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  1. MajesticBlue

    DOA5 Balance Test Combo Footage #3

    Glad to see Bayman's 6KP is still a juggle reset. I'm suprised Ryu got his Sho-Izuna back or whatever the hell it is called without the ninpo lol. Team Ninja looked a little lost with him though. Didn't even see anything put them in red life. I got it! They want him to look weak so they can...
  2. MajesticBlue

    Why should DOA5 NOT have a 6-Point Hold system?

    So very true. I like to use moves around -8 or -9 to bait advanced counters. At least vs people who don't throw punish. If your opponent lets you get away with being unsafe anyways, you dont have much to lose. If you get hit you proceed to spam the next logical advanced counter of choice. lol
  3. MajesticBlue

    Why should DOA5 NOT have a 6-Point Hold system?

    Suprised Team Ninja would mess with the recovery frames again. Even though I didn't play the alpha demo very much they still felt good. The answer to balancing holds is in the recovery I feel. Hope there is a chance they change it back.
  4. MajesticBlue

    Dead or Alive 5: Remaining Issues

    In my defense regarding the newer evasive options in Doa, I haven't had any experience with the builds post alpha. It would be great if you can actually kbd your way out of trouble. In at least the Doa games I have played you couldn't really do that with frame advantage, much less being...
  5. MajesticBlue

    Tougeki Combo Exhibition!

    [ I was using ch 3P into 3K while the dummy was in stun. 3P has a value of 12..so 12+16 = 28. Still seems too low. Maybe the value added to the stun is always a special revision? It could also be possible that 40 is the visible stun threshold and there is a seprate hidden value of the initial...
  6. MajesticBlue

    Dead or Alive 5: Remaining Issues

    Haha yeah, I know how you feel. Not sure my info is the best to learn from though. I play Doa and other fighters on paper as if they were rpg games. It is a problem of mine. I got really lucky and got a few friends to break the game down with me. I used to hang out on the DoaD chatzy at...
  7. MajesticBlue

    Dead or Alive 5: Remaining Issues

    If I know you are gonna throw me I will attack when at frame disadvantage everytime. Throws being unseeable makes them a pretty good option. So in a sense you turn every barely safe move into a 50/50. You have to break it down and look at your options after blocking something around -3/-4. You...
  8. MajesticBlue

    Dead or Alive 5: Remaining Issues

    4. The Low Hold In regards to low holds yeah, they limit the attackers options. The thing is though not having them tech crouch makes no sense. At least to me. The answer is in recovery. I would much rather see however many active frame of the holds tech crouch and have X recovery frames in...
  9. MajesticBlue

    Tougeki Combo Exhibition!

    "We also changed the critical threshold from 24, 30, 36 to 28, 35, 42." I don't know if you guys have this figured out already but, Doad has a threshold counter. (Yeah I know my constant reference to the game is old.) So I figured I could add the little info I know. In at least this version of...
  10. MajesticBlue

    Dead or Alive 5: Remaining Issues

    Any attack that leaves your opponent at a disadvantage on block mostly. So when I use the term plus 9 it means that the defender has 9 frames where they can't input anything.(So whatever option I go for will come out 9 frames faster then whatever the defender can do.) Depending on the nature of...
  11. MajesticBlue

    Dead or Alive 5: Remaining Issues

    In DoaD it gave the same frame trap as it does in 5. It might have been more like +9 though. I can't remember the exact number. Edit: PP6K is plus 9 on block. Gonna miss it. Sadly DoaD might as well not count though.
  12. MajesticBlue

    Do you like the critical burst?

    You just need to make it CB! :bayman:CH 3K CB! qcfP 3PP6K (F) 6PK. Hahahaha. See how great that looks? Plus the ! adds to the hype. Is there any chance that there is a list of everybody's and where they hit? My guess would be they are gonna be the biggest factor in the game. I kinda like...
  13. MajesticBlue

    Dead or Alive 5: Remaining Issues

    Dang. That makes me sad. PP6K was amazing. I see his wall game breaking down exactly like Dragunov. You get them to the wall and keep them guessing. Either you get the splat and a combo or lock them down good. If they can't wake up kick off the wall now there really isn't a reason to go for...
  14. MajesticBlue

    Dead or Alive 5: Remaining Issues

    Does Bayman still have qcfK as a PP string ender? (PP6K?) Having the option to jab into a mid kick with that kind of frame adavantge is always fun. I wonder if the recovery will be fast enough to use it as a wall carry with options as well. With good plus frame moves he is gonna be like...
  15. MajesticBlue

    Dead Or Alive 5 E3 Build Experience

    Even though I tend to complicate things the situation would breakdown like so. Heavy stun > mid kick_mid punch_high attack_oh_throw_or a low reset/extend. Everything but the low reset would lead into at least 75 damage (very conservative estimate) without walls or dangerzones. So from an...
  16. MajesticBlue

    Dead Or Alive 5 E3 Build Experience

    Thats what is confusing me. Guess we need somebody to tell us if there is more at play here. I have a feeling we just didn't see anybody do it and it is possible. At one point I remember somebody saying holds just didnt feel like they would come out at times though.
  17. MajesticBlue

    Dead Or Alive 5 E3 Build Experience

    Was thinking the same thing about holding the CB since If you have enough frames to block you should be able to hold.I remember talk about the new mechanic but not exactly how it works. If so it kinda reminds me of the limbo stun option selects. Oh I think I figured it out. You can only SE...
  18. MajesticBlue

    Dead Or Alive 5 E3 Build Experience

    Do you mean like how Hitomi's 6T leaves you at plus 10 while a counter throw gives 15? Or how certain holds give you more advantage depending on if it was normal or a counter hold? To be honest I haven't spent as much time with Doa 4 as I have with DoaD (the opposite of everybody else here) so I...
  19. MajesticBlue

    Hori making a Dead or Alive 5 Arcade Stick

    The SCV stick is indeed very good imo. This is gonna be really nice. Gamestop had a pricedrop on them a while back. It was awfully hard to beat a well built full Sanwa stick for $100.
  20. MajesticBlue

    Dead Or Alive 5 E3 Build Experience

    Since low holds avoid 2 hit levels the most logical answer is they need to have at least double the recovery frames.(Maybe half the active frames?) Enough time that you can use a low throw or normal hit launcher if you see them wiff it. Also I can't remember if this was in a discussion or...
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