Dead or Alive 5 Ultimate General Discussion

Status
Not open for further replies.

Brute

Well-Known Member
Standard Donor
by hayashi, you can customize BGM among DOA2U, DOA3 and DOA4. they put all BGM in DOA5UT.
Excellent.

total hp : 270 > 300 (return to 1.02)
Bad.

hold damage increased
(especially at Counter and Hi-Counter and char who weak hold damage (like Lig) hold damege increased)
Bad.

low hold recovery frame increased to 40F
Good.

many force tech has removed
Good.

online lobby environment
Good.

1. now oboro chaged to normal 12F Throw. 17F 67dmg to 12F 68dmg
Oh, awesome. Just keep buffing that stupidly powerful throw on a speed/strike based character in both damage and execution frames. Excellent work.

The ninjas were "given" the teleport techniques as well, and its not something normal people can do, .
Says who?
 

Tenryuga

Well-Known Member
This better not turn into DOA4 without the spectacular ground game and force tech mechanics.

Brute
I'll let your statement slide since you don't play Kasumi so you may not know what she does or does not need. As Kasumi is right now her hoshinpo dash is extremely weak to sidestep. The way Oboro is from her hoshinpo dash it doesn't even catch steppers and she ends up getting hi counterblown for trying to do it on them. Since they didn't give her a faster alternative grab from that dash speeding up Oboro is fair. The damage increase is unnecessary though and Hayate's Raijin better be like 80 points of damage if Kasumi can get 68 points for no work at all.
 

miyodarius

Active Member
ya'll are a bunch of debbie downers. DOA5U sounds great. the main thing people (and I) have been asking for is setting the BGM and 2 vs 2, and we got it.
 

KwonJigglypuff

Well-Known Member
Kwon This is Kasumi's "new" move. MASTER confirmed it for me @5:38


Just saw this on Master's thread. That's great news! This move looks really cool. I wish they finally gave Kasumi her wall oboro from DOA4 trailer..

What other moves would you guys see back in DOA5U?
Personally, I miss Helena's 4P+K from DOA2U/DOA3... and some players miss her PP2KP too.
I also miss Lei Fang's 6P+KP, the way it made the ennemy fly and roll was nice...

I've always loved force techs. I wonder which characters will keep them..
 

Keved

Well-Known Member
So wait, is it confirmed that we can actually use BGM from DOA2U, DOA3 & DOA4 in Ultimate!?? If so I am going to be playing Lei Fangs grand style theme in every stage. Also, does this apply to the Aerosmith tunes in the menu screens of past DOA's as well? That would be so brilliant using Aerosmiths Nine Lives or Dream On during the character select screen.

ホールドのダメージアップ。
Google translate: Damage up the hold.

114.gif


:D CHECK THIS FUCKIN SHIT OUT.


177.gif
 

Brute

Well-Known Member
Standard Donor
I'll let your statement slide since you don't play Kasumi so you may not know what she does or does not need. As Kasumi is right now her hoshinpo dash is extremely weak to sidestep. The way Oboro is from her hoshinpo dash it doesn't even catch steppers and she ends up getting hi counterblown for trying to do it on them. Since they didn't give her a faster alternative grab from that dash speeding up Oboro is fair. The damage increase is unnecessary though and Hayate's Raijin better be like 80 points of damage if Kasumi can get 68 points for no work at all.
Correct me if I'm wrong, but can't you just enter it from 33T? At 12 frames I'm looking at it as a HiC throw (aka: hold punish as 33T). In that sense, it has the same execution frames, only a few points less damage and sans combo inputs compared to the Izuna Otoshi. Maybe if Ryu's striking was on par with Kasumi's I'd be fine with her throws being nearly comparable to his but since they're not... yeah.
 

Brute

Well-Known Member
Standard Donor
KwonJigglypuff Kasumi can already do a wall oboro with the opponent against the wall. Also, you can do more damage with Kasumi's 12 frame 236T than you can with 33T
But that requires juggling (ie: effort). You need to know spacing, combos, character weight etc. to maximize that. 33T gives you free, instant damage.
 

Zeo

Well-Known Member
The changes are a bit unnecessary. But the counter damage increase won't be that big of a deal if health is being increased when you think about. It'll probably be virtually the same.

The music is epic and force teching was mostly just Helena's gameplan. Didn't need to be removed I'll admit though, it's a step backwards if we aren't reverting to the DOA2/3 system.


But that requires juggling (ie: effort). You need to know spacing, combos, character weight etc. to maximize that. 33T gives you free, instant damage.
Isn't this just basically her DOA2/3 versions of the throw now? Pretty sure those did insane damage as well.
 

Tenryuga

Well-Known Member
Correct me if I'm wrong, but can't you just enter it from 33T? At 12 frames I'm looking at it as a HiC throw (aka: hold punish as 33T). In that sense, it has the same execution frames, only a few points less damage and sans combo inputs compared to the Izuna Otoshi. Maybe if Ryu's striking was on par with Kasumi's I'd be fine with her throws being nearly comparable to his but since they're not... yeah.

you can but I'm not refering to a hold punish scenario. I'm talking in a scenario where kasumi gets a guard break and teleports. Her options are high P, mid k, mid p and Oboro from that teleport. If the opponent decides to sidestep and attack all options lose. The options TN had to fix this were to either give her a faster throw from hoshinpo teleport, give her a tracking strike from it, or speed up Oboro. They went with option 3.
 

Brute

Well-Known Member
Standard Donor
The music is epic and force teching was mostly just Helena's gameplan. Didn't need to be removed I'll admit though, it's a step backwards if we aren't reverting to the DOA2/3 system.
I don't think it's being removed. It's just that certain moves' force tech properties have been removed. So certain moves will no logner force tech.

you can but I'm not refering to a hold punish scenario.
I am. That's one of the strongest ways the move can be used. Altering the move for your scenario also alters it for this one in a way that is (in my personal opinion) disproportionate.
 

Nightpup

Well-Known Member
Correct me if I'm wrong, but can't you just enter it from 33T? At 12 frames I'm looking at it as a HiC throw (aka: hold punish as 33T). In that sense, it has the same execution frames, only a few points less damage and sans combo inputs compared to the Izuna Otoshi. Maybe if Ryu's striking was on par with Kasumi's I'd be fine with her throws being nearly comparable to his but since they're not... yeah.

IMO her Oboro should only be a 17 frame grab during Hoshinpo; that way people can react to the mixup. I'm glad they returned it to being 12 frames again but it shouldn't be that way during hoshinpo. It's a scary mixup in DOA4, and will be just as scary in this now.
 
Status
Not open for further replies.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top