We are Fighters

DOA5LR Mai Shiranui DOA5 Last Round Gameplay Discussion

Discussion in 'Mai Shiranui' started by VirtuaKazama, Sep 12, 2016.

  1. Lulu

    Lulu Well-Known Member

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    I think he meant to say she's "Easier" to play. He said easy because I assume he thought we'd know what he meant.... which I did.

    Really I think you're both saying the samething....
     
    #221
  2. KasumiLover69

    KasumiLover69 Well-Known Member
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    I agree with what Hajin says, I just treat effort and ease to play differently. For example in my character pool I'd say Naotora is pretty easy to use but she takes alot of effort, patience to play, in comparison to Mai who's a but more deeper but has less effort required since she's very versatile
     
    #222
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  3. iHajinShinobi

    iHajinShinobi Well-Known Member
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    I know what he meant, lol. You missed the point.
     
    #223
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  4. Lulu

    Lulu Well-Known Member

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    Wasn't the point that some characters are harder to win with than others ?
     
    #224
  5. iHajinShinobi

    iHajinShinobi Well-Known Member
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    My point was to say it's not fair to say a character in a game such as DOA5 takes no effort to win with.
     
    #225
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  6. J.D.E.

    J.D.E. Well-Known Member
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    Anyone can win in the game. Just because you pick a top tier, it doesn't mean that you're guaranteed a win. Just because you pick a low tier doesn't mean you're guaranteed to lose. That's one misconception that a lot of people in the FGC have. Most people who try & play games for money or pick the strongest characters in the game are really not that good to really even do this type of thing. Some are, but when they lose, they'll just go to complaining again.

    Goes back to what I was saying earlier about putting in the work with a character that you're wanting to play here. The only way that you're going to get better is to play who you want to play to the very end even if it means losing. You have lose in order to learn. You can't just lose & then say "we'll this character doesn't suit me" or "I think this character isn't that good." when you've only been playing for so many months. Lke 1 to 3. It takes at least like 6 months or more on average (I did a research on this with some friends) before players actually start winning matches in events depending on the execution barrier entry of a character or how much time that a player puts into the game. This also stunts your growth, too because since you started working on that character & then decided on playing another, you're resetting yourself back to start from scratch. Basically, it'll take you longer to learn how to compete in the game when you should already have a character in the process. Then venture off later once you've learned how to win.

    Sometimes, people need to take a step back & realize how much time people put into these games. There's people who have been around playing these games for almost 2 decades lol. No jokes. A lot of them here in this community, the SF community, the MK community, anime communities, and the KOF community don't give themselves enough time. They expect to learn something within a short amount of time. If I lose, it's because I was outplayed & I need to put in the time to work at it. Like right now, I'm playing 4 games maximum because that's all I can handle. Tekken 7 will be the last main game & then I'm not learning anything else unless it's just a really good game that catch my interest. Injustice 2 looks nice, but I'm iffy on it. I also know that between the 2 characters that I'm deciding to main, I'm in for a long haul because they require execution & a great understanding of the game, but that's the beauty of it for me. I like the challenge. Plus, they're 2 of my favorite characters in the series. I personally don't just play to win. I play to improve each match.

    It doesn't work like that. Fighting games are like being committed to someone that you're married to. You have to stay invested & be willing to keep going. Use who you want to use & stop listening to everyone's opinion. Don't let them decide your character for you. You're not playing for them. You're the one who paid for the game. You're the one who has to fight for you. You're the one who has to ultimately commit to the character. Yeah I participate in tier & match up discussions, but just because my characters aren't the best or they may be mid to low tier, that doesn't mean that they're not solid or viable. The game mechanics in the game doesn't allow for that type of gap imo anyway.

    So, I think what Hajin is trying to say is don't say that & be careful with that rhetoric because it's dangerous. It indirectly insults players' gameplay of whoever they're using.

    Edit: I'll be in & out of FSD. If any of you see me on DOA on either Steam or PS4, I'll invite & we'll play some sets. Sorry for the long post. Just my opinion & what I felt should be said. :)
     
    #226
    Last edited: Mar 18, 2017
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  7. Lulu

    Lulu Well-Known Member

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    Well... I'm pretty sure he already knew that.... it was just the wrong choice of words.
     
