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  1. StrikerSashi

    DOA5U "Come and Fight" Rachel Combo Thread

    41236T 6PP T 6PK 2K - Works on anything who isn't heavy. (NH 75+9, HiC 96+9) 41236T 9P T 6PK 2K - Works on everyone. (NH 66+9, HiC 84+9) Don't need other combos. EDIT: (Optional stun/CH) 214P T 6PK 2K - Works on everyone. (NH 56+9, HiC 82+9 (add a 9P before airthrow)) Stun/CH 9K T 6PK 2K -...
  2. StrikerSashi

    Rachel General Discussion

    Is this sarcasm? You can't sidestep throws. :v
  3. StrikerSashi

    Lets be serious here Alpha-152 needs to be banned.

    She'll never finish her strings, though, so even if she's negative, she's not really unsafe.
  4. StrikerSashi

    Rachel General Discussion

    I dunno, I do 6PK 2K and it's always advantageous.
  5. StrikerSashi

    While rising attacks

    Also what I do is 2P, then the button for the while rising move. Most 2P (all?) forces you in full crouch and obviously you'll be standing back up after it finishes. Also an easy way to do stuff like Tina's 364T.
  6. StrikerSashi

    Why did they remove the ability to use right thumb stick.

    Yeah, if you're gonna play on a pad, dpad is the way to go. Analog stick makes motions pretty inconsistent. I mean, if it works for you, good. But it doesn't work for most people. That said, if you're trying to use a 360 controller or something, it doesn't matter 'cause the dpad on that is...
  7. StrikerSashi

    The DOA5U "Casual" thread. ^__^

    Like making cellphones that break every few years...? Hey, you can be against it, but they have every reason to lock everything except the essentials.
  8. StrikerSashi

    [HELP!] Kokoro vs Spammers, Uncertain Strings & Lags in DOA5U

    9P juggles still work. EDIT: I did say she was heavily nerfed, but she's not unviable. She still has decent damage and mixups. It's just not as free as before. It used to be that you can pretty much open someone in 3 hits.
  9. StrikerSashi

    So how do you play this game?

    Yeah, I main Kokoro and she lost pretty much all her guaranteed sit down stun stuff. She can still early launch for guaranteed damage, but that's not really the point 'cause she could always do that. EDIT: She has some really good bound stuff, but it doesn't do nearly as much as her old sitdown...
  10. StrikerSashi

    The DOA5U "Casual" thread. ^__^

    Hardly needless. It makes you wanna spend money to get them.
  11. StrikerSashi

    The DOA5U "Casual" thread. ^__^

    Swimsuits are Japanese too. Idols are preorder.
  12. StrikerSashi

    The DOA5U "Casual" thread. ^__^

    They're a Japanese special edition bonus. :v
  13. StrikerSashi

    The DOA5U "Casual" thread. ^__^

    It's kind of nice playing a new version, 'cause I'm getting all these titles from playing for certain amount of days. It feels kind of good after not getting anything new for months.
  14. StrikerSashi

    Kokoro Changes in 5U

    How is it even close to a buff, though? 66P, 6K, and 9P all stun on NH, so even in vanilla 5, she could go from 1T to stun game.
  15. StrikerSashi

    Kokoro Changes in 5U

    No, it was a bug. Looks like they fixed it. You could do 6464F and do both her advance holds at once. EDIT: Yeah, looks like it's gone with the day 0 patch. I remember some people with review versions reporting it.
  16. StrikerSashi

    Kokoro Changes in 5U

    Characters like Leifang can also do 6464F and hold both mid pick and punch with their advance hold, which is pretty funny.
  17. StrikerSashi

    Kokoro Changes in 5U

    I don't know what you mean. In DoA5U, you CAN do a critical hold between Kokoro's 1T and 7K. That's basically the change. EDIT: Was it a typo and you meant to say that "If it's considered a critical stun now, they CAN parry (critical hold) you?"
  18. StrikerSashi

    Momiji's safe moves and frame advantage

    Just mash that 6PKKP. It relaunches so damn high.
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