Codemaster92163
Well-Known Member
Here is the (constantly updated) list of changes made to Pai in DOA5U.
and now have the same blowback properties as , but they cannot wall-splat.
now has a stun that can be followed up with other hits (a high stun that leaves you in BT). It used to stun them, but not long enough for any follow up. The new stun is shakeable, but so large that every move from BT (even ) will hit on fastest SE. It also cannot be instantly countered out of, so it's a welcome addition.
Pai has regained an old move, . It is a mid punch, mid kick knockdown attack, which is a natural combo after the punch lands and can hit close to the ground, similar to Helena's It is moderately useful when wishing to end a combo and hit the opponent into the wall.
has a longer recovery, but is still only -5 on block. This nerf has left some of her old combos unusable, such as hitting a BT opponent with it and using > or . In addition, it counts as a bound if the second hit exceeds the max threshold, which is the only time the strings will connect. The bound is technically a buff, though there's not many situations where you'll be wanting to use it.
now has a bound property if used twice in a row or at the end of the stun threshold. The bound is relatively useless, as there are better launchers to take its place, and the combo after it is shaky at best.
its stun now has a shorter duration, which means it can no longer link into unless the opponent tries to counter.
MS now has a bound effect if the second hit exceeds the max threshold (though not the first hit), allowing you to follow up with and a small juggle. It's a welcome change since it used to hit them straight into the ground, negating any extra damage.
The second kick in is now a bound if the first kick misses. This is a pretty worthless bound, though.
Buffering is now more strict - > > has become more difficult, and inputting moves after ones with long recovery can sometime lead to no move coming out at all.
Moves such as that could crush highs and mids back in 5 now enter the complete crouch sooner. This applies to other moves like WR and MS
Damage now scales properly after launching an opponent by hitting their back after a Critical Burst. It used to drop to 40% on every hit type (N, CH, and HCH), but it now scales the same as it would had you hit their front. This makes her MS launch combo nearly as powerful as her launch combo, as it should be.
is now -1 on block, down from +1
Somewhere, her damage was reduced. Doing a CB combo in 5 and replicating it exactly in 5U on HCH, 5 points of damage were lost in translation. It's minimal, but still a change.
and now have the same blowback properties as , but they cannot wall-splat.
now has a stun that can be followed up with other hits (a high stun that leaves you in BT). It used to stun them, but not long enough for any follow up. The new stun is shakeable, but so large that every move from BT (even ) will hit on fastest SE. It also cannot be instantly countered out of, so it's a welcome addition.
Pai has regained an old move, . It is a mid punch, mid kick knockdown attack, which is a natural combo after the punch lands and can hit close to the ground, similar to Helena's It is moderately useful when wishing to end a combo and hit the opponent into the wall.
has a longer recovery, but is still only -5 on block. This nerf has left some of her old combos unusable, such as hitting a BT opponent with it and using > or . In addition, it counts as a bound if the second hit exceeds the max threshold, which is the only time the strings will connect. The bound is technically a buff, though there's not many situations where you'll be wanting to use it.
now has a bound property if used twice in a row or at the end of the stun threshold. The bound is relatively useless, as there are better launchers to take its place, and the combo after it is shaky at best.
its stun now has a shorter duration, which means it can no longer link into unless the opponent tries to counter.
MS now has a bound effect if the second hit exceeds the max threshold (though not the first hit), allowing you to follow up with and a small juggle. It's a welcome change since it used to hit them straight into the ground, negating any extra damage.
The second kick in is now a bound if the first kick misses. This is a pretty worthless bound, though.
Buffering is now more strict - > > has become more difficult, and inputting moves after ones with long recovery can sometime lead to no move coming out at all.
Moves such as that could crush highs and mids back in 5 now enter the complete crouch sooner. This applies to other moves like WR and MS
Damage now scales properly after launching an opponent by hitting their back after a Critical Burst. It used to drop to 40% on every hit type (N, CH, and HCH), but it now scales the same as it would had you hit their front. This makes her MS launch combo nearly as powerful as her launch combo, as it should be.
is now -1 on block, down from +1
Somewhere, her damage was reduced. Doing a CB combo in 5 and replicating it exactly in 5U on HCH, 5 points of damage were lost in translation. It's minimal, but still a change.
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