IGN Pro League DOA5 Pro Gaming Tournament

Game Over

Well-Known Member
I didn't even know he stopped playing it seriously. He was all gun ho about it for awhile.

Maybe he just didn't care as much after seeing how some members of the SC community were trying to screw him out of tournaments. Like, IIRC, there were certain tournaments near his area where the info was only known by an inner circle and withheld from the public until the VERY last minute in an attempt to have Rikuto NOT show up.

I can understand how someone can lose motivation seeing some shenanigans like that.

"You hate to see this kind of thing happen." -- Seth Killian
 

Rikuto

P-P-P-P-P-P-POWER!
i made the mistake of loading up skyrim. then diablo 3 came out. do the math. but yea i had no intention of going to anaheim until e3 popped up, then i was spending what little attention i had researching potential doa setups... scv just got backburned. im cool with the outcome.
 

DrDogg

Well-Known Member
^ What CW said!!

Plus, you seem to be forgetting that attacks that either lift, knock, or sweep the opponent off his/her feet cause stuns that CAN'T be held out of. So, in the situations you are talking about where the opponent is whiffing holds, you either THROW them, or you use an attack with a lift/sit/sweep stun so you get GUARANTEED damage (or frame advantage)!

This is incorrect. Right now there are only 4 stuns that universally can't be held out of, the two sit down stuns, the stumble back stun, and the Critical Burst stun. You can hold and/or slow escape out of every other stun with a few exceptions here and there. However, you can't hold out of normal frame advantage (guard break, normal hit that doesn't cause a critical stun, etc.).

There were a number of people who actually played the game early and for people to learn on the spot wasn't inhibited at all. I learned so much in 3-4 hours that a lot of people were quite surprised, but of course that depends on if the person knows what to learn and how to go about it so it's on a per person basis.

I tried to teach them all about the sit down stuns and Critical Burst. For the most part they ignored me and played it like DOA4. Kayane and Rikuto were the only exceptions to this. However, by the last day, Manny and Chosen1 had come around and were starting to play more like DOA5.

Even if it was constructive, it wouldn't make a difference anyway. I still don't see any single one of you answering my rather constructive questions in the E3 build about Christie in another thread while everyone else's questions are getting answered. If that's not insulting, I don't know what is.

As grap3 stated, I was away all weekend. However, to clarify, I have you on ignore. So... yeah. Although for the sake of providing additional info, I will try to view the "ignored replies" so I can answer your questions... like I just did.

Also, one of my write-ups (that's taking forver to go live on IGN) is about Christie.
 

Lei

Member
[/quote
I tried to teach them all about the sit down stuns and Critical Burst. For the most part they ignored me and played it like DOA4. Kayane and Rikuto were the only exceptions to this. However, by the last day, Manny and Chosen1 had come around and were starting to play more like DOA5.

On the one day I was there I tried to teach everyone as well. As well as movement now. Like when playing Manny and Swoozie I tried to focus on movement as much as possible and it threw them both off from the games I had with them. Hayabusa has a lot of mid step-able strings and kasumi doesn't have too great of tracking.
 

Game Over

Well-Known Member
This is incorrect. Right now there are only 4 stuns that universally can't be held out of, the two sit down stuns, the stumble back stun, and the Critical Burst stun. You can hold and/or slow escape out of every other stun with a few exceptions here and there. However, you can't hold out of normal frame advantage (guard break, normal hit that doesn't cause a critical stun, etc.).

It's cool that you clarified this.

What I recalled from from the bits of the E3 event I watched was that stuns that take the opponent off his/her feet could not be held out of (until they return to their feet in the animation?), and I kind of generalized it when replying to GFM (assuming more hold-free stuns would be in the final build). I am aware of the Critical Burst and sit-down stun types specifically being a part of this.

Question: Are lift stuns indeed in the game (as of this build)? I can't recall if I saw any in the midst of watching some of the matches. If so, are you indeed able to hold out of them?
 

DrDogg

Well-Known Member
[/quote

On the one day I was there I tried to teach everyone as well. As well as movement now. Like when playing Manny and Swoozie I tried to focus on movement as much as possible and it threw them both off from the games I had with them. Hayabusa has a lot of mid step-able strings and kasumi doesn't have too great of tracking.

Movement was better before they made 22_88 into the command sidestep, so I hope they change it back.

