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    Haskell for Dead or Alive Fan

    Nice job. But your program converts this: 6P+K 33P4P F 7P(CB) 113 damage into this: →P+K ↘↘P←P F ↖P(CB) ↙↙↘ damage Note that damage value (in bold) has been converted as well. Now I've written effectively similar program on the same language. This is how it looks: import qualified Data.Map...
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    Guilty Gear Xrd (UPDATE: Arcade Version Opening!)

    That would be a problem for Zato-1, because he's dead.
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    Guilty Gear Xrd (UPDATE: Arcade Version Opening!)

    Great news. Although my favourite character hasn't made appearance. Really looking forward gameplay changes. As the name may suggest it's not a continuation of XX-series, but rather X-series, maybe. Also shoutouts to the dust loop (2:08). Obviously you're a Zato-1/Eddie fan.
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    Counter and hi-counter for parries and throws that do no damage ?

    I can tell you that Ayane's no damage throw resets counter state and does not receive counter bonus damage. In other words, any guaranteed follow-up to this throw will be a reset.
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    New DOA5 version announced (Momiji!!!)

    There is. I think Irene would be better fit than Miyako. Irene got to have some combat skills, although Miyako probably has better music and bonsai skills.
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    New DOA5 Balance Suggestion Thread.

    Why did you repeat your post? I see that you don't think I understand how frame data works. I don't mind. Can you add something in substance about that?
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    Throw trades

    No, that is not a joke.
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    DOA5U Combo Potential - Bind/Bound State

    Ayane's 1P+K on hit does this kind of low floaty ground bounce, which can be followed up with 66K.
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    Throw trades

    While it's definitely a possibility, it's much harder to implement. Currently only neutral and combo throws have throw break animations and frame data. Existing throw breaks grant someone advantage and disadvantage, i.e. lead to non-neutral situation. This solution would require a lot of new...
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    Throw trades

    There are also combo throws and no damage throws that have damage potential but are bound to lose trade to regular throws, if trade is resolved this way.
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    New DOA5 version announced (Momiji!!!)

    Maybe heath bars are only gold with 100% health. By the way, the combo tutorial screenshot confirms that Momiji does no damage.
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    Throw trades

    For everyone who doesn't know how throws trade in this game. If two throws connect at the exact same frame a randomly selected player wins with a counter throw. I think that given an opportunity that shall be changed in future versions to eliminate this kind of randomness. Easy and effective...
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    New DOA5 version announced (Momiji!!!)

    That is not what okizeme means. Oki[zeme] is a wake-up game, i.e. putting pressure on opponent either grounded or waking up. It implies using knock down advantage by the attacker to force some actions, e.g. blocking, on pressured player.
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    Petition to bring back LEON as DLC!

    Now, I guess, congratulations, everyone here!
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    New DOA5 version announced (Momiji!!!)

    Bright desert stage would be pretty cool too. Seems like Leon beat everyone in the desert already.
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    New DOA5 version announced (Momiji!!!)

    Momiji will be the first fighter with fly/unfly combos in DoA.
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    New DOA5 Balance Suggestion Thread.

    I may assure you I understand it fairly well.
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    New DOA5 Balance Suggestion Thread.

    It's only a little bit longer than recovery of neutral throw (~22 frames), so relatively it's not very long recovery at all.
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    New DOA5 version announced (Momiji!!!)

    Yes, something like this. And eye lasers. Speculated from her double jump ability in Ninja Gaiden Σ2.
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    New DOA5 version announced (Momiji!!!)

    I don't see her being similar to Natsu. I expect more defensive style. She is miko first, although also trained as shinobi. They would probably give her high jump stance, where she suspends herself in air for short time, with divekick and other options available from there.
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