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  1. Heikou

    Would someone mind telling me how much frame advantage / disadvantage Nyotengu and Phase 4 have...

    Would someone mind telling me how much frame advantage / disadvantage Nyotengu and Phase 4 have when their neutral throws are broken?
  2. Heikou

    I wish Leon had advanced holds.

    I wish Leon had advanced holds.
  3. Heikou

    There's a bit of a scene up in Charlotte now. I'll let you know next time we have 4 or 5 people...

    There's a bit of a scene up in Charlotte now. I'll let you know next time we have 4 or 5 people meeting up; maybe you'll be able to make it out. I know it's a bit of a drive, so I'll buy lunch for you if you can.
  4. Heikou

    DOA5U Max Damage Power Launchers

    I know this thread's been dead for a while, but I found a use for her 2KP after a PL in a stage with a ceiling. First you microdash backward, then hit 2KP. You can then run forward and launch with 7K. Can't be stagger escaped. It's also fairly useful for when you hit breakables from far enough...
  5. Heikou

    "まだまだ^^" The Kokoro Video Thread

    Sure. I'm not the best Kokoro player in the world, but I do think I have some advice that could prove useful. After you get a knockdown (especially with a wall splat), it's good to go for a force tech. I personally like using 1KK and using 4K to force them up if they don't tech after 1K...
  6. Heikou

    DOA5U Kokoro force tech and tips thread

    2KP has a kind of funny knockdown. Makes for some great oki in open space if you can time stuff properly. After 2KP connects and knocks the opponent down, you can forward dash, and if the opponent insta-techs, you're at advantage. If they don't insta-tech, you can get a guaranteed force tech...
  7. Heikou

    Any east coast PSN players who actually want to play, please leave me your PSN ID. Public...

    Any east coast PSN players who actually want to play, please leave me your PSN ID. Public lobbies are awful. PSN ID's Onsen-no-Osen
  8. Heikou

    Any east coast PSN players who actually want to play, please leave me your PSN ID. This game's...

    Any east coast PSN players who actually want to play, please leave me your PSN ID. This game's impossible to play in public lobbies.
  9. Heikou

    Open Lobby [12/20/2014] Part 1

    I understand that nobody was joining the lobby before you changed the name, but streaming players without their knowledge is entirely discourteous.
  10. Heikou

    DOA5U Strategies for Kokoro

    8P is also fantastic for closing space and catching stuff for CH. Amazing for whiff punishing, too.
  11. Heikou

    DOA5U KING_CHAMP100(Rachel) vs Gurimmjaw(Kokoro)

    Needs more SS P and 8P
  12. Heikou

    Hazard vs Helena

    Knee, Knee, P, 6KP, 466P+K does more damage and is easier.
  13. Heikou

    Funny how we supposedly have 5 bars and our connection is still as unstable as it is...

    Funny how we supposedly have 5 bars and our connection is still as unstable as it is...
  14. Heikou

    Congrats on top 8, man.

    Congrats on top 8, man.
  15. Heikou

    DOA5U Akira's Frame Data & Combos

    After launching from low threshold with Akira's 1F knee, :P:,:P:,:6::K::P:,:4::6::6::P::+::K: does more damage than two knees into 2P 2_46P. Works up to Gen Fu weight class. A lot less likely to drop this as well. The only thing to watch out for is, if you don't hit confirm it and it lands on...
  16. Heikou

    System What would make LR better than Ultimate?

    You can usually win without playing a character correctly depending on who you're playing against. I can hop on ranked and get a win streak going just trashing players with Akira, all the while spamming 3P+K and not using a single guard break. They seriously just run into his 466P+K and 2_46P as...
  17. Heikou

    DOA5U Kokoro force tech and tips thread

    This just makes the timing strict for using wakeup kicks. It also leaves you at a heavy disadvantage if you whiff 2P+K, so I'd say that if you want to keep momentum up, using 9P to refloat then PKP or BT 4PKP and force teching with 1KK is the better option. This basically just gives you a real...
  18. Heikou

    When are we gonna play again? I have the weekend off and -maybe- Wednesday. If we're both off...

    When are we gonna play again? I have the weekend off and -maybe- Wednesday. If we're both off Wednesday, I might be able to get DJ to play since he normally has Wed and Mon off.
  19. Heikou

    DOA5U Kokoro force tech and tips thread

    None of them apply to H+K 66P since the stun level on landing 66P after 4T and after H+K is different. Every setup the space cadet mentioned knocks down prematurely after H+K, 66P. The one you posted is actual guaranteed damage and works after both setups, though. I don't know why I hadn't...
  20. Heikou

    DOA5U Kokoro force tech and tips thread

    I'd meant to say that, if you SE quickly enough, you'll be left FT and able to hold any part of 1KKP. Sorry for not clarifying. As for 6PP > Launcher, you can SE then hold it, but you can't SE then block the launcher. But, as with 1KKP, it's difficult enough to SE it that you won't see this...
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