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    Pseudo-force tech setups

    Does every character have a good force tech option after some/all hard knockdowns, or is it a tactic limited to/better for specific characters? I'm curious because this seems like a situation where it could really change the complexion of the game, as it's one of the few areas where slower...
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    You all need to make sure you understand what is going on before asking Team Ninja for nerfs/buffs.

    Agreed. I think part of the problem is there are at least a few characters that really, really need a retool and so it's sometimes hard for people to separate Helena or Lisa's situation from Jann Lee. I'm of the opinion that specific reset needs to go more since it's a glitch if I understand...
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    Tina's force tech game

    So, after a bit more experimentation, it looks like 6pp6k 8p may be the preferred force tech juggle ender. The 6k animation at the end recovers faster than the 33k animation from 6ppk, and so even if 8p whiffs you're at something like +6 or +8 after the tech. Beat Kasumi's p with 3k for sure...
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    Tina combo thread

    So, tested the 33p after kk and BT k. No good after BT k, but should be unblockable after kk. No real reason to do this over 6f+k unless you can hit the giant swing; this is 66 points of damage before environmental effects, vs 65 for the 6f+k 2f+p combination. In the right location though that...
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    Helena opening move help.

    Absolutely. I think guaranteeing the force tech in some situations and giving her 236p+k and string enders +2 or so on block would actually probably do the job though. If she can keep up force tech pressure and she can get into BKO at advantage that makes her other options being unsafe a little...
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    Bayman matchups

    Did you make that? Because that is fuck awesome. Bohdisattvaman's not snapping their spine: he's exposing their chakras to enlightenment. Or at least some light, anyway. In an Orwellian spirit:slow characters good, fast characters bad. Getting rushed down by Kasumi sucks nuts for...
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    8k combos

    Yep, that works out well. Ducking the sidestep is a bad idea and they can't stagger escape out of the sidestep p. And, yeah, i figured if they got twitchy and held upon seeing the evade animation that was just a license to throw them. Couple of things: 1) Looks like the sidestep k is more...
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    DOA 5 Tina Thread

    Ah, crap, double post: Anyway, to some extent you're a little stuck in this regard. Tina sometimes has to defend till she sees a mistake. Free canceling is not as good just because it's harder to get strings going in the first place, but she's also very safe from a number of strings if...
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    Team Ninja wants ideas for next patch!

    A guess: you play mostly online? Not that many of us have a choice, but still... Not knowing frames is not knowing the game, period. You're crippling yourself. They aren't the whole story but it's almost as bad as saying that "I don't need to know which attacks are high or mid or which attacks...
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    Helena opening move help.

    On the subject of forced techs, has anyone experimented with the 1k BKO 6p after a juggle? I mentioned it in another thread. Try 9k 236pk 1k. While this does give them two chances to tech out I think it gives a better position after either they tech or the force tech. It's not a replacement for...
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    8k combos

    True. Some stuns just aren't going to be long enough to do anything but 8k however you slice it. Also, some people might learn to react to the evade, though then that's just an invite to hilarious throw punishment if they get trained. Is evade p any good? I actually never sidestep very often so...
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    Team Ninja wants ideas for next patch!

    Worth mentioning many characters have decent setups where you can attempt a force tech, whiff, and still be at good advantage. I think wake up kicks may become less of a factor as those get exploited.
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    Team Ninja wants ideas for next patch!

    How fast is dragon gunner anyway? Is it 16 frames? Faster? If so I'm going to be joining the nerf wagon. Fucker gets a ridiculous setup off it or free damage and big knockback and the grapplers get... um, well, next to a wall Tina and Bayman's 16 frame OH attack is pretty good. But other than...
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    Optimized Mila Combos

    So I've been wanting to post on this for a while but have been looking into the force tech game for Mila and other characters so I didn't get around to it. Feel free to consider this a thought experiment more than trying to be a gospel guide to combos or anything. Basically, it seems like...
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    OH vs. Throw

    See, he needs to mix in 8k then. Close hits on a ducking opponent for 52 damage, same damage as the 8f+p. Neither move is exactly safe but it is a nasty mixup on wakeup for Tina. I do agree a lot of the time throwing OHs is not the best option, but there are a number of setups (as you point...
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    Some issues with several characters

    Literally everybody would. I'm not sure it's a great idea for some characters, actually. The risk/reward on a combo throw is shitty right now for those characters, so yeah. I basically never combo throw as Tina since, really, why would I with JO cyclone handy? It might make sense to make the...
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    Wonky 3K Instant Recovery "Glitch"? Or Hidden Just Frame? Hmmm...

    Best guess: some kind of hitbox oddity? You're hitting really late in the active frames if they're low to the ground and it's masking a lot of the recovery, possibly. Possibly an animation glitch with the weird situation too. It seems reproducible so the question is if it's useful (guarantees...
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    8k combos

    Thanks; I got your PM by the way, edited that post. Like Rikuto said, the more of us in the lab the more cool tech we can sort out for Bayman as we keep working on it. The icons are just a bit of a pain to format I find and I type a lot (too much), so the number notation is faster. Sorry about...
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    Tina combo thread

    I tried some of those combos and no, not so much. 3k doesn't work after advanced mid kick hold. f+k to air throw giant swing after kk or bt k is nifty though, highest damage option especially with environmental damage. Might be worth it vs. force techs in some situations and you can always run...
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    Tina combo thread

    Couple of good tricks in there though; is that 3k after the advanced mid kick hold guaranteed? Also, looks like you can pop up with 33p after a backturned stun. It doesn't look like it combos so I do wonder if it's really guaranteed to hit.
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