Question: Are lift stuns indeed in the game (as of this build)? I can't recall if I saw any in the midst of watching some of the matches. If so, are you indeed able to hold out of them?

Lift stuns are still in the game, but you can counter immediately.
 

DrDogg

Well-Known Member
So lift stuns like Hitomi's 9pk are no longer 2-n-1's like in the alpha?

I'd have to check. The lift stun is not a universal unholdable stun like the two sit down stuns. However, in some instances you can't counter. Hitomi's 9PK may be one of those instances.
 

Lei

Member
Movement was better before they made 22_88 into the command sidestep, so I hope they change it back.

Depends on who you ask, I wave dash constantly. Wavedashing and then stepping with p+g+k gives you taunt so you can't wavedash into step. with the 22_88, it gives me the freedom to tech from wavedashing.i personally think 22_88 should stay.
 

DrDogg

Well-Known Member
Depends on who you ask, I wave dash constantly. Wavedashing and then stepping with p+g+k gives you taunt so you can't wavedash into step. with the 22_88, it gives me the freedom to tech from wavedashing.i personally think 22_88 should stay.

How are you waving? If you're just doing 33 repeatedly, you'll get the 22 sidestep pretty frequently... which is a problem. It doesn't help that some attacks start with the 33 notation.

Also, some characters have a faster forward dash than wave dash. Did you try going to neutral before using a step out of WD?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Lift stuns are still in the game, but you can counter immediately.

Just wanted to comment that the feet touch the ground very fast in a lift stun. I heard Shimbori was shocked to see how fast you can hold out of a lift stun, so it might change by the final build.
 

EMPEROR_COW

Well-Known Member
Premium Donor
I suggested before to return POWERBLOW to what it was .. H+P+K
That way, in tag you get it replaced with TAG until your teammate dies then you get a POWERBLOW ..
Just like how NORMAL THROWS become TAG THROWS till the teammate dies.

In case of SIDESTEPS it stays the same as before, :8:H+P+K and :2:H+P+K. This will also make VF players feel right at home.

And when the opponent is in an AIR-JUGGLE state, the :8:H+P+K becomes the POUNCE TAG in the same way the game differentiates between GROUND THROW and AIR THROW.

I think this makes things alot more interesting in a sense. Think about it, That way the focus of TAG would be more launch and combo oriented. But when your teammate dies, you get a whole new threat. Its kinda like a comeback mechanic without actually being a comeback mechanic since POWERBLOWS are slow, unsafe and holdable.

Besides, theres really no point for powerblows if theres no dangerzones in tag. The main point of a Powerblow is positioning. And in TAG you can dish out more damage with a tag air juggle than a powerblow anyway!
 

EMPEROR_COW

Well-Known Member
Premium Donor
That wouldn't work for extending things on the ground though.

Why wouldn't it ?
Please explain
:4:or:6: H+P+K would still be offensive tags
:8:or:2: H+P+K would still be sidesteps
and H+P+K would still be tag

When the opponent is about to fall from an air juggle and while hes down. :8:H+P+K would be a pounce tag till they get up

And when the teammate dies you get a powerblow for H+P+K ..

Wheres the problem? its impossible to get an excecution error with these inputs.
 

Jefffcore

Well-Known Member
Tagging in cancels out the recovery of the move you used before tagging out, it would offer options that may not have been possible with one character alone. Guard breaks for example don't always have guaranteed follow ups, tagging out would offer some. Or if you stun reset on a wall, and tag.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Tagging in cancels out the recovery of the move you used before tagging out, it would offer options that may not have been possible with one character alone. Guard breaks for example don't always have guaranteed follow ups, tagging out would offer some. Or if you stun reset on a wall, and tag.

Yes, but thats always been how tag works .. and that has nothing to do with the inputs I mentioned.

I explained on the other thread how stupid it would be to do sit down stuns>tag cancel>power blow .... rinse-repeat. I can guarantee you its unescapable and unhodable in its current state.

But if you cant powerblow when you have 2 players alive, problem solved. and tag mode becomes more combo oriented, which is the main fun part of it.
All other setups are fine. Its how tag always was.
 

Jefffcore

Well-Known Member
I see what you're saying, I thought you wanted the tag button to be removed for PB's.

You're not going to just be able to get those stuns if you're playing someone good; you won't be able to repeat, you're going to have to mix it up. Guessing between launchers in DOA4 isn't much different, you just don't get a ridiculous amount of times to do it.
 
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