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  1. P1naatt1ke1tt0

    Good game, Bad game Online/Offline thread

    It's just a personality thing, I guess. I look at it like a game of chess, you always go for the best move, and the fun is in finding the tools that take you to victory as efficiently as possible, within the rules of the game. For example, the most fun I have is probably sinking in 4 Hitomi's...
  2. P1naatt1ke1tt0

    Good game, Bad game Online/Offline thread

    The point is to win the neutral game, that is, to get the juggle going in the first place. That requires skill. That's the way tag is, it would be foolish not to use the most damaging juggles, even if they are infinites. I don't play tag much, since I don't like the long juggles. The fault isn't...
  3. P1naatt1ke1tt0

    Good game, Bad game Online/Offline thread

    He's a competitive player, and does anything and everything to win. It's perfectly OK, just ask d3v.
  4. P1naatt1ke1tt0

    How's DoA5U right now?

    A force(d) tech is when you hit an opponent just as they touch the ground, falling down, and the hit forces them to get right back up (tech). This leaves the attacker (you) at an advantage. It was present in DOA5, now almost gone from DOA5U. A pseudo force tech is when you hit an opponent that...
  5. P1naatt1ke1tt0

    Hitomi Combo Thread

    I adjusted the first combo of the previous post a little :6::h+k::9::P::2::1::4::P::6::p+k::6::p+k:(CB), :3::3:(charge):p+k: :3::3::P::4::K::K:, :P::P::4::P::P::P:, 208 damage on HCH, 210 damage with a very slight charge of the last punch. Dojo.
  6. P1naatt1ke1tt0

    Hitomi Combo Thread

    Here's 2 of the most damaging combos I've found, just for fun. The first one is hardly applicable in real games, since it's full of holdable mid punches. CHALLENGE: Post your most damaging finds here. [In DOJO, no environmental damage] :2::p+k::9::P::2::1::4::P::6::p+k::6::p+k:(CB)...
  7. P1naatt1ke1tt0

    DOA5U Jacky BT Hi-Counter Glitch

    Yes, Cla is right.
  8. P1naatt1ke1tt0

    Character changes and likes/dislikes..

    Care to elaborate how Ein does more damage than Hitomi? If she gets a full height launcher, she does more damage. Hitomi's 33h+p does more damage, and her wall bounce juggles do more damage to my knowing. If you skip the stun game and go for a quick launcher or a bound setup (e.g. Ein's pp6kk...
  9. P1naatt1ke1tt0

    Crouching, or "Why the %$^& can't I duck that goddamn Dragon Kick"

    In vanilla ducking a grab took 2 frames, not 4. So it's probably the lag that's causing your problems. Isn't dragon gunner very slow in 5U? I suggest setting the simulated lag to 2/3 bars in training and practicing avoiding it there on wakeup and in string cancels.
  10. P1naatt1ke1tt0

    Good game, Bad game Online/Offline thread

    Good games to Pinup galore and Tokyo PewPew, both of whom I have played LOTS of games the past couple of days. Bad good games to Seppu~, when will I be better than you?
  11. P1naatt1ke1tt0

    How's DoA5U right now?

    Rachel isn't any worse than Helena was, and I definately haven't seen one with a 45 win streak online. She's not that OP. Low counter while on the ground......? Take it easy with the ideas, now. In response to the OP, I like the game. Netcode is pretty much unchanged for me, you're better off...
  12. P1naatt1ke1tt0

    Hitomi Combo Thread

    Rachel is the same weight class as for example Bayman. So if you mean juggles, just change pp4ppp to pp6pk, and pp6pk to p+kppp (for example after 6pkkk counter hit bounce launcher), and so forth.
  13. P1naatt1ke1tt0

    The Official Fall Classic Discussion, Reactions and Aftermath Thread

    As Wah said, 5pm their time, that would be 12:00 (midnight) our time, I guess.
  14. P1naatt1ke1tt0

    Hitomi Combo Thread

    Sooo, a quick note on the PL combos: I've been practicing the 33p+k 33p variant, and many times you hit 33p a bit too early or a bit too late. If early, pp4ppp will whiff completely after 4kk. In this case, do 66kkk instead. Damage difference not too bad. If late, do pp6pk. Damage difference...
  15. P1naatt1ke1tt0

    The NEW Stagger Escape System (the change)

    I haven't noticed any difference in stagger escape speed. I did 360s before, I do them now, and the amount of frames reduced per rotation seems the same.
  16. P1naatt1ke1tt0

    Hitomi Combo Thread

    The combo I mentioned, and I dunno if Saber meant the same combo, is: CB 33p+k (PL), 33p, 8pkp, pp6pk, works vs Alpha, nobody else.
  17. P1naatt1ke1tt0

    Brad Wong DOA5U Changes

    Without me, Seppu, who's gamertag is a super-secret secret thing, wouldn't have found Brad's new sabaki parry so fast. :cool: [/brag]
  18. P1naatt1ke1tt0

    Hitomi Combo Thread

    We could start with our finds for DOA5U combos. As everyone can see in the combo challenge, Hitomi's basic PL juggle is :3::3::p+k:, :3::3::P:, :4::K::K:, :P::P::4::P::P::P: This doesn't work on Alpha, since she floats too high in the air. The only one I've found for Alpha was :3::3::p+k...
  19. P1naatt1ke1tt0

    So who IS satisfied with their characters?

    I like Hitomi. She's got sick juggles against mids/lights now. And she finally got herself a working SDS, I can 214P 3K juggle all day long.
  20. P1naatt1ke1tt0

    Hayate in DOA5U

    Just a slight correction, the error is 2 frames. A 9 frame jab takes 11 frames to connect. Throws have a 1 frame error. A 7 frame throw takes 8 frames to connect. That is, if I'M not mistaken.
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