doa5u impressions thread

phoenix1985gr

Active Member
Rachel seems to have alot of things that people would want in the game, generally safe moves, guaranteed force techs, that tattoo down there with her alt (okay, that's just me). If they're going to be doing any gameplay tweaks down the line, then they should give these to more characters (and not take them away).


As much as i agree with this we all know that when patch time comes she will be nerfed... I mean reading through most characters sub forums all i see are nerfs from their vanilla counterparts excluding the new features and moves, all the "tweaks" on pre existing moves where made either unsafe or lose the good hit status they gave gor some guarranteed dmg
 

MasterHavik

Well-Known Member
As much as i agree with this we all know that when patch time comes she will be nerfed... I mean reading through most characters sub forums all i see are nerfs from their vanilla counterparts excluding the new features and moves, all the "tweaks" on pre existing moves where made either unsafe or lose the good hit status they gave gor some guarranteed dmg
yup i'm hearing k1/2kkkkk with zack lost it force tech ability.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
-Well, from my time with the game, Team Ninja was not lying when they said that this was not just a mere update where they could just patch it to Vanilla 5. The game feels totally different(kinda brand new). The characters hit harder now, are faster, animation was slightly revamped, tweaked Side stepping, techrolling, higher launch heights...Just too much to list. The game definitely feel solid where Vanilla 5 felt like it was there but missing something.

EDIT:
-Even the graphics was updated as well. You can see more polish overall!
 

virtuaPAI

I am the reason why you are here!!!
Staff member
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how many start up frames is the sidestep now?
-The start up is 13 frames. Damn, I wish I had all this damn info when I was breaking down DOA3 back in the day...shit I had to do some grueling ass work to get that info out their back than.
 

MasterHavik

Well-Known Member
LOl damn pai. well folks..you guys know how i ahve felt about DOA5 in the past...I finally got 5u today...and i fucking lvoe this game. Zack got hell of a lot better. the bounds and the spinning animations aren't bad and i can do myself. And the game feels more complete. Still need to figure out how to work bounds into my game. But the game is smoother.
 

Tulkas

Well-Known Member
Premium Donor
-Well, from my time with the game, Team Ninja was not lying when they said that this was not just a mere update where they could just patch it to Vanilla 5. The game feels totally different(kinda brand new). The characters hit harder now, are faster, animation was slightly revamped, tweaked Side stepping, techrolling, higher launch heights...Just too much to list. The game definitely feel solid where Vanilla 5 felt like it was there but missing something.

EDIT:
-Even the graphics was updated as well. You can see more polish overall!
I've noticed better graphics since my first play of 5U.

@virtuaPAI, please explain SS changes... Or post URL if it's already explained in other thread... Thanks in advance.
 

Xernuht

Well-Known Member
My only gripe is with the skidding knockdown setups in the combo challenges. Every damn time I try one, Kasumi's already halfway across the screen (minor exaggeration there) by the time I try a follow-up.
 

MasterHavik

Well-Known Member
My only gripe is with the skidding knockdown setups in the combo challenges. Every damn time I try one, Kasumi's already halfway across the screen (minor exaggeration there) by the time I try a follow-up.
you gotta dash up for those.
 

CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor
So for 'Busa, I have to 666P, dash, crouch, then H+K?

*sigh* Okay, screw that, if anyone needs me, I'll be double-jumping with Momiji.
Since you haven't gotten a straight answer on your question for the challenge, yes, you do. But not the way you described thanks to the range on the follow up. Just do 666p, crouch dash quickly, then hit H+K. It'll connect quite easily.
 

Brute

Well-Known Member
Standard Donor
Speaking of the slippy-slide challenges, I'm having trouble with Rachel's :6::P::P::P: :7::K: :6::P::K::P:
The final string never connects. She just slides too damn far. And if I try to run to her, 6P changes to while running P.
All her others are pitifully easy, too, so this one is kinda buggin' me. Anyone have any tips on it?
 

CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor
Yeah no problem. It's just the buffering system being awesome again that makes it tricky.
 

MasterHavik

Well-Known Member
hmm...well this damage nerf didn't hurt Zack unlike other characters. I can still hit like a truck on CH and I can get over 100 on NH.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
LOl damn pai. well folks..you guys know how i ahve felt about DOA5 in the past...I finally got 5u today...and i fucking lvoe this game. Zack got hell of a lot better. the bounds and the spinning animations aren't bad and i can do myself. And the game feels more complete. Still need to figure out how to work bounds into my game. But the game is smoother.
-I swear some of the new stuff was awkward as hell to look at. DOA was never about having extended VF style animations to show off a character truly being hurt(Except for stuns). Now, I love all of it. Pretty much visual indications of having the ability to follow-up with something. With Tina, I am implementing flops into her mix-up game, as well as her "Drunken Stagger"...don't remember what Dr.Dogg renamed them lol, as well as her Limbo stun. The Ground game is shit loads better now. Grounded players must know which direction they can tech in now, whether or not they can use wake up attacks. Must they rise and guard/hold/step etc. The offensive player now have tools to control his opponents options!....GOD I missed having all of these guaranteed situations and Nitaku situations available to me again.

I've noticed better graphics since my first play of 5U.

@virtuaPAI, please explain SS changes... Or post URL if it's already explained in other thread... Thanks in advance.
-Well overall movement is not as strict tight as Vanilla 5. I noticed Side Stepping certain strikes will result in a longer step(a la 3.1). Combining Free Step~Side Step improves overall evasion more so than Vanilla 5. Don't get me wrong, strings still track like Vanilla 5...but outside of That Side stepping is Beautiful.
 

MasterHavik

Well-Known Member
-I swear some of the new stuff was awkward as hell to look at. DOA was never about having extended VF style animations to show off a character truly being hurt(Except for stuns). Now, I love all of it. Pretty much visual indications of having the ability to follow-up with something. With Tina, I am implementing flops into her mix-up game, as well as her "Drunken Stagger"...don't remember what Dr.Dogg renamed them lol, as well as her Limbo stun. The Ground game is shit loads better now. Grounded players must know which direction they can tech in now, whether or not they can use wake up attacks. Must they rise and guard/hold/step etc. The offensive player now have tools to control his opponents options!....GOD I missed having all of these guaranteed situations and Nitaku situations available to me again.
power lanuchers are worthless, but i'm really liking my 3pp bound with zack. i wish tn would give him his 4H+K bound back since the move is useless as a sitdown stun.
 
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