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  1. StrikerSashi

    DOA5U: system tweeks/character buffs and nerfs for Team NINJA

    Teching is hardly get out of jail free. Teching is "Damn, I got baited and now I have to guess a mixup."
  2. StrikerSashi

    DOA5U: system tweeks/character buffs and nerfs for Team NINJA

    No reason for Momiji's double jump throw to be an OH. In fact, they should just remove it all together. Lisa's 1K is the best. Don't hate. All I do is complain about Kokoro being garbage and even I think Heichu followups being unholdable would be a dumb buff. I don't want techs to require any...
  3. StrikerSashi

    Frame Data

    Finished all strikes except backturned strikes. Probably. If anything's wrong, feel free to change it. EDIT: Frames on hit/block are assuming first active frame. Obviously, if you hit the second active frame, Kokoro will be 1f more positive, etc. She has a lot of forward moving attacks which...
  4. StrikerSashi

    System Stun types?

    Are there official names for the stun types? There's the type where they sit on the floor and can't hold. There's type where they crumple forward and can't slow escape. There's the type where they fall back onto the floor and can't slow escape or hold. What other types are there and what's are...
  5. StrikerSashi

    Frame Data

    Anyone know how these weird moves work? FC3P is always 18f, but 33P is sometimes 19f. All versions of 3KK sometimes has 1.56m and sometimes have 1.57m reach. Kind of annoying. Is it just that the frame display is measuring wrong or are these moves actually changing?
  6. StrikerSashi

    DOA5U Combo topic standardization?

    Oh, you know what, I was reading it on my phone and I completely missed the asterisk. My bad.
  7. StrikerSashi

    DOA5U Combo topic standardization?

    Honestly, a lot of what I thought when I read the Kasumi juggle thread was, "Why would I do this juggle instead of this one?" I got lazy half way through and just learned first one that worked on each weight class from each launcher.
  8. StrikerSashi

    Tina's New Ground Game in DOA5U

    Did they take away 66T 2T against the wall? I guess it's an OH and not a throw, but...
  9. StrikerSashi

    The DOA5U "Casual" thread. ^__^

    Probably 'cause it's hilarious.
  10. StrikerSashi

    DLC Costumes, a big ripoff?

    Tengu takes over the body of one of Kasumi's clones.
  11. StrikerSashi

    DOA5U: system tweeks/character buffs and nerfs for Team NINJA

    Mids are mids 'cause they hit crouch blocking opponents. That's what literally what defines them.
  12. StrikerSashi

    Rachel Tips and Strats...

    CPU doesn't always tech backwards. Humans always tech backwards.
  13. StrikerSashi

    DOA5U Combo topic standardization?

    Yeah, I agree. Like I said before, optimal juggles and stun game tools are good enough. Obviously specific setups like Kokoro's old 8P6P 236P 66 7P would also be included. EDIT: I'd like for some "example" combos posted, though, to give new players an idea of how to make their own combos.
  14. StrikerSashi

    Media Warriors Orochi costumes for our girls - kawaii

    I don't play any of those characters, but I want to just so I have an excuse to get them.
  15. StrikerSashi

    DOA5U Combo topic standardization?

    I agree with the notion, but that notation takes effort to read. Just list the mixup options on different lines with completely different setups with an additional line break. A lot of characters don't have critical burst setups without 3+ spots to hold, though.
  16. StrikerSashi

    DOA5U Bugs

    Yeah, a lot of Japanese people use the dumb system and the entire western world use Hepburn like reasonable people. If you see any sort of romaji in Japan, though, it'll be in Hepburn 90% of the time. I giggle every time I see a Japanese person try to talk to English speaking people about "syoto."
  17. StrikerSashi

    Frame Data

    I get upset as I do this. Why is 7PK -13 on block and -15 on hit. It's as if they change the frames on hit and didn't bother with working out how the rest of the frames should work. EDIT: I'm still have like half of the strikes left to go. Just doing it slowly when I have free time. Probably...
  18. StrikerSashi

    Kokoro Combo Thread

    Oh, and 7K 4P 66P+K~P+K P+K does 1 more damage compared to the 4P+K launcher.
  19. StrikerSashi

    Kokoro Combo Thread

    Luckily that won't go out of threshold, though, so you can do 66P 9P 236P+KP 7P. Still gotta do that 9P, though. :v Always gotta 9P as Kokoro~
  20. StrikerSashi

    Kokoro Combo Thread

    Make sure the other guy doesn't stagger escape, 'cause I'm pretty sure those stuns aren't nearly long enough.
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