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  1. ailingeternity

    Let's Talk Bounds...

    :9::k: on max stun threshold isn't exactly a bound, it's more like a knockdown that offers follow-up damage much like :6::p::4::p::p: but I can see how it's viewed as one. A bound would be something like Lei-Fang's :3::p::4::p: that allows juggling within a juggle, if that makes sense. Lisa has...
  2. ailingeternity

    DOA5U Lisa Changes: UPDATED FOR 1.05 26/03/2014

    Done, I'm also going to change :6::6::K: as soon as I can test it, in game it says it's +18 on block but I think you can still be interrupted when using moves lower than 18 frames afterwards, just need to finalize it before I do so. It's either a buff that hasn't gone underway or an in-game...
  3. ailingeternity

    DOA5U Lisa Changes: UPDATED FOR 1.05 26/03/2014

    Yes it was, I'm on xbox so updates are 10 years too late. I don't take minor frame differences like that too seriously, especially with a move such as :1::P::K::K::K:. I did think it was a spacing issue initially but I tested it enough times for me to believe it was solid. I'll remove it.
  4. ailingeternity

    DOA5U Lisa Changes: UPDATED FOR 1.05 26/03/2014

    Not sure how you mean, are you saying it always whiffs after using :4::4::h::+::p:? or is this after you launch? General rule is Lisa's juggle damage is highly nerfed, :6::p::8::k: gives lower launch height so she can't juggle after with :7::k::6: :h::+::p: anymore and her air grab has higher...
  5. ailingeternity

    DOA5U Lisa Changes: UPDATED FOR 1.05 26/03/2014

    Just updating on :4::4::h::+::P:, I mentioned previously that you can land a free :6::P::8::K: afterwards. There are some characters that can back dash and avoid the launch, however, if they slow escape after :6::P:, or attempt to hold the launch (even low hold) they will always eat the launch...
  6. ailingeternity

    Lisa combo's

    Stick with the power blow, the same thing happens if you use :3::h::+::p: :+: :h::+::p: and wall juggle after that, guess it's to prevent the stage from being banned in competitive play. :6::4::h::+::p: is also ideal for big punishment if set up right, Lisa can get some really nasty guaranteed...
  7. ailingeternity

    DOA5U Lisa Changes: UPDATED FOR 1.05 26/03/2014

    I agree synce I've just edited my last post, it doesn't actually give a free :6::p::p::p: you can SE and hold the last :p: my bad.
  8. ailingeternity

    How will you use Lisa in 5U?

    :1::k:, :6::6::p: and :6::k: work best for that because of their low follow-ups, :1::k: is too risky though. I find :3::f::+::p: works much better as a punisher for really unsafe moves that leave your opponent in crouching state.
  9. ailingeternity

    Lisa's top 10 moves

    Given her changes I think these moves work better in her favour now since her damage comes from shenanigans. :1::P: - A great counter hit hunter (competes with :7::k::6: as her best), tracks, crushes highs. Bad at close range but a decent move. BT :P::+::K: - Grants a free :6::P: on block...
  10. ailingeternity

    DOA5U Lisa Changes: UPDATED FOR 1.05 26/03/2014

    Not having a decent low from front facing is such a shit thing for Lisa, she has a harder time counter hit hunting because of the nerfed :1::P: unless it's crushing, her other ranged moves are slow or unsafe (:9::K:, :236: :P:) and her mix-up game from front facing leaves much to be desired...
  11. ailingeternity

    DOA5U Lisa Changes: UPDATED FOR 1.05 26/03/2014

    Basically her changes make her BT game very solid and is integral to her game (:2::K::K::4: is a very good string now), Carrera mixups are also more viable since moves that transition into them have more safety and give more advantage on hit (:7::K:, :6::6::K:). If you were in sync with Lisa's...
  12. ailingeternity

    How will you use Lisa in 5U?

    Here - http://www.freestepdodge.com/threads/lisa-changes-doa5u.3431/
  13. ailingeternity

    DOA5U Lisa Changes: UPDATED FOR 1.05 26/03/2014

    UPDATED: 11/12/2013 This is a full list of Lisa's changes from DOA5 - DOA5U as a result of going throught her moveset in vanilla and comparing the frame data listed in-game with DOA5U. I have not included CH/HCH information, as it will only involve small damage and advantage increases, if you...
  14. ailingeternity

    DOA5U - Akira Thread (Combo Challenge, Changes, Combos)

    After looking (not attemtping) his combo challenges, how on earth is it possible to perform so many :h*+k:'s in a row?
  15. ailingeternity

    The DOA5U "Casual" thread. ^__^

    Wow I've spent about half an hour on Hayate's combo challenge, stuck at his power launcher combo. This shit is absolutely ridiculous, does anybody feel that It's much harder to buffer certain combos in the game now? Everything used to be so fluid but it's a little more rigid now.
  16. ailingeternity

    How will you use Lisa in 5U?

    Ok, let's look at her lows and high/mid to low strings. LOWS :1::K: - 21 frame startup, tracks, 2in1, crushes highs, -7/-8 on NH (depending on open or closed stance), throw punishable regardless of range used. This move now forces you to use one of it's follow-up's to avoid punishment, if...
  17. ailingeternity

    How will you use Lisa in 5U?

    :9::k: on NH works particularly well with it, CAR :p::4: and :6::4::f::+::p: into booty bump too. Most of her BT transitions on counter hit will work too. :k::2::k::k: is +24 and causes crumple stun, has worthless follow-up, you can't combo into it or land a force tech so it's pretty ass. What...
  18. ailingeternity

    Changes in DOA5U

    What I noticed hasn't changed is online, still dead as a dodo....
  19. ailingeternity

    How will you use Lisa in 5U?

    :lisa:Summary of Lisa's changes;:lisa: THE NEW :214: :f::+::K: - Power launcher, chargeable, 25-32 frames, 40 dmg. Has very strong juggles. BT :6::f::+::P: - New OH, 32 frames, INSANE range, tracks, evades highs and lows at different intervals, 65 damage. Has different animation when used on...
  20. ailingeternity

    What are you hoping for a DOA5U Lisa

    8K just looks as if it has a new launch animation, it may have an effect on her juggling potential however. 1K could have some better CH properties as a stand alone move but look at 1KK, it's much faster now, maybe that could be a follow-up combo. 66PP limbo stun is still there.
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