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  1. Saber

    Oh my god Rayman Legends is amazingly beautiful. <3

    Oh my god Rayman Legends is amazingly beautiful. <3
  2. Saber

    Hitomi Q&A

    We don't use :f: as the T command. There actually was a T smiley, but for some reason it was removed, and reverted to :T: , which is the actual command for throws. I prefer T though since it's just easier, but moving on. They don't really play that much different, but Hitomi does better close...
  3. Saber

    Momiji General Discussion

    It's been that way even since pre-patch. Post-1.04 patch did nothing to Izuna. And like I said, on NH, it's her most damaging one by one point. On CH and HCH, the Izuna juggle throw does LESS damage than other juggles on CH.
  4. Saber

    Momiji General Discussion

    Because it's amazing as a crush move? I think that's the only good point about using Tenku in neutral. The problem with Momiji's double jump "stance" if it can even be called that is because it's only use is for juggles. Only juggles. Even in stun, the "mix-ups" from Uzukaze and Tenku are shit...
  5. Saber

    Hitomi Q&A

    Tells you how many frames you can delay an input before the string goes back into recovery frames.
  6. Saber

    DOA5U Helena Combo Thread

    It doesn't necessarily have to hit as long as you're still in advantage. Can you or anyone else check to see how many + frames Helena is at even after whiff? (I'm not at home and won't be till much later).
  7. Saber

    DOA5U Helena Combo Thread

    Just so everyone knows, this also works after a wall slam. Guaranteed +17.
  8. Saber

    Momiji Combo Thread

    Welcome to FSD, first of all. Nice combo you posted, but unfortunately, it's not viable in a real match. 6H+K is only +15, so P+K isn't guaranteed, and it's unsafe on block. PPKKP is also a string we don't use for juggles because refloats into 6PKK~P are more damaging. 6H+K > 6PP/K is a good...
  9. Saber

    Momiji General Discussion

    It never did cause a feint stun on NH. Even pre-patch. Other than that, I welcome Tenku P guard break, but not Tenku K's dumb nerf to -2, and worst still, nothing about Momiji's main weaknesses are fixed yet. "Lows too strong" my fucking ass (Ayane has a stun-launch game that's too strong...
  10. Saber

    "No one gets in my way." - DOA5U Kasumi combo thread

    Tag combo I have for Kasumi (all on NH, guaranteed too. You just need a shitload of open space. Kasumi/Leifang (K) 4H+K > 66KK > (Tag L) 6P+K > 236P > (Tag K) 3P+K~KK > (Tag L) 9KK > 3P4P > (Tag K) PKK7K ~ 6P+K~KK > (Tag L) 9KKK > (Tag K) KK6K > (Tag L) PP6PK > (Tag K) 8H+P+K. The CB combo in...
  11. Saber

    The DOA5U "Casual" thread. ^__^

    http://www.4gamer.net/games/215/G021547/20140204059/ Screens of the girls' new costumes.
  12. Saber

    Kokoro 1.04 Changes

    That's only if it does. Recovery decrease doesn't mean block frames will decrease as well, but I hope so. CH lows + frames decrease is a sad nerf because they were crucial to Kokoro's mixup game. 66P+K nerf is a major nerf, because all of Kokoro's 236Ts are still holdable. If 236T (and...
  13. Saber

    Wake up escapes

    Unlike a majority of high crushes which are instant crouch, low crushes aren't instant tech jump, not all jumps go over lows, and a lot of times, the recovery frames on a low crush is just the simple Jump state without the Jump (Evade Lows) property.
  14. Saber

    Media Marie Rose Video Thread

    Definitely picking up Marie Rose. Too good and solid of a character to miss.
  15. Saber

    Balance The Karate Master

    That's past games though. A lot of DOA5's frame data is significantly different, though I haven't actually played past games since I don't have a 360, but I know pretty much most of the frame data and the meta game from past games. In DOA5U, it's definitely unnecessary for them to be as fast as...
  16. Saber

    Balance The Karate Master

    WARNING: Wall of text ahead. So I took a look at TakedaZX's list out of curiousity, and there's a lot, and I do mean a lot, that I disagree with. 6P+K causes an non-SEable stun on NH already. Making it 14i is crazy. You've already got an excellent 14i whiff punisher in 236P and a non-SE-able...
  17. Saber

    DOA5U The Official Tier List with Discussion Thread

    6-4 doesn't literally mean that the character will win 6 out of 10 matches. 5-5 is 50/50 - the match can go either way, ie. the two characters are evenly matched, no one being stronger nor weaker than the other. 6-4 is 60/40 - the match is tipped in favor of a character, let's say Leifang over...
  18. Saber

    DOA5U PAI (Codemaster92163) vs AYANE

    Wow. Just...wow.
  19. Saber

    Momiji Video Thread

    I've got a list of optimum juggles. http://freestepdodge.com/threads/momiji-combo-thread.3286/page-3#post-148953 And regarding whiff punishing, 66PP is good because 66P is safe and you can always free cancel it for frame advantage or delay it to bait a CH launch. There's 66K too but it's...
  20. Saber

    Momiji Video Thread

    First video (assuming you're the Momiji in her C1) 0:07 - 2K shouldn't be thrown out in neutral. Highly unsafe doesn't even crush anything, linear and has no follow ups. 0:11 - As with 2K, 6K isn't a move you want to throw out in neutral. The entire string is SS-able easily because Momiji is in...
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