Not even Ayane the back turned legend has anything like this.
Jann Lee's Dragon Elbow (P+K) turns him into back-facing from the very first frame. This can be used to change the stun animation type Jann is going to receive into a more advantageous or unexpected one, such as an animation that...
You can do some funny stuff when the stun threshold level surpasses its maximum, the game kinda changes rules.
Not every strike in the game knocks the opponent down after a level 3 stun. 2P with all characters behaves similarly to Jann Lee's 8PP.
I'm making the opponent hold every time to...
Marie Rose and Honoka are 100% free to Brad Wong... in Dojo. Allow me to show you why
^This specific video is better seen at 60FPS. This is also why YouTube "detected my video may be shaky" and wants to stabilize it LMAO
When you land High Kick (the first kick contained in the strings PK or KKK) versus the enemy as a deep stun, you can follow it with an "uninterruptible" Dragon Kick (236K).
This combination has quite a few pros:
- the 236K will land OUTSIDE of the combo threshold at any Stagger Escape speed...
This is an extension of my "Infinite" backturned loop exploit thread, for DOA5.
What's so special about Jann Lee's 8K? It causes the enemy to start a very specific stun animation which leaves the opponent BT. The DOA series used to have a tons of these, but they have removed them en masse...
Exhibition Mode is supposed to unlock everything that is unlockable in a fighting game. This isn't the case for the DLC character Naotora Ii.
By the way: some of the reasons to ban a playable character in tournaments include being a console exclusive, being DLC, and being hard to unlock. How...
Here are some tips to help you improve the timing of your combo throws/holds. They apply to both the escapable and inescapable ones.
This is how the first 6 frames of a "combo throw/hold followup window" look like when viewed frame by frame:
To connect or break a combo hold/throw as soon as...
(TL;DR version at the bottom)
Cliffhangers have two interactable animations.
The first animation is the one where the "defender is rolling towards the cliff".
Only the defender side can interact.
If any button is pressed from frame 29 to 67 by the defender, he will successfully hang on the...
This thread will no longer be updated, it has moved here: http://www.freestepdodge.com/threads/doa5lr-toolbox.6559/
outdated message:
[/CENTER][/spoiler]
My tests have revealed the following:
- from the moment a Neutral Throw (5T) connects, you have 17 frames to break it
- most throw break animations leave the escaper at frame advantage, except Sarah/Jacky/Nyotengu/Honoka which leave you +0
- the brief "throw escape animation" of the player who...
This thread will no longer be updated, it has moved here: http://www.freestepdodge.com/threads/doa5lr-toolbox.6559/
outdated message:
[/CENTER]
(AutoHotkey.com thread: https://autohotkey.com/boards/viewtopic.php?f=19&t=9540)[/spoiler]
I have compiled a long list of all throws' frame data in the game.
Various throws are hidden from the command training & command list, some moves are wrongly labelled as "OH". I did my best at fixing these mistakes so the document may be slightly incomplete and inaccurate. Feel free to fix...
I'm compiling a long list of all throws in the game, and as usual the command training + command list is never enough since they hide various moves.
So far I've found these:
Bayman - face up, feet to foe - T
Leon - face down, head to foe - T
Tina - face down, head to foe - T
Mila - face down...
Fudo-Kaganui (6P+K during Ongyoin) is 15(10)26
Furetsu (7PP next to wall) is 32(13)26
Taiyo-Kijo-Tototsu and Kaiyo-Kijo-Tototsu (P+K while getting up) is 41(10)26
But this attack I recorded is 52(10)26. Can't find it anywhere in the command list. It's not a rope attack because I reproduced it...
Test the following in training mode:
-Pick Kasumi vs Honoka
-COM ACTION Crouching Guard (or Guard All)
-COM REACTION High Kick
-Do 1K and try high/low holding the high kick. Make sure to be close to the opponent when doing the 1K in order to land it on its first active frame.
Here's an example...
Strange glitches can happen when you trade attacks and do stuff at the same time in various fighting games, DOA is no exception. Here's an overview of them.
10042
(click on the image for the video)
ONCE AGAIN, YOUR COMBO VIDEOS ARE NOW DEFUNCT.
My last ""combo video"" was 31, this one's 32 because I forgot ground attacks work too.
For those confused:
In DOA, Strikes start automatically missing the opponent once the combo counter reaches 30 but there...
Can anyone accurately explain how do wake up kicks work in DOA5? They're weaker compared to previous DOA's.
I'm not referring to the act of simply dodging the attack by jumping it/spacing away/guarding and punishing accordingly. I'm talking about straight up "ignoring" it.
Some facts I have...
Just a reminder that damage multipliers in DOAO (and supposedly DOA2U) are arbitrarily stupid.
https://u.pomf.is/ktihqs.mp4
Three obscure multipliers are shown in this video:
1. Being hit low while guarding high, reduces damages (only on normal hit)
2. Being hit low while crouching, increases...