    #227
  8. J.D.E.

    J.D.E. Well-Known Member
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    I love what she can do on wake up attacks, too. Still trying to figure out what she can do on mid wake ups besides 9P, but 6H+K, 8H+K, & 66K I use against the low wake ups.
     
    #228
    Last edited: Mar 19, 2017
  9. KasumiLover69

    KasumiLover69 Well-Known Member
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    I like to use her 9P~P+K against wake up kicks from a distance
     
    #229
  10. J.D.E.

    J.D.E. Well-Known Member
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    It's too risky imo. If you can do that, it's dope, but I'd rather use something that either has a follow up to it that you can cancel into or something that will keep me safe to make that next move. High risk/Reward scenario vs Safe situations that allows for entry to offense. Would rather force them to whiff with either 9P (up close), backdash & then whiff punish with 3K, 4P, 66P, 66K,or a running throw.

    I 9P-P+K when they're least to expecting it. Like in sparring moments.
     
    #230
    Last edited: Mar 19, 2017
  11. SilverForte

    SilverForte Well-Known Member

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    Regarding ease of use. For Doa especially, at a high level no char is outright "Easy" to use. This pretty much applies to every fighting game but especially here. Doa is well balanced overall, some people may not agree, but a low tier in this game, compared to say like, Blazblue, is really good.
     
    #231
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  12. J.D.E.

    J.D.E. Well-Known Member
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    Don't think DOA's mechanics allow for such lopsided balance.
     
    #232
  13. GreatDarkHero

    GreatDarkHero Well-Known Member
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    It's quite rewarding to play the keep out game with Mai. Her reach and counter pokes suit her well when players trying to go in with strings while they are trying to avoid her Kachousen.
     
    #233
  14. GreatDarkHero

    GreatDarkHero Well-Known Member
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    I wonder if there are some A-Cho videos where we can also see how the Japanese handle Mai in her game play.
    Mai would usually to set up counters hits or use one of her slower moves to put the opponent into stun. Her juggle damage after a simple stun-launch is quite helpful here. The opponent would be forced to guess between K+H, 3P+K, or 8K. Getting a hi-counter 236T is also a giving in case the opponent is holding too much...
     
    #234
  15. SilverForte

    SilverForte Well-Known Member

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    I didn't know a-cho put up doa, I will have to check.
     
    #235
  16. J.D.E.

    J.D.E. Well-Known Member
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    You guys said that 6K "was useless." It's not useless. 3K & 6K have similar animations. If you use 3K (-7), they'll go for the 5T & you have to throw break it. 6K gives them something to think about despite the advantage from it on hit since it's safe & can't be thrown whatsoever. You use to force them to neutral grab & then whiff punish them for it. So when they try looking for 6K again, then you can go to 3K after they're conditioned to not attack afterwards. It's a frustration tool.

    Edit: I've been really busy with school trying to finish. That's why you haven't heard much from me.
     
    #236
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  17. GreatDarkHero

    GreatDarkHero Well-Known Member
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    I have been using 6K a lot more lately. It is helpful for pushing the opponent back a distance and because the range on it was still good.
     
    #237
  18. SilverForte

    SilverForte Well-Known Member

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    6k is a decent counter poke and a "Reset" of sorts. As it always leaves you +3 on hit, so it can confuse the opponent if they were expecting something else.
     
    #238
  19. iHajinShinobi

    iHajinShinobi Well-Known Member
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    6K is +4 on hit. I also don't think 3K and 6K look similar at all. Animations are clearly very different and almost instant, actually.
     
    #239
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  20. GreatDarkHero

    GreatDarkHero Well-Known Member
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    Plus, after 6K, there is a chance that the opponent may trying to do something else. You force a whiff out of the opponent and go for damage that way. Either that, or you can read an attack and check the opponent 6P or another mid kick to counter hit the opponent. People really should not underestimate the usability of these moves. If the opponent does nothing then it is okay. You still made a gap between yourself and the opppnent allowing for some lead way.
     
    #240

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