Characters UGS NoctTengu's Nyotengu Complete Combo Video

NoctTengu

Active Member
The long awaited Nyotengu combo video for many from NoctTengu is finally here. This is the most complete Nyotengu combo video you will ever see. Some know I've been working on this for a very long time and I'm happy to see it finally finished.

Since the day the Tengu Princess came to DOA5U Arcades, I've been studying and taking note of all info I find on her. Including combos. A little over a year ago, I just thought why not put part of that work into a video. I planned to include and had footage for uphill combos and pretty much the entire list redone for the Dangerzone stage, but I think we can all agree it wouldn't be very enjoyable to watch repeats of previous combos. This video shows every type of combo she can do (along with good options downhill) without repeating too many, too many times if it's not necessary.

All combos done by yours truly. Hope you enjoy.

Special thanks to YinCresent for helping out with the intro footage, my friends and followers for the support, and Team Ninja for creating the Tengu Princess.

Attack on Titan combos were also originally planned to be in this, but if you want to see those, check out my other video here:

 
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WAZAAAAA

Well-Known Member
I have a question.
Why would you include 5 combos from the same exact identical launcher on the same weight? Why not just keep best combo in the video and discard the weaker ones?
e.g. https://aww.moe/n7y9cu.mp4
why DOA combo videos do this? This has been haunting me for years
 
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DestructionBomb

Well-Known Member
Standard Donor
I have a question.
Why would you include 5 combos from the same exact identical launcher on the same weight? Why not just keep best combo in the video and discard the weaker ones?
e.g. https://aww.moe/n7y9cu.mp4
why DOA combo videos do this? This shit has been haunting me for years

I mean, some combos is still practical in dire situations. Akira for example has the 6KP into palm combo for max damage (best one), however the 3x knees into DLC (3H+KP466P+K) is lower damage (only by a short bit) but has way more pushback that may even net you a wall for more damage than the standard 6KP palm setup (landing it on small stages like the wrestling stage will almost guaranteed to net you a wall). Also the extra portion is that the 6KP into palm can be affected by slopes in the game which may cause it to whiff. The 3x knees into DLC isn't affected by slope at all except the really obvious ones like the Desert uphill.

Better to list them than nothing at all for people that have issues performing some, or ones that is more safe on them on the long run without dropping any. Damage is damage really, and it's important to inflict damage as long as you get the win.
 
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WAZAAAAA

Well-Known Member
I mean, some combos is still practical in dire situations. Akira for example has the 6KP into palm combo for max damage (best one), however the 3x knees into DLC (3H+KP466P+K) is lower damage (only by a short bit) but has way more pushback that may even net you a wall for more damage than the standard 6KP palm setup (landing it on small stages like the wrestling stage will almost guaranteed to net you a wall). Also the extra portion is that the 6KP into palm can be affected by slopes in the game which may cause it to whiff. The 3x knees into DLC isn't affected by slope at all except the really obvious ones like the Desert uphill.

Better to list them than nothing at all for people that have issues performing some, or ones that is more safe on them on the long run without dropping any. Damage is damage really, and it's important to inflict damage as long as you get the win.
You're describing Akira combos with different input execution difficulties and that's fine, but this is Nyotengu we're talking about, it's not like she has any execution lol. And all the combos in that example were performed against the same exact wall. If each combo displayed in the example was supposed to cover some kind of niche, then I have failed to understand what they were.
 

DestructionBomb

Well-Known Member
Standard Donor
You're describing Akira combos with different input execution difficulties and that's fine, but this is Nyotengu we're talking about, it's not like she has any execution lol. And all the combos in that example were performed against the same exact wall. If each combo displayed in the example was supposed to cover some kind of niche, then I have failed to understand what they were.

You are not incorrect on the execution part and I don't disagree with you, but I mentioned that one has more pushback than the other and the damage scaling is not too far off from between the two. I mean, if i'm dealing with the slope (which quite a few stages has that and even the minor ones affect 6KP palm) I'd prefer to use the other in that situation not because of execution, but because the damage will be more consistent on the long run there even if it's slightly weaker. If I'm in a moderate small stage like the gym or wrestling arena, I'd prefer to use the DLC since it's almost certain to net a wall every single time and more damage to boot from the splat ender. There could be many other reasons why one person prefer to use something here than the other. As for the same exact wall thing you are not wrong but hey, damage is damage and I see nothing wrong with it being different.

Kinda like Mai where I once thought her Air T isn't on priority when you can just wallsplat them for more damage with that pushback attack she has, but then people to start realize that there is floor environments or going for the kill. (Temple/Home/Lab floor damage). Some moves do not provide the highest priority output to these things but there is definitely beneficial use to them.

