcode is solid. DOA5's Ranked match finder was faulty randomly..
 
oh. i was just stating that i won't be able to give character specific advice.


on another note has anyone heard about this "banning Alpha" stuff that's going on? i'm curious what is everyone's thoughts on this topic are. should she be banned or not?

Unless her wake-up game is the same as the rest of the cast, then no. Her damage is ludicrous, but it gets balanced by the fact that once she's down, it's easier to keep her down than anyone else.

Besides, her new glowing black licorice form is perfect for tourneys.
 
There are some Ultimate videos of Alpha floating around, I'll post them later whe I have the chance. They made her floating stance safer and added new moves to it. She looks even better than before.
 
i think the only i hate about playing christie atm is that i have to play the stun game. i still haven't figured out exactly what is a good launcher and what to do afterwards. usually i use 1PK during a stun since most people don't expect either hit. as for juggles, i'm currently using PKK~JAK PP or 6PPP depending on the height of the juggle.
Hope this helps for you and some christie players out there.

and some (old i think )news!
http://www.eventhubs.com/news/2013/...t-bonus-was-say-thank-you-community/#comments
 
Here's one, I'll see if I can find the other one I was looking at. Latter half of the video contains Alpha footage, btw.

EDIT: Found it



EDIT 2: So I don't know where one is getting the idea that Kokoro has no decent launchers (I think she does have a few good ones), but based on a few video glimpses of DOA5U gameplay, it seems Kokoro got a few tweaks that players may not be happy with.

It seems all her sit-down stuns have been removed and replaced with a new non-recoverable bounding stun, hard to say how this'll turn out though. Her 6P+K reverted back 1.0, so it no longer has a stun added to guarantee the P follow-up (it wasm't a natural combo either way). I haven't see the mid sabaki used at all, which means that no one had found the input yet, so it doesn't look like its replacing an older move.

Her standing P seems to have gotten a slight buff, instead of being negative on hit, it appears it got a +2 on counter hit, which might make it slightly more useful when fishing.

Kokoro's 7P sabaki deflected all highs and special highs, but I don't know if it'll continue to apply in DOA5U, or if they moved to to simply deflecting punches.

None of Kokoro's throws (66T and Heichu 236 throw) seems to have been buffed or given offensive hold properties.

Essentially, it seems like the biggest changes Kokoro may have gotten were to her defense so that she could remain on the offensive a little better. She may have some new combos to work with too. Either way, the mid sabaki, if its capable of stopping many mids, would be a big boost to her defense and allow her to deal with a lot of pressure. Her tracking issues don't really seem all that big to me considering 6PP and 46PP were both pretty good at punishing steps.
 
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EDIT 2: So I don't know where one is getting the idea that Kokoro has no decent launchers (I think she does have a few good ones), but based on a few video glimpses of DOA5U gameplay, it seems Kokoro got a few tweaks that players may not be happy with.

It seems all her sit-down stuns have been removed and replaced with a new non-recoverable bounding stun, hard to say how this'll turn out though. Her 6P+K reverted back 1.0, so it no longer has a stun added to guarantee the P follow-up (it wasm't a natural combo either way). I haven't see the mid sabaki used at all, which means that no one had found the input yet, so it doesn't look like its replacing an older move.

Her standing P seems to have gotten a slight buff, instead of being negative on hit, it appears it got a +2 on counter hit, which might make it slightly more useful when fishing.

Kokoro's 7P sabaki deflected all highs and special highs, but I don't know if it'll continue to apply in DOA5U, or if they moved to to simply deflecting punches.

None of Kokoro's throws (66T and Heichu 236 throw) seems to have been buffed or given offensive hold properties.

Essentially, it seems like the biggest changes Kokoro may have gotten were to her defense so that she could remain on the offensive a little better. She may have some new combos to work with too. Either way, the mid sabaki, if its capable of stopping many mids, would be a big boost to her defense and allow her to deal with a lot of pressure. Her tracking issues don't really seem all that big to me considering 6PP and 46PP were both pretty good at punishing steps.
the last hit of Kokoro's PPP seems to have been sped up by a few frames. (though i still don't know anyone that uses that string). and kokoro's has decent launchers it's just that they are all so slow! her fastest launcher has low combo potential due to it not launching that high and the recovery frames. she has 4P+K but that's about 24+ frames and she has 7K which is about 20+ frames. and i'm not even gonna talk about 9K as a launcher. you'd be better off just doing 4P if you're gonna launch with a high. i don't know the exact frames on her launchers at the moment so those were ballpark guesses. but i do know that people can slow escape out of all her launchers except 46P unless their in a counter/critical stun state.
 
oh. i was just stating that i won't be able to give character specific advice.


on another note has anyone heard about this "banning Alpha" stuff that's going on? i'm curious what is everyone's thoughts on this topic are. should she be banned or not?

Based on what was tested out so far at SJ, she does appear like she may possibly be stronger than her DOA5 incarnation with her new FLOAT K turning her 66P into a legit CB option. I'm not a huge fan of banning characters so early in a game's life or before it even releases, but ALPHA could very likely be a major threat in DOA5U. The problem is with how much money will be on the line at TFC (almost $10,000 in total for the 5U tourneys). The last thing we'd want is for everyone to have a pocket ALPHA. I play a bit of ALPHA but would never use her in a tourney because of her bullshit.

I'm definitely not against a preemptive ban for good measure.

Here's another vid of her played by Xcal.
 
there's just frames in DOA?! how can i tell them apart?
You don't.

Now, my previous statement wasn't backed by any particular evidence or decent thought. Now... well, she's broken as all hell. She beats everyone at their own game with less effort, and her 'bad on wake-up' weakness gives the other player only a slight chance of keeping her down. Mind you, we don't have 5U yet, so we don't really know what any of our characters can do. I would just induce a temp-ban on ALPHA for The Fall Classic on the grounds that she's a boss character and wait until we can dissect her data before fully enforcing the ban.
 
having a hard time getting past [3] 6PP in command training. i have like 0 idea what im doing wrong lol.

Take note that moves that begin with [3] actually denote "While Rising" moves such as Sarah's [3]~K~K. For these moves, try holding crouch, then release it while pressing the appropriate input buttons.
 
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