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  1. TakedaZX

    Competitive balance: DOA5U mechanics changes

    Only problem is something like that only happens because of the triangle system itself. You do a throw and I spam the uppercut input after you deep stunned me... I win. The question is how do we walk around this triangle system without breaking it?
  2. TakedaZX

    Your hopes for DOA5U Hayate

    Yea I can understand that. It is a lot but then again it's not like Hayate has a extremely huge arsenal of strings and mix-ups to begin with. Only reason I didn't suggest canning the new wind dash is because wind dash K and P+K are great for whiff punishmen (specifically wind dash k). Like I...
  3. TakedaZX

    Competitive balance: DOA5U mechanics changes

    I quoted you to show the issue had already been addressed (by you) about people constantly correcting him. Nothing big.
  4. TakedaZX

    "I'm coming!" Ein's general discussion thread

    Agreed. I think that's the best solution, but in the games current state OH's are a lot more powerful than they should be because of this.
  5. TakedaZX

    "I'm coming!" Ein's general discussion thread

    Like I said they can keep them if NH gets frame advantage on the regular. There's no reason for them to have it that good otherwise.
  6. TakedaZX

    Your hopes for DOA5U Hayate

    You can on lightweights. You can also h3pp, 33kk if timed correctly. There is something else btw Zeo.
  7. TakedaZX

    "I'm coming!" Ein's general discussion thread

    Should OHs really be offered to only grapplers? OHs are throws that work as holds. They beat all types of strikes (Standing beats high and mid, Crouching beats low). They beat guarding. They beat other offensive holds and defensive holds (granted the OH becomes active before the opposing OH)...
  8. TakedaZX

    Your hopes for DOA5U Hayate

    They haven't really backed it up though, not by tournaments at least or footage on the net.
  9. TakedaZX

    Competitive balance: DOA5U mechanics changes

    That was the beauty of universal offensive holds. Not open to bullshit like attacking out of stun and if you stayed guarding you got beaten by a OH still because it was a throw at heart. I don't see why that aspect needs to be only available to grapplers though but apparently it must be.
  10. TakedaZX

    Your hopes for DOA5U Hayate

    Well I was saying that 4k6k is already a 2 in 1 on HCH and in stun right now. 236T is just a fluke anyway in my opinion... I wish they'd just change the animation of 66T to it (because that's what the new tag throw for Kasumi and Hayate is. Hayate does 66T but lands on his feet the 7K's and so...
  11. TakedaZX

    Competitive balance: DOA5U mechanics changes

    Ok lol. Bye. On subject. Jumping attacks were more humorous to me than useful in the other DOA's I won't deny that they'd probably still be able to be more consistent than most crushes in this game. Only thing that really should happen is probably making them harder to do but not too hard. I...
  12. TakedaZX

    Competitive balance: DOA5U mechanics changes

    Heh, like I said "buddy", looks like you were late too. Old news. Chill out. On the other subject, if Hold damage was increased... but the damage deal of landing a hold in stun still sticks, is it that big of an issue? Holding in stun is basically chip as it stands right now, and to really...
  13. TakedaZX

    Your hopes for DOA5U Hayate

    Overall I like your ideas dude but sometimes I get scared of what you're asking cause you're covering all of his weak points, all of them. Doing that will make a DOA5.03 Hayate situation... even though he had clear weaknesses. Only thing not covered is his hold game... which... isn't terribly...
  14. TakedaZX

    Competitive balance: DOA5U mechanics changes

    Seems you're late as well buddy, on two accounts anyway. @Sergio (Brad Player) - I suppose they may make sense but the deal with his hitboxes should be worked out. He has little to no hitbox while in that OH which is ridiculous. I had Hayate's 3h+k crushed by it at point blank range multiple...
  15. TakedaZX

    Competitive balance: DOA5U mechanics changes

    #BuffHayate! All jokes aside, why not increase the recovery of all holding out of stun by 5 frames rather than just low holds?
  16. TakedaZX

    DOA5U Recommended Zack Changes.

    Like has been said before, Zack isn't really about his combos and juggles. He can get around Kasumi damage as a possibility from them but he's more about his stuns and widdling you down piece by piece with his mix-ups including 6T and Sway/Duck T. His Wall T ain't bad either so you don't want to...
  17. TakedaZX

    "I'm coming!" Ein's general discussion thread

    8P is the heavy bound that Kasumi got from 66KK in the "vs Momiji" trailer. He probably can follow up I hope. 1KK's ground bounce is a lot less than before. I hope that changes, or at least that the relaunch of 4h+k is good enough to do those combos from the videos in my last post.
  18. TakedaZX

    Your hopes for DOA5U Hayate

    Just let me continuously whack the person on the ground until they get up correctly and I will be content. Ugh, I miss Hayate's old wind dash.
  19. TakedaZX

    Dead or Alive 5: Mila vs (DestructionBomb) Akira

    Lol! Yea I wish someone saved that one live, so they could hear us all like "Oh no" and stuff.
  20. TakedaZX

    Ayane is like... really good... REALLY good. Even with JL it's tough to run against her.

    Ayane is like... really good... REALLY good. Even with JL it's tough to run against her.
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