DOA5U ~Team BEST~ DOA5U Training on PSN/XBL

StrikerSashi

Well-Known Member
Premium Donor
Ah, I wanted to get in this for the next one, but I get off work at 6 Eastern, which is when it starts. =[ How long do these usually last?
 

Kohlrak

Well-Known Member
Ah, I wanted to get in this for the next one, but I get off work at 6 Eastern, which is when it starts. =[ How long do these usually last?

I'm in the same boat as you. It's 6:30 before i get home, then almost 7 before i can join. I'll join you if you want, but you're probably better than me.
 

Kohlrak

Well-Known Member
I'm terrible at this game.

Well, don't rely on the in game tutorial. I'm loosing my cool at it, because the input thing even says i'm hitting the right buttons, but it's not doing the strikes. Or, i'll hit the right buttons, it does the right strikes, all hits hit, but it still doesn't count it. At the end of each lesson i'm asking myself what i learned, and i end up saying nothing. It's teaching the right things, but the material sucks and it doesn't do anything for rention. Now i gotta do something against a resisting opponent that was like 5 lessons ago and i don't even remember how to do it.

Anyway, striker, this group is helping me quite a bit, but i do have 1 major annoying weakness that i'm going to have to stop putting off.

Is the information at http://www.freestepdodge.com/wiki/kokoro-frame-data-doa5u/ up to date with 1.05? Those of you who've played Kokoro longer should know what changed to know whether or not it's up to date, i'd just be running up and down flight of steps for about half an hour just to test tall them myself. Or is there a more reliable source of frame data out there that's up to date?
 

Commmanda Panda

Active Member
Well, don't rely on the in game tutorial. I'm loosing my cool at it, because the input thing even says i'm hitting the right buttons, but it's not doing the strikes. Or, i'll hit the right buttons, it does the right strikes, all hits hit, but it still doesn't count it. At the end of each lesson i'm asking myself what i learned, and i end up saying nothing. It's teaching the right things, but the material sucks and it doesn't do anything for rention. Now i gotta do something against a resisting opponent that was like 5 lessons ago and i don't even remember how to do it.
do you have the specific section that you are having problems on?

Is the information at http://www.freestepdodge.com/wiki/kokoro-frame-data-doa5u/ up to date with 1.05? Those of you who've played Kokoro longer should know what changed to know whether or not it's up to date, i'd just be running up and down flight of steps for about half an hour just to test tall them myself. Or is there a more reliable source of frame data out there that's up to date?

I've been taking note of her frame data myself in game and i'll check later if it is the same as what is post there. I'll probably look to change the stuff that needs to be updated
 

Kohlrak

Well-Known Member
I've been taking note of her frame data myself in game and i'll check later if it is the same as what is post there. I'll probably look to change the stuff that needs to be updated

Awesome, thanks. I'm starting to think that, right now, frame data would greatly assist in all the characters. The problem is, they keep updating and changing it.
 

StrikerSashi

Well-Known Member
Premium Donor
Nope, I did those when I had a 40C fever like a month before 5U came out. No major changes except 66P+K though.

EDIT: Honest, I'd recommend someone just do it over. I'm pretty sure a lot of those stun names are wrong 'cause I couldn't find standardized names for half the stun types so I just put whatever in. Remember, 40C fever. :v
 
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Kohlrak

Well-Known Member
Not having frame data in an accessible way makes it hard to plan ahead what moves you want to use, because you gotta spend alot of time doing the same move under different conditions just to see if you even want to use it or not. And you could easily miss Sabaki and things like that.
 

StrikerSashi

Well-Known Member
Premium Donor
Oh, I didn't mean it as, "Nope, frame data is useless." I meant it as, "Nope, it's not up to date."

EDIT: Oh, apparently it was after 5U dropped, but right after. Still outdated though.
 

Kohlrak

Well-Known Member
Outdated means unreliable. A given attack might not even be a viable option anymore if it changed too much. is there an accurate and complete changelog that we could use just to bring it up to date? Doing framedata for 1 character like that is alot of work. You can't look at the characters to figure it out, as Kokoro's jab is alot faster than it looks.
 

iHajinShinobi

Well-Known Member
Standard Donor
You can always make use out of the Move Details in-game, Kohlrak. That's what everyone is using to compile the frame data anyway.
 

