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  1. TakedaZX

    DOA5(PS3®) Tenryuga(HAY) vs TakedaZX(RYU)

    Just a quick match with Tenryuga. Lost all of our other Hayate vs Ryu matches, but we'll upload more later.
  2. TakedaZX

    Hayate Video and critique thread

    http://www.youtube.com/playlist?list=PLw815ROpAtfWIsAkUhu5O6yb0qqME5cFA Me vs Hoodless. I hope you guys find something useful to take away from these videos. Critique welcome.
  3. TakedaZX

    DOA5U Combo Potential - Bind/Bound State

    Just for the hell of it I moved on to speculating on other characters some possibilities for post bound situations. Kokoro CB! :7::K: :pause: :P::6::P: :pause: :P::K::P: B! :pause: -dash- :2::p+k: (low relaunch) :pause: BT :2::K::P: CB! :4::p+k: :pause: :3::K::4::K: B! :pause: -dash- :7::K...
  4. TakedaZX

    DOA5U Combo Potential - Bind/Bound State

    Exactly what I'm saying. It makes it to where you don't have to juggle that way but if you want to you can and it gives another element to juggling. 3kp across the map into the FT setup, go for the backflip setup for wall damage, or ground bounce into the throw. But that's just straight out of...
  5. TakedaZX

    DOA5U Combo Potential - Bind/Bound State

    I don't know for sure if any of these would cause a ground bounce state. Potential Bind Moves For Busa 3H+K PP4PK/4PK 6KP 3P+KK Hitomi 8K/1KK/9PKK/8PPK/6KKK, 7PKKK, 6PKKK 8PPP
  6. TakedaZX

    DOA5U Combo Potential - Bind/Bound State

    Well I mean I am a nobody in the DOA scene >_>, but I know a few somebodies that know for sure how to use it. I would imagine that the check would be one bound per combo post launch so that people can't sit there any loop bounds back to back over and over, kinda how Leifang and Pai can...
  7. TakedaZX

    DoA5 (Xbox 360) Mila (Galen The Wise) Vs. Hayate (Random) Lobby match

    Will you come over to the east coast at some point in the future, or still no way of telling at this point?
  8. TakedaZX

    New DOA5 version announced (Momiji!!!)

    Well... if I was Ein, I'd want her dead to for taking my spot...
  9. TakedaZX

    DoA5 (Xbox 360) Mila (Galen The Wise) Vs. Hayate (Random) Lobby match

    I know your tricks on tricks as well Galen! Too bad were on the other sides of the world.
  10. TakedaZX

    DoA5 (Xbox 360) Mila (Galen The Wise) Vs. Hayate (Random) Lobby match

    Haha that CB is dirty. I know your tricks Galen... ;)
  11. TakedaZX

    DOA5U Combo Potential - Bind/Bound State

    Well, we've all see the recent trailer of DOA5U's gameplay debut. If you haven't check it out here. So basically the footage revealed some gameplay of Momiji sporting an Akijitisu style and Kasumi with some new tech on her Hoshinpo. Later on in the video, after the dangerzone was activated, a...
  12. TakedaZX

    New DOA5 version announced (Momiji!!!)

    I don't know if anyone already said this but, regarding the situation with 66K's new follow up that might or might not put the opponent in a new grounded state... what if... DOA started using a bind system, sorta like Tekken's and that's what the new kick did... and what if it did this in a...
  13. TakedaZX

    "Nin!" Hayabusa Combo Section

    Well the last combo topic was a bust, so I'm going to be posting combos in this topic for each launcher so that we can all refer to the original post. I'll have natural hit launch, counter hit launch, stun to launch, high threshold, post cb, wall splat combos, partition break combos, izuna...
  14. TakedaZX

    Hey is it ok if I start a new combo topic in the Ryu Hayabusa section? Avi made the original one...

    Hey is it ok if I start a new combo topic in the Ryu Hayabusa section? Avi made the original one but isn't really around and I'm making a huge combo pool for him for everything so all new players can refer to it, so I want to have a hold of the original post in the topic.
  15. TakedaZX

    New DOA5 version announced (Momiji!!!)

    One thing that bugs me in DOA5 right now is the mid crush properties on some moves. I think there should be a few more true mids. Only being able to rely on 6 moves consistently with against Brad comes to be a hassle when he gets full access to his move set at all times.
  16. TakedaZX

    New DOA5 version announced (Momiji!!!)

    Oki or Okizeme is a word that essentially means "ground-game" or "hitting someone on the ground".
  17. TakedaZX

    New DOA5 version announced (Momiji!!!)

    The reason is 66KK is wayyyy too slow. It's hold bait. But either way in the end there are 4 kicks. 66KK, and the second kick of the 66K that impacts after the intial hit. She even lands differently. So yea I think there is a reason, I'd imagine it either jails or it's just there to interupt...
  18. TakedaZX

    New DOA5 version announced (Momiji!!!)

    I got you man, so what happens is: With a regular izuna, in the launch phase it'll knock the opponent out of your grip before you even get them in the air. If you're mid air, both for you go toppling straight to the ground just like with the helicopter. I'll try the shoho next. THIS. THIS needs...
  19. TakedaZX

    New DOA5 version announced (Momiji!!!)

    I'm surprised no one else dislikes her stance. I imagined something closer to Hayate's/Lars's (from Tekken) since her spear stance is something like that in NG. In fact, a lot of the stuff looks like they took the mocap from NG and placed it right into this. Like her shoho for example, when she...
  20. TakedaZX

    New DOA5 version announced (Momiji!!!)

    Possibly false again. If the environment caused it, then Kasumi would have been effected as well (In fact if anything, Kasumi would be the FIRST to be effected if at all there was a possibility of one of them not being touched by it, since Kasumi is right next to it). I just tested a similar...
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