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    Throw Break Suggestions

    Virtua Fighter is the most respected fighter because it is complicated where it needs to be, yet fair and balanced in many respects. The method of being able to input three throw escapes in a simple manner is enough to raise the learning curve of the game, separating the skilled from the...
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    Throw Break Suggestions

    What about a system where: - Throws can be escaped - All throws except normal throws become inescapable during a counter - OHs can be beaten out with a throw (nothing new here) - Grappling characters have an inescapable 7 frame throw (instead of 6 frames like now) - Low throws are inescapable...
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    Helena in DOA5U

    Helena received a pretty hefty amount of new animations. The problem is that instead of being added to her moveset, they simply replaced older animations. That's how she got the short end of the stick.
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    Helena in DOA5U

    That mid kick Helena has is definitely a new move. It makes no sense to replace a high kick like 8k that is so imbedded in her moveset (bko 6ppk, bko f+k, 4pp8k, BF pp4pp8k) to be changed to just a standalone mid kick. (If it was changed, that would be a nerf beyond belief, which I don't think...
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    The Official Dead or Alive 5 Tier List with Discussion thread

    Why is it that Helena keeps going lower and lower on the chart? I always thought she was a very strong character. Also, what puts Kasumi at the top besides her speed, and her F+K set up? She seems on the weaker side to me. and lastly, how isn't Gen Fu top tier? Aside from his short limbs, he has...
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    Competitive balance: DOA5U mechanics changes

    That's exactly why I want to see the return of being able to do jumping punch and kick. Those were rarely crushed by low sweeps. It creates more mix ups for dealing with an opponent's wake up game.
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    Competitive balance: DOA5U mechanics changes

    You obviously are not understanding the point I am trying to make. and besides, what did I tell you? I sad leave me alone. you're distracting from the purpose of the thread. thanks. bye.
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    Competitive balance: DOA5U mechanics changes

    I'm not your buddy, and I am not late for anything. It's not like I am on FSD all day. In fact, I never even said you were late for anything. (So I don't know where you are getting this "as well" thing from.) You just didn't pay attention to the fact that the post was already answered, just...
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    Competitive balance: DOA5U mechanics changes

    whew! that makes me so happy to hear you say that. Don't call me kid. No matter how many times I look at it, it still looks like a critical burst to me, because I do not play with the effect on. You should pay attention before replying, and see that the question was already answered before...
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    Helena in DOA5U

    I like Helena in DOA5. I think the whole ground game needs a little reworking in DOA5, not just Helena's pseudo force tech game. On another note, I personally hate pp2kp. I liked it in DOA4, but the stun of pp2k is much nicer in DOA5, and it can be delayed to eternity (like a 23 - 24 frame...
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    Competitive balance: DOA5U mechanics changes

    do you mean the recovery from the counter, or the active frames of the counter? On a side note, if you look at this video, at about 1:40, you see Alpha 152 get a critical burst off her 66p without doing anything beforehand. Now THAT is broken and needs to be fixed.
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    Competitive balance: DOA5U mechanics changes

    rolls that avoid mids? He already has an OH after that roll, lets not make it worse. As for increasing the hold length by 5 frames during a stun, don't you think that will enable more counter spamming?
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    Competitive balance: DOA5U mechanics changes

    Yes, it does make a difference. Helena's is 23 frames, but the animation is easier to see, and that helps. It is also slow escapable, only allowing 6p as a follow up. Hitomi's low may be 19 frames, but if she hits you on normal hit, and you slow escape, you are at +1. Kasumi's low kick is...
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    Competitive balance: DOA5U mechanics changes

    All moves have their ups and downs, but that low is 18 frames, and it shouldn't stun. That is excessively unreasonable. It was added in the patch, and was a poor decision on TNs part. 2f+kk is a better trade off that makes more sense. As for Alpha-152, her parry should leave her at a...
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    Competitive balance: DOA5U mechanics changes

    I think you may have debunked my argument in regards to that move. I just checked in training, and it leaves lisa at -11 after a successful counter.
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    Competitive balance: DOA5U mechanics changes

    That is true, but his 6p+k is a carryover from VF5 FS, and it is a high. Akira also doesn't really have strings. most of his moves are only 2 and 3 hitters. That may be fine in VF, but in DOA, it is a problem for him. He has one low that stuns on normal hit and allows a follow up, and that...
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    Competitive balance: DOA5U mechanics changes

    Things need to be toned down. TN is somehow disillusioned by thinking that Christie is so underpowered that she needs buffs. Give me another character that can get a guard break that guarantees a follow up after 30 frames? 37 frames is the ballpark where characters tend to be granted a guard...
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    Competitive balance: DOA5U mechanics changes

    - Offensive holds should be able to be sidestepped - Parries should have longer recovery times than counters as a trade-off - bring back jumping, and jumping punch and kick for all characters Christie: - Her 4P+K charge move should guard break at 37 frames instead of 30 (which means it would...
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    TheMuslim VS HaJin

    SweetRevenge, it's not about people's perception of me. It is his mindset that bothers me. The choice to upload the only replay of him winning because he considered it a good match, despite having lost after that. I can only assume he did not think those were good matches, because he did not...
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    TheMuslim VS HaJin

    the fact that you joined FSD just yesterday to upload this crappy video is not the best way in starting to get to know the DOA community. You are really starting off on the wrong foot.
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