KING JAIMY
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  • Took Kula into training and her wall game is absolutely crazy, because the pushback on her 214K2K gets eliminated.
    Hold_Junkie93
    Hold_Junkie93
    that's what bothered me about that particular combo route. Could be remnants of her 2D design.
    DestructionBomb
    DestructionBomb
    @Hold_Junkie93 Somewhat yeah.

    Despite Kula not having huge damage potential (same with her previous games), her major priority had always been good jump ins, loops, and combo carry. In KOF it was the corner carry, DOA tried to come up with something similar so they gave her wall carry potential where she can zip the opponent across the stage.
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    DestructionBomb
    DestructionBomb
    You know who else had powerful wall carry? Naotora. Believe it or not, but Naotora also had this type of idea where even her moves on block has pushback against the opponent. Unfortunately Naotora was plagued with terrible keepout, stun advantage on certain hits were poor, and eventually suffered the Jann Lee/Hayate stigma where her moves are slightly more readable than others even if it isn't K strings.
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    I really enjoy creating DOA6 content, but there's only so much you can do with combo videos. I might start making Top 10 moves lists and explain a character's best tools in a video format. What do you guys think?
    People complaining about Forbidden Fortune and I'm sitting here thinking how stupid these Firecracker bounce combos are.
    DestructionBomb
    DestructionBomb
    Yeah it is extremely easy to setup combos in the firecracker lol, sometimes I purposely lure people into it and it's like holy.

    I'm neutral with the stages, but I do feel like china stage can get people killed at the bottom level in that far right corner.
    DOA is still my favorite game series. Yes, DOA6 has its flaws. Yes, TN has made questionable changes to the game. It's fair and healthy to critique the game because it stimulates growth and corrects mistakes. Despite all of that I still love the characters, aesthetics and the overall gameplay experience and that's something I've really started appreciating lately.
    How on earth am I supposed to play Kula? I did her command training and combo challenge and I still don't have a clue what I'm doing.
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    KING JAIMY
    KING JAIMY
    I just think ''cancel'' is such an odd term when there is nothing to cancel. You simply continue the string into a special move. Where is the cancel? Or it is some mechanic from KOF I'm missing?
    Hold_Junkie93
    Hold_Junkie93
    2D terms man. It might not feel that way, but think of the character just being in 3D space with DoA normal timing but cancels. Like Eileen in VF transitions to moves and stances. However, since you do alot of 236, 4123 then a button after particular attacks, it feels more like a cancel since in some cases, you're stopping one transition to another. I know Kula has more DoA like things like after freeze, you do.....
    Hold_Junkie93
    Hold_Junkie93
    9PK, 9KP, 214P, or her bound Kx3, depending on weight
    . thought I had found a force tech in dojo after freeze 9PK, Kx3, 9PP, 1P, 3H+K but my friend was able to delay tech during slide. I didn't do the combo challenge but are you doing or rather was it recommended to use, 9KP, 6PP, 214P as wall combo? Curious if everyone is doing the same kinda stuff.
    I've made up my mind and will buy both Mai and Kula for Xbox and PS4, but I'm mainly going to be focusing on Mai. I will learn Kula just so that I have an idea how to deal with her.
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    Hold_Junkie93
    Hold_Junkie93
    Am I the only one oddly interested in playing Kula?
    KING JAIMY
    KING JAIMY
    No, you aren't alone. There are a couple of people genuinely interested in learning Kula. She doesn't seem boring but I don't think she has the kind of playstyle that fits me. However, I'll make a definite judgement when I get the chance to try her out.
    I'm going to re-learn Mai when she comes out. Really not digging Kula though. I'm done with this loli fest.
    Does someone know on which frames 'Counter Hold' and ''Hi-Counter Hold' occur? I assume it has something to do with holding a move on the first few possible active frames. If someone knows the numbers behind them I'd be happy to absorb that knowledge.
    just_me
    just_me
    Haven't tested recently but from memory:

    Frames 1-3 is High Counter Hold (that's one more frame compared to DOA5)
    Frames 4-8 is Counter Hold
    rest is Normal Hold Dmg
    KING JAIMY
    KING JAIMY
    Thanks, I already thought it felt easier to perform high counter holds. The extra frame explains it well.
    Force_of_Nature
    Force_of_Nature
    Yeah, I always treat hi-counter holds as 3-frame holds. And of course i9-i18 is standard hold damage.
    Hello King Jaimy, if possible can you tell me Kasumi's unholdables please or at least some easy less situational ones? I need them for something I've been working on a while and I'll credit you for it since I'm not particularly good at finding them myself xD
    KING JAIMY
    KING JAIMY
    Most people end up searching for guard break unholdables because it creates win-win situations. They block it? You’re at plus frames. They don’t block it? You get free damage. I hope my explanation makes sense to you. If you have further questions, ask away. :)
    KING JAIMY
    KING JAIMY
    Also, basically any move can become an unholdable as long as you have the right setup for it. You mostly want to focus on moves that gives you plus frames when blocked. For example if you can find a way to make the second punch of Kasumi's 66PP unholdable (+ frames on block), that would be very neat as they either have to choose between blocking it (giving you frame advantage) or eating the stun.
    KasumiLover
    KasumiLover
    Thank you, definitely understand it alot better now!^.^
    As controversial as the topic of sidestep attacks costing meter is, I don't think it should've been TN's main attention point, at least not this early into the game's lifespan. There are still quite a few bugs that need fixing. Luckily some of them have been fixed, but not all of them.
    DOA6 is full of no-skill nonsense. Break Holds are completely dumb and should only be available when you're in Fatal Stun. They completely slow down the pace of the game.
    Force_of_Nature
    Force_of_Nature
    Holds in stun are still just a guess. It's not skill. BH's at least are an intelligent choice out of stun without slow escape, which helps get 2D-ish players into DOA6. Once the opponent has no meter left for BH's, you can fuck them up with your own pressure or BB~Cancel combos.
    KING JAIMY
    KING JAIMY
    Critical holds are based on skill if you can react to static strings with no mixups. That's why I said, sometimes it's a guess and sometimes it's a read. Whereas with Break Holds it's always zero skill.
    Force_of_Nature
    Force_of_Nature
    Then bait out the BH's and punish them. DOA6's system punishes autopiloting quite well. Critical holds are random guess unless the opponent does the same predictable shit every time.
    I think sidestep attacks costing meter can be justified by the fact that about 80% of the strikes are linear, non-tracking moves. Most characters simply can't deal with the absurdly strong sidestep. By lowering the incentive of using these attacks, they should be abused less often.
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    DestructionBomb
    DestructionBomb
    When did I say holding was bad? please re-read my posts again. Promoting bad gameplay is in discussion to the direction of the game's way of trying to balance. The shade was towards the heavy bias and optimism to the current balance but was never intentional towards you. I'm not "that" much of a douche. I only become that way if people do it to me, but you have not done that so I have no reason to do it to you.
    DestructionBomb
    DestructionBomb
    Anyways, topic done. Shows over.
    Coolcatn1kk1
    Coolcatn1kk1
    I feel like the topic of unholdables deserves further attention. I made an attempt explaining it to @Onryoki but it is a little difficult to explain without visual aid.
    Just found a setup to make Nyo's 6K unholdable at the wall! The amount of pressure this character has is crazy.
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