Kohlrak

Well-Known Member
I'm gonna do Kokoro's frame data from scratch later if it's not too much work for one sitting. What kind of information should i be writing down other than what's provided?

edit:
You can always make use out of the Move Details in-game, Kohlrak. That's what everyone is using to compile the frame data anyway.

I'm afraid it might be horribly inefficient. There's alot of people online who are fairly proficient, and i can't imagine they're all doing it that way, especially since the most efficient way of going about this is going to be a major tree killer.
 

iHajinShinobi

Well-Known Member
Standard Donor
Move Details is not inefficient by any means, it's how I know what I know and what I want/should be using. Also, most who play online do not read frame data lol.
 

Tenryuga

Well-Known Member
I'm gonna do Kokoro's frame data from scratch later if it's not too much work for one sitting. What kind of information should i be writing down other than what's provided?

edit:


I'm afraid it might be horribly inefficient. There's alot of people online who are fairly proficient, and i can't imagine they're all doing it that way, especially since the most efficient way of going about this is going to be a major tree killer.

Just link the data to the animation. Instead of Kokoro's 4P+K is -19(I don't know what it actually is) just think of it as "Kokoro's uppercut is punishable." really this is all you need to gather from most things: Is it punishable? is it safe? is it advantage/disadvantage? how much advantage/disadvantage? Then memorize what your options are in the situation. For example I may not remember how unsafe Kokoro's 4P+K is but at the very least I know I can get a 6T.

When looking at the data for strings you don't need to remember the data for each hit of the string. Just keep in mind the data for the first hit, string enders and moves with -6 or more mid string as well as anything that is advantage. The reason you do this is so you have an idea on what strings are punishable and when to try to counter-poke somebody. As an example I don't know how much disadvantage Kokoro's 6PP is on block but I remember it as -8. Disregarding the number I should just know that when I block that high hook I should consider retaliating in some form.

The most important thing to know for every character are their initial poke speeds as these are generally the fastest pokes they have.
 
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StrikerSashi

Well-Known Member
Premium Donor
Yeah, I just learned from move detail too. It's not you need to memorize everything to be decent, too. Like I may know that Kokoro's 6PPP is -3, but I sure as hell don't know what 9K is.
 

Kohlrak

Well-Known Member
Move Details is not inefficient by any means, it's how I know what I know and what I want/should be using.

The most efficient method is to look at a list of all the strings (not just command training) and to write down each one then write down each part that leads up to the end of the string and write down all details surrounding that down on paper. Then, if you want to do anything else with it like sorting and such, you need to then move the information onto a computer, and OCR technology still sucks. Sure, frame data itself isn't inefficient, but gathering framedata is by far. If you're really lucky, you can cut this time in half if there is a really obvious pattern to the amount of disadvantage frames on block. Worse yet, to know how to fight everyone else, you need to do this for every character.

Also, most who play online do not read frame data lol.

And the fact that they're fairly proficient tells me that there's something obvious i'm totally missing.

Just link the data to the animation. Instead of Kokoro's 4P+K is -19(I don't know what it actually is) just think of it as "Kokoro's uppercut is punishable." really this is all you need to gather from most things: Is it punishable? is it safe? is it advantage/disadvantage? how much advantage/disadvantage? Then memorize what your options are in the situation. For example I may not remember how unsafe Kokoro's 4P+K is but at the very least I know I can get a 6T.

When looking at the data for strings you don't need to remember the data for each hit of the string. Just keep in mind the data for the first hit, string enders and moves with -6 or more mid string as well as anything that is advantage. The reason you do this is so you have an idea on what strings are punishable and when to try to counter-poke somebody. As an example I don't know how much disadvantage Kokoro's 6PP is on block but I remember it as -8. Disregarding the number I should just know that when I block that high hook I should consider retaliating in some form.

The most important thing to know for every character are their initial poke speeds as these are generally the fastest pokes they have.

Well, the mind frame i have now is that my primary concern is how to get stuns as quickly as possible so i can go ahead and launch. I highly doubt that i can sit here and poke all day. You showed me that the frame data matters, though. I'm hoping that there is a more efficient method than sitting there and trying every single combination just to see what causes what stun, if any, and how many frames it is, as well as if it has any special attributes like Sabaki or guard break. Maybe there's something obnoxiously obvious that i'm missing.
 
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