Search results

  1. StrikerSashi

    Kokoro Changes in 5U

    You DO have to guess a parry. It used to be that you couldn't do a critical hold during it. Now you can, so everyone I've been playing is mashing mid kick hold (or advanced mid hold OS), so I've forced into doing 2T for minimal damage. EDIT: You basically just enter stun game after 1T. It's...
  2. StrikerSashi

    New Character for DoA5U Arcade

    Put in Taka. Super super super heavy weight juggles.
  3. StrikerSashi

    doa5u impressions thread

    I'm hoping for some real PL tech, 'cause the 10-20 damage they do over PB isnn't exactly worth accidentally dropping it. Plus, you can't PL into those cinematic slam thingamajigs.
  4. StrikerSashi

    The DOA5U "Casual" thread. ^__^

    It's a joke. It's also not an actual 1f attack. It's just an attack that's interrupted during the first frame.
  5. StrikerSashi

    Anti-Rachel strats, tips, and tricks thread.

    All guard breaks should be positive on block for every character. Negative guard breaks are the dumbest thing.
  6. StrikerSashi

    So how do you play this game?

    Bounds during juggles onegai~
  7. StrikerSashi

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

    Yeah, I'm relying a lot more on delayable string compared to before.
  8. StrikerSashi

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

    Honestly, most people just don't know how to play her yet. She was heavily nerfed, so it's gonna take time to find tech that works well. She still has decent damage, but it's a lot harder to open people up. I'm trying out a frame trap play style to augment her mixups, and it seems to be working...
  9. StrikerSashi

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

    If you critical hold, you screwed up and it doesn't matter how fast the throw is, 'cause if it's baited, you're gonna get thrown. And the throw is whatever her 149 HiC 236236T is.
  10. StrikerSashi

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

    I'm saying her throw. It does way more damage. Plus, Tina's 364T will always take more time 'cause it's so unlikely that someone will hold mid while you're in a crouching state, 'cause her crouching lows don't guarantee any mids.
  11. StrikerSashi

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

    Alpha's does more damage, though, and doesn't require a full crouch AND a high counter.
  12. StrikerSashi

    The DOA5U "Casual" thread. ^__^

    http://t.co/sLOaZXuT12 1f move.
  13. StrikerSashi

    Kokoro Changes in 5U

    It's still +20. I don't see how it's a buff in 'cause anything you can do now, you could have done before. The difference is that you can't go straight into a launcher for guaranteed damage without fear that they'll hold it.
  14. StrikerSashi

    Found something incredibly annoying that killed MY fun immediately. Strats Needed

    You can tech backwards, but she'll still be like +10 after she whiffs the kick. Can't be helped. Just guess between mid and throw.
  15. StrikerSashi

    Found something incredibly annoying that killed MY fun immediately. Strats Needed

    Well, it's really that we don't know what answer you want. That's just the game. You CAN'T do anything after they launch you. You just have to eat that damage and guess on wakeup. Only way to prevent it is to launch them first and do an equally big juggle on them so that they die before they can...
  16. StrikerSashi

    Found something incredibly annoying that killed MY fun immediately. Strats Needed

    It was the first tag team combo I tried. Seemed obvious to combine a ridiculously high relaunch with a relaunching airthrow. Easy 200+ damage.
  17. StrikerSashi

    DOA5U "Come On, Let's Play" The General Sarah DOA5U Thread

    What exactly is the change that you guys are talking about? Are her frames actually more negative or is it just that the buffer is shorter? Is she worse or just mechanically harder to play?
  18. StrikerSashi

    Kokoro Changes in 5U

    Yeah, I've been heavy in the lab the last few days while trying to find a reason to keep playing her, but I keep finding more things that make me depressed. 236P+KP and 44P are pretty cool, but they're nothing substantial enough to balance out all the stuff she lost. 1T being holdable is jokes...
  19. StrikerSashi

    While rising attacks

    What I do is 33, let go and wait a tiny bit, then button. I dunno, it's way easier in VF than this.
  20. StrikerSashi

    Kokoro Changes in 5U

    Nope. Have fun with your negative on hit lows. EDIT: At least you still have PPT~P+K, PPT~2P, and PPT 214T. :v
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top