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    DOA 5 Tina Thread

    Seriously? I'll have to test this when I get home, but if this is correct than we have happy fun time ahead of us. Realistically, if we can get to a +2 situation reliably we're in a good place: at this point, Tina can match jabs with even the i9 characters and should be able to interrupt even...
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    DOA4 Bayman vs. DOA5 Bayman

    Holy shit, I did not know it was an air throw. I've just been using p+k to spike them for the ground throw but this seems to be a much better option.
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    "You'll never be alone again, Mathilda." [Mila General Discussion]

    This, incidentally, is the sort of thing that gets us ignored by the wider fighting game community. This isn't a goddamn mountaintop monastery, I don't give a shit if it's a flying cunt punch or a reverse romanian butt scissor, it's 4p+k or 6f+k. At least the use the button smilies, for God's...
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    DOA4 Bayman vs. DOA5 Bayman

    So, what good is 3p+k f+p? I know you get the ground throw afterward, but is there some extra option I'm missing?
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    "You'll never be alone again, Mathilda." [Mila General Discussion]

    So basically kp or p+k are your best post-launch options unless the damage from a juggle will win you the round or you can get them to a wall? I mean, I can't imagine you wouldn't want the mount given the damage and your options even if it's broken. Incidentally, I've never been able to get kp...
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    Helena Breakdown

    I posted about this in general discussion but it seems like Helena's strength might really hinge on how good sidestep from disadvantage is, particularly if you can crush fast highs or throws with SS k. Anyone got a sense of how that works out for her? I'm thinking if SS k is good enough to avoid...
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    "You'll never be alone again, Mathilda." [Mila General Discussion]

    is the 9k guaranteed? I don't think 4f+k is an unholdable stun. I'd also check the stagger escape against fast or fastest setting. If the 9k is unescapable then that's very, very good, but I'd guess it isn't. It would be good to know if there's anything else that guarantees ground throw after...
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    Sidestep from disadvantage: some questions

    My understanding's always been it's effectively -5 for everybody for neutral throws, and -6 or -7 for command throws depending on the character. That might have changed in 5. Back to the original question: are you all good to evade anything linear at -5 or better, then? Can you buffer a throw...
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    Tina combo thread

    It's starting to seem like the strategy in general for Tina off stuns is to force the opponent to the CB threshold with random crap and then force the choice between CB and eating a high-counter (2)64f+p/41236f+p, since she's got no real guaranteed damage outside of naked launcher to airthrow or...
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    Sidestep from disadvantage: some questions

    I'm sure this varies from character to character, but is there a good sense on how deep into disadvantage you can successfully sidestep and retaliate from? Obviously once you hit -5 you're theoretically throw punishable no matter what, but at -4 or better are you guaranteed to step any linear...
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    Mila's Mixup Game *Sigh*

    9k definitely launches on stun, it's one other option after you pick up from P+K with 3p for example. How + is 6k on block? Getting frames on block is so rare that's an amazing tool right there.
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    DOA 5 Tina Thread

    Yeah, I don't understand the point of making them guard breaks except for psychological effect, but a good player's going to know the frames and know not to worry so it does seem pointless. It almost seems like Tina is designed around getting single hits to air or ground throw (f+k, 6f+k) and...
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    DOA 5 Tina Thread

    First, as a long time Tina player, let me say this has been a very informative thread. Still had a couple of questions and things I'm working on I'd like to ask about though: 1) p+k gives a guaranteed 2P elbow drop; does that hold true for the ppp string as well, especially if you hit the...
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    "You'll never be alone again, Mathilda." [Mila General Discussion]

    Regarding breaks from the ground throw positions: 1) From mount it appears your P will beat whatever, correct? What about the takedown cancel knee (also available after the break) or another takedown? It seems like a strong option is to mix between the two strikes and a takedown, but if the...
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