Here's one. Akira's parry:

Parry P > 214P > P > DLC = Same damage
Parry P > Knee > P > DLC = Same damage (more pushback for wall damage)

However when you do 214P near a wall, you can gain extra damage with another two jabs into low into a DLC for more damage than open space. So this makes the first one not entirely useless as one thought it would be.
 
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WAZAAAAA

Well-Known Member
You are not incorrect on the execution part and I don't disagree with you, but I mentioned that one has more pushback than the other and the damage scaling is not too far off from between the two. I mean, if i'm dealing with the slope (which quite a few stages has that and even the minor ones affect 6KP palm) I'd prefer to use the other in that situation not because of execution, but because the damage will be more consistent on the long run there even if it's slightly weaker. If I'm in a moderate small stage like the gym or wrestling arena, I'd prefer to use the DLC since it's almost certain to net a wall every single time and more damage to boot from the splat ender. There could be many other reasons why one person prefer to use something here than the other.

Kinda like Mai where I once thought her Air T isn't on priority when you can just wallsplat them for more damage with that pushback attack she has, but then people to start realize that there is floor environments or going for the kill. (Temple/Home/Lab floor damage). Some moves do not provide the highest priority output to these things but there is definitely beneficial use to them.

Here's one. Akira's parry:

Parry P > 214P > P > DLC = Same damage
Parry P > Knee > P > DLC = Same damage (more pushback for wall damage)

However when you do 214P near a wall, you can gain extra damage with another two jabs into low into a DLC for more damage than open space. So this makes the first one not entirely useless as one thought it would be.
I see what you're trying to say with the different environmental damage potential combos, I too change my juggles according to it, but bruh, the example. It was always the same wall. The same stage. The same floor. There was no electrified floor among those 5 combos, no need for big pushback, no cliffhanger, no danger zone, nothing.

You are right in your logic DB, but that logic is not used in most of the combo videos I see. How do you excuse this redundant shit? https://aww.moe/i8qii1.mp4 only the last combo is worth learning
 
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KasumiLover

xX_APO_Prince_Xx
Premium Donor
I see what you're trying to say with the different environmental damage potential combos, I too change my juggles according to it, but bruh, the example. It was always the same wall. The same stage. The same floor. There was no electrified floor among those 5 combos.

You are right in your logic DB, but that logic is not used in most of the combo videos I see. How do you excuse this redundant shit? https://aww.moe/i8qii1.mp4
It's his guide, and a great one at that. How about you let him the fuck alone, for once quit being an ass, if he felt that was the right thing to do then let him do it and quit whining.
 

Brute

Well-Known Member
Standard Donor
@WAZAAAAA Potentially different oki options as follow-ups. Even if they're all the same damage or input-skill on the same environment, the final hit used will leave different recovery frames for unholdables, force-techs, etc.

Other times they do it because some people think "new tech" is interesting even when it's useless.
 

WAZAAAAA

Well-Known Member
@WAZAAAAA Potentially different oki options as follow-ups. Even if they're all the same damage or input-skill on the same environment, the final hit used will leave different recovery frames for unholdables, force-techs, etc.

Other times they do it because some people think "new tech" is interesting even when it's useless.
I doubt that's the reason. The video has 0 force techs, 0 unholdables, and it doesn't display the frame advantage anywhere. Am I supposed to imagine them?
 

WAZAAAAA

Well-Known Member
Any of those five instances might inspire someone to try using those enders elsewhere or exploring more of the character in new unique ways.
k then let's say I'm making a Christie combo video to "explore more of the character in new unique ways". The followups from 8K will be these 5:
1) P
2) PP
3) PPP
4) PPPP
5) PPPP2P

Are the first 4 options better than #5 for damage? Okizeme? Tech Rolls? Unholdables? Environmental damage? Literally anything? No, they're all inefficient, a waste of time which should not exist in a combo video that tries to be helpful. And DOA combo videos are usually full of this waste for some reason.
 

iHajinShinobi

Well-Known Member
Standard Donor
@WAZAAAAA dude we get it, you don't like the video. Let's move on please? There are plenty of other people that will get value out of the video if they are learning how to get good damage with this character.
 

WAZAAAAA

Well-Known Member
@WAZAAAAA dude we get it, you don't like the video. Let's move on please? There are plenty of other people that will get value out of the video if they are learning how to get good damage with this character.
I'm probably looking like the bad ugly ogre in this thread, but I'm just trying to understand the logic used behind these videos. I just wish we could clone Emperor Cow to make real DOA combo videos for everyone, only then people would ACTUALLY get good lel.
 

Awesmic

Well-Known Member
Standard Donor
@WAZAAAAA: If I were in your shoes and my concerns about the video were genuine, I would've addressed my concerns on how he could improve on the video in private.
 

Brute

Well-Known Member
Standard Donor
I'm probably looking like the bad ugly ogre in this thread
Just dense.

Which is completely unnecessary because I know you understand the situation. You're just trying to spin things rhetorically in a way that was already shot down.
 
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