KING JAIMY
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  • 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.
    • Like
    Reactions: KasumiLover
    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.
    Brute
    Brute
    You said "Tenfu P+K [..] is unsafe," meaning if it's guarded, it can be punished. That's what "unsafe" means. "Anticipate it and sidestep it" does not make it unsafe. By that logic, all slow /telegraphed moves are unsafe because you can just react to them and hold/SS/whatever them away. That's just not what unsafe means.
    Brute
    Brute
    Furthermore, a sidestep won't always lead to guaranteed punishment against Tenfu P+K. Various ranges will cause a SS attack to whiff.

    As for "you do not compare their fighting style," you were literally comparing their fighting styles when you said that Tina doesn't rely on strikes and Kasumi doesn't rely on HiC throws, implying that Tina has stronger throws and Kasumi has stronger strikes.
    Force_of_Nature
    Force_of_Nature
    I've always said Nyotengu isn't my cup of tea, but I'm thinking of giving her a chance anyway. Are there any starter guides out there I could use to familiarize myself with her?
    Browsing r/DeadOrAlive really make me lose some brain cells. Someone got downvoted for essentially saying online games don't count because lag is too much of a factor when the person who posted it was clearly abusing online lag tactics.
    Looking back at DOA2U stages make me realize how underwhelming the DOA6 stages are in comparison. I really hope we get retro stages added as DLC in the future.
    Hold_Junkie93
    Hold_Junkie93
    I rather they be more underwhelming. Even Michael Bay is about to say enough. Too much interactables, that lighting etc. Now aesthetically, I can agree and the amount of stages seem lacking. Any other 3D FG(Incl. DoA) stages have a decent amount and spoke more volumes about the characters and what's being represented overall.
    xDevious
    xDevious
    Whilst I do agree that the 6 stages are more underwhelming than old stages from previous games, I actually don’t mind it. I like most all the stages in 6. I like the mix of big open stages like the lower area of Lost Paradise, as well as smaller stages STACKED with danger zones like Throwdown, and even a great mix of the two in Road Rage. I think the DOA6 stages are getting a lot of undeserved hate.
    Hold_Junkie93
    Hold_Junkie93
    @xDevious I don't know. I feel like stage interactables were used more sparingly before thus felt special when they came up. The 1st round placement of fighters doesn't help. In most fgs, I'm not thinking about the stages. If I have to consider certain stages because the others almost seem non-viable for competitive play, that's bad design. Get tired of it and just want footsies to prove worth sometimes.
    Who came up with the brilliant idea to allow RANK discrimination in LOBBIES? Smh.
    Force_of_Nature
    Force_of_Nature
    Hasn't DOA always had a rank filter of some sort?
    T
    Toxic901
    most of the s and u ranks disband their lobbies when they lose anyways it best to not worry about it.
    Camel with 2 thumbs
    Camel with 2 thumbs
    I like the rank filter, if I make a lobby I'd rather not have it flooded with newer players who have no idea what they're doing, the downside is that you have some ridiculous players who don't play ranked at all so they're forever at the lowest rank, and by filtering your lobby you may inadvertently prevent really good players from entering, which sux
    Current max rank is U+. Caps out at 269,999 points.
    • Like
    Reactions: ChaolanLegacy
    Brute
    Brute
    I wonder if it's easier or harder to find people in that range.
    Raansu
    Raansu
    Sometimes I wait 10 minutes, sometimes I get spammed by the same 1 bar 50 times, sometimes I get some poor C ranked player. Matchmaking seems to just do whatever it wants.
    • Like
    Reactions: Brute
    Brute
    Brute
    Sounds like it doesn't make much of a difference.
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