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  1. TakedaZX

    Balance The Karate Master

    I still think 16i is a bit much. Somethinig like Hayate's 4P deserves 16. H+K is superior to that in safety, range, and recovery (because it doesn't leave him BT like Hayate). It matches Hayate's 4P in speed and anti-crushability. 4P has room to be sped up, even with its follow ups. H+K will...
  2. TakedaZX

    Balance The Karate Master

    6P+K doesn't track. It could never track. P+K could either. H+K isn't that bad on speed but for the range it is, 15i is incredibly overkill. Like come on guys, that's crazy. Anyway Ten... I'm definitly feeling all of those. You left out 3K though. I really think it should get the NH stun to...
  3. TakedaZX

    Any word on what style Marirose will be? Is she just another Lili?

    Any word on what style Marirose will be? Is she just another Lili?
  4. TakedaZX

    Been training in dance lately. Working flexibility and I'm so close to being able to do split.

    Been training in dance lately. Working flexibility and I'm so close to being able to do split.
  5. TakedaZX

    I can't lie. I miss holdable SD stuns. Doesn't mean I don't want unholdable ones but the deep...

    I can't lie. I miss holdable SD stuns. Doesn't mean I don't want unholdable ones but the deep stun was helpful at times.
  6. TakedaZX

    Balance The Karate Master

    You have me mistaken. Frankly I recognize that 8P is very superior to 9P. The point is I don't care for its appearance. 9P looks a lot cooler and it's faster, so I'm like... why not? As long as it still bounds at max threshold, I'm in though. That means if someone uses it and they make a...
  7. TakedaZX

    I need leg day.

    I need leg day.
  8. TakedaZX

    Balance The Karate Master

    Well done Zeo-san. Most of the stuff we've been over a few times but I'll cut to the chase. 8P - I like 8P as it is now. The thing is, I still use 9P over it because since I can control the BT situation well and get my juggles out. You guys can have whatever you like but I'm fine with it...
  9. TakedaZX

    DOA5U - Regick (Akira) vs Hayate

    @SlyBass Yea DestructionBomb hit the nail on the head.
  10. TakedaZX

    DOA5U - Regick (Akira) vs Hayate

    Yea, I haven't watched much Akira since they took his Dragon Gunner away. This was really nice to see.
  11. TakedaZX

    DOA5U - Regick (Akira) vs Hayate

    That Hayate was kind of garbage but your execution is impressive. Gj bro.
  12. TakedaZX

    Were the active frames for holds increased from Vanilla to Ultimate?

    Were the active frames for holds increased from Vanilla to Ultimate?
  13. TakedaZX

    [DOA2++] Moveset Editing Project

    He'll play just as he does now in DOA5U.
  14. TakedaZX

    [DOA2++] Moveset Editing Project

    The thing is though from what I've seen, players still get wombo combos off of one wall splat in DOA3. (Ex. Hayate 9PP W! PP2KP, PP6PK
  15. TakedaZX

    [DOA2++] Moveset Editing Project

    I always thought a hybrid wall slam would be nice for DOA. I don't know how the DOA3 one measures up like this but my idea was: Slam them into the wall and they'll go into a crumpling state just like with JL's 6T at the wall. The first hit is free so if you'd like to launch, you can and it'll...
  16. TakedaZX

    DOA5U 236T options.

    I rely on :P::P: to get the mix-up... if I want the damage then I might as well just :6::T: or :6::6::T:. They're both 53+ damage and give alright situations afterward. :6::P: is nice as well. If the opponent just doesn't slow escape then I just put the mix-up on. :6::P:, :3::K: or :6::P:.
  17. TakedaZX

    [DOA2++] Moveset Editing Project

    What's really inaccurate is the premise you're trying to stand upon. What you just described as a great system built off of "good options" was the epitome of what DOA4 is. I hit someone with CH 3P, 3K, or 6P with Ein and I get the freedom of using his best launchers in that situation (9P, 4K...
  18. TakedaZX

    Winning in this game doesn't feel very satisfying.

    Winning in this game doesn't feel very satisfying.
  19. TakedaZX

    [DOA2++] Moveset Editing Project

    I like DOA4's lack of guaranteed damage for one reason. The constant ability to hold out of a situation gave the player an incentive to mix-up and use everything at their disposal... so it wasn't likely that you'd see the same thing in a combo. Frankly I love it, especially for the 3K sitdown...
  20. TakedaZX

    [DOA2++] Moveset Editing Project

    Interesting. I agree with @WAZAAAAA, though I don't feel it necessary to "bitch please" at you, lol. The reality is that while you feel Ein is an incomplete character, that is because where he ended, Hitomi picked up. That being said he still carries his own moves that outclass Hitomi's in a...
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