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    Dead Or Alive 5 Patch Changes

    I'm pretty sure 6p is 12i? Otherwise, yeah, she's basically "average" speed. Fast is really only Kasumi and Christie. Online seems much improved, but still has problems. I can't tell if I'm dropping inputs or my controller is cocked up; I kept going for 41236/214 throws with Tina and Mila and...
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    Option Selects

    Yeah, this is pretty good stuff, probably absolutely key to using Helena worth a damn. You could argue the low holds are option selects (offensive and defensive), but I think that's pretty common knowledge. Now that I think about it though I need to test some crap with low OH at disadvantage...
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    "You'll never be alone again, Mathilda." [Mila General Discussion]

    4k is a brutally effective move; if you're not using it often you're not using Mila right, I think. It's far better than 3k and honestly I don't think 4f+k has anything going for it other than a very tiny bit of range. (Edit: Ok, 4f+k has some very good uses insofar as it guarantees a critical...
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    DOA 5 Tina Thread

    Unfortunately it does seem like you need to use it from a good distance or from advantage, but I do think it's still a valuable part of the mixup. With the linearity of most of her get-in attacks (6f+k, 46p, 236p, etc.) you do need something to mix up in case of holds or sidesteps. 46f+p is an...
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    Tina combo thread

    The bad thing about the 7pp part is that the stumble stun is actually holdable, which isnt true of kk or BT k. A lot of people might not know that, though, and you have plenty of time to dash and throw, so it's still a viable mixup. On the subject of BT k, it's kind of interesting: the stun is...
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    Okizeme general discussion

    Any specific examples of the uramawari attacks? Do all characters have these? It seems like mid rising kick will generally stuff most things I try with who I play (Tina 3p+k, Mila 9p). I know you can hop the low kicks pretty effectively a number of ways but the mid kick pretty much seems to be...
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    DOA 5 Tina Thread

    I think that's one of the reasons setting up the crumple stun (66k, BT 7k) is so important for her (and to a lesser extent the safer throw-whiff stuns like off hold 3p); it's a situation where it's really up to your opponent to decide what to do and you can delay for quite some time. Also, after...
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    Sidestep from disadvantage: some questions

    Bit of a necro, but how fast can you get into sidestep from wakeup or a tech roll? Is it a viable defense against okizeme attempts? In VF5FS there's a small window after teching where you can't evade, and I'm wondering if there's something similar here.
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    Tina okizeme

    Surprised there hasn't been a lot of interest, it really seems like getting that hard knockdown is such a big part of her game, but in any case: From the frame data, it looks like a low throw should be guaranteed after blocking a low rising kick. So you really don't even have to worry about...
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    DOA 5 Tina Thread

    The more I'm playing the more I'm coming to like Tina from BT; I wish she had a safer way into BT since 4k and 44p face guaranteed throw punishment and 3p+kf is such a huge risk, but once she's there she's in a very good position. 7pp has been discussed, it gives you an interesting turn...
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    Bayman okizeme?

    So I have no idea how Bayman's okizeme game works, but I'm speculating from what I've been working on with Tina that he is at even with a hard knockdown from the ground throws (and you should basically be always ending combos with the ground throw). I suspect he's probably in a similar situation...
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    Okizeme general discussion

    I posted a Tina specific thread on this, but I think it's an interesting enough subject for general discussion, so I'd like to ask: how best to play the okizeme game in doa5? It's very different from Tekken and sort of similar to VF, but I have a lot more hard info on how to make things work in...
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    Tina okizeme

    After getting in some more lab and playtime with the (admittedly fradulent) online while the local scene figures out what's up, I'm beginning to think what Tina really wants out of life are hard knockdowns. After almost all of her throws (including her ground throws for the most part), you're...
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    Tina combo thread

    As a continuation of the safe grab idea, it looks a lot like you can pretty safely try to throw from a p from stun as well as from 66k's stun. Even better in the 66k case, the stun will give you a free ground throw if they don't tech. So you can land 66k, try to throw, and even if you whiff you...
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    Takedown cancels during stuns

    Was playing in the lab a bit this weekend and have found a couple of interesting things for 4k and 7p that I thought I'd share relating to their use against stunned opponents. 4k. So everybody knows 4k, obviously, and it should be a staple of your game given range/speed options afterwards...
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    "You'll never be alone again, Mathilda." [Mila General Discussion]

    Has anybody figured out a use for 8k? It seems to be the only move of her's that's literally useless, since f+k does everything it does better (just as fast, circular, more damaging, and gets you a ground throw if they don't tech). Incidental note; didn't know if this was common knowledge, but...
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    Tina combo thread

    No one's exploiting the limbo stun? I'm surprised. Basically looks like 8p into 33p is guaranteed after the limbo stun, then 8p to ground throw. It's only 77 damage, but once you're in, you're in. Your opponent is probably really going to want to hold mid after k comes out, so act appropriately...
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    DOA 5 Tina Thread

    To follow up the 46p discussion earlier: this is in fact the good shit. Good spacing gives you a great deal of frame advantage to work with, and on hit you basically can just run up on the opponent. If they don't tech, free ground throw. If they do tech, they face the exciting choice of 6f+k or...
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    "The Sweetest Sting" Mila's Top 10 Moves

    Worth mentioning both 9p and 3f+k give sprawl rather than mount, which is much cooler looking in terms of the choke and knees to the skull moves but gives no takedown cancel options on throw break. On the upside, you are able to block an i9 jab, which you can't from the mount break. So it's...
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    Mentality Behind The Monster (Open Space Shenanigans)

    So this is maybe a more general system question, but does an OH need to be in active frames to beat a strike attempt or does it have some strike invincibility in the startup as well? Just looking at frames at +9 i'd assume Bayman's 6f+p or Tina's 66f+p should beat anything at i16, but I think...
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