Search results

  1. K

    Did they nerf juggles in DOA6?

    Was this done to compensate for the stun-launch height being readjusted to DOA3 standards, where the launch height no longer depends on the stun threshold? In DOA5, IIRC, all strikes to a juggled opponent dealt 40% damage, no matter how long the juggle was. In DOA6, looking at the Move Details...
  2. K

    Meter: Yay or nay?

    DOA6's most controversial mechanic: the oh-so-popular meter (Break Guage) that's in basically every modern fighting game at this point. It introduces two new offensive options: the Fatal Rush (basically mash S for an unholdable stun if you don't have meter), and the Break Blow (a sabaki that...
  3. K

    DOA5LR Mastering Shiranui-Style Ninjutsu - Mai Shiranui Combo Thread

    Do you mean 214P+K? 4P+K is her Power Blow.
  4. K

    DOA5LR Mastering Shiranui-Style Ninjutsu - Mai Shiranui Combo Thread

    On mids, 66PP236K is very consistent no matter the launch height unless its CL3. On lights, I find that I have to do 3P > 6PKP for consistent damage. Otherwise, 3PK works like a charm on all weights.
  5. K

    DOA5LR Mai Shiranui DOA5 Last Round Gameplay Discussion

    So true. Even when the moves show up as 7P 8P still freaking comes out. I hate it for that reason alone/
  6. K

    DOA5LR Mastering Shiranui-Style Ninjutsu - Mai Shiranui Combo Thread

    Oh, I see. That's a shame that max threshold makes damage worse haha. After CB, I find that this combo is the most practical for oki. CB! > 214P+K > 6PP~236K It does just one point less damage than 8K > 6PP~214P > 6PKP but with the above, you have the option of running up to them (you're left...
  7. K

    DOA5LR Mai Shiranui DOA5 Last Round Gameplay Discussion

    Also one more thing - Kachousen can extend stun even after reaching max threshold or a CB for some reason. It doesn't cause a knockdown or a reset, but any follow-up move will.
  8. K

    DOA5LR Mai Shiranui DOA5 Last Round Gameplay Discussion

    Just something I noticed messing around in the lab. Ryuuenbu (214P) and Hissatsu (236K) both do more damage as cancels and standalone moves than they do in-string. Not sure if this is true for the rest of the DOA cast, but for Mai, yeah. Ryuuenbu's damage on NH while opponent is standing is...
  9. K

    DOA5LR Mastering Shiranui-Style Ninjutsu - Mai Shiranui Combo Thread

    Found a more damaging one by 5 points on CH. :8::K: > :6::P::P::~::214::P: > :P::P::P::P: Also works on mids but only from CLOSED STANCE. After :214::P::+::K:, :6::P::P::~::236::K: does more damage.
  10. K

    DOA5LR Mai Shiranui DOA5LR Discussion - Guest from FF/KOF series

    At least you guys don't live in Australia. She cost me like $12 lmao
  11. K

    Nioh General Discussion

    I've never played a Souls game, but this is just way too hard. 1-hit kills are absurd, there is no tutorial (you're supposed to figure it out yourself?), dodging takes stamina, why the f is there even a stamina bar, and there's no point in having a health bar if you're just going to die in 1-2...
  12. K

    DOA5LR - Off Bounds Glitch (Azuchi) -Ver.1.5-

    Woah, TN put a lot of effort in designing the stage. Wow. It looks like something straight out of Ni-Oh or the older Ninja Gaiden.
  13. K

    Please buff Marie Rose

    It's not Marie's hop that needs to be nerfed - it's the regular SS that needs to be buffed. Too often I will SS a linear move only to be CH by a linear followup. Tracking in this game is a joke since linear moves retrack all the time. And to clarify, Minuet is a FSD move, like Christie's...
  14. K

    DOA5LR "I'll Try My Best!"Naotora Ii Gameplay Discussion

    Okay, Naotora's strengths and weaknesses so far? + Great juggle damage (even on heavies) + A good reason to actually use your PL + Quick launchers (H+K launches on NH, is i15, a mid kick and has low crush frames) + Great whiff punishment (6K is your main tool for getting in - excellent range...
  15. K

    Characters "Sorry sorry sorry!" Naotora Ii Official Combo Thread

    @Nikotsumi seriously, great work, man! Awesome video! Will definitely be updating the thread later. :D
  16. K

    DOA5LR "I'll Try My Best!"Naotora Ii Gameplay Discussion

    Well, she's really easy to hold. Also, anyone can interrupt her 6K string and get a free Hi Counter Hit since most of 6K's string has jump frames.
  17. K

    Naotora's 66P should be 236P instead.

    Naotora's 66P should be 236P instead.
  18. K

    DOA5LR "For the Ii Clan!" Naotora Ii official General Discussion

    She can't really delay her kicks all that much though. At least not in the way some very string-heavy characters like Christie, Hitomi, Kasumi or Eliot can. And almost every character can play the string delay free cancel game, so it's definitely not one of her strengths since her ability to do...
  19. K

    DOA5LR "I'll Try My Best!"Naotora Ii Gameplay Discussion

    Tracking low that crushes highs and stuns on hit. Also an in-string mixup. Most lows are unsafe except for 2Ps. Still not as bad as Hitomi's which is -17 even though it doesn't crush lows and can be SE-ed to be -1 on hit. That doesn't make sense.
  20. K

    DOA5LR "I'll Try My Best!"Naotora Ii Gameplay Discussion

    It's -11 on fastest SE though. Yup. -11. It's throw punishable ON HIT if you don't hit the last K and the opponent stagger escapes. KKK6KK, the in-string variant, on the other hand, is more useful for me since the travel distance equals to extra wall damage almost every time on small-medium...
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top