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  1. virtuaPAI

    Ask Team NINJA

    -Using :F::+::P::+::K: to tech the wall slam? If so, I would not mind. However, Since we know the above average players will tech the majority of the time, they should have it so that if you guess correctly which direction they are going to tech, you get the free attack follow up(launcher)...
  2. virtuaPAI

    Ask Team NINJA

    -TN can just rearrange those :P::+::K: attacks ;). Scratch the thought. This will end up messing with SE big time.
  3. virtuaPAI

    Ask Team NINJA

    -Having played Doa2u for a couple of days now, I see what some have been saying about doa3's buffering system. Doa2U did it the best, and it should go back to that games configuration. Movement and everything else is nice and tight. Also, I feel Slow Escaping should go back to Doa2/ Doa3 style...
  4. virtuaPAI

    Ask Team NINJA

    -I have been thinking, and here are somethings that will flesh the game out more: All Grappler standing throws should impact @ 6,7 and 8 frames respectively. All Grappler crouch throws should impact @ 3,4, and 5 frames respectively. All Non grappler standing throws should impact @ 9,10 and 11...
  5. virtuaPAI

    Limbo stun option select.

    Correction: Only Doa3 had option select with limbo stuns. All versions of Doa2 allowed you to SE~DH no matter what your opponent is doing. In other words, your DH will execute regardless when activated. You can also get into the DH phase of the limbo stun much faster in Doa2.
  6. virtuaPAI

    How would people feel about paying $$$ for costumes?

    I personally would not have a problem with payable DLC content, as long as we have a completed game. Meaning, we have a situation like Doa2u where we had a shit load of costumes and features(that made the game feel complete). IMO, TN should constantly update the gameplay (something they should...
  7. virtuaPAI

    Limbo stun option select.

    I know mashing :6::F: will net you the same result as SE~:6::F: to DH mid launchers, however, It is more effective to SE~:9::F:,:6::F:,or :3::F:. This is due to you being able to enter into the DH phase much quicker, and giving you enough time to chose which hold to do...as well as SE faster to...
  8. virtuaPAI

    What improvements would you like to see in Doa5

    Back turned combos were not bad back in the doa2/3 eras. They were some of the very few true combos that existed in those games.
  9. virtuaPAI

    Backdashing

    I did, but I think DoaC "lost" the thread.
  10. virtuaPAI

    Limbo stun option select.

    When you are placed in a limbo stun (Doa3), you can employ an option select to better your odds of escaping that particular situation. While in stun, you can Slowescape (to the ground)to avoid any slow launchers. However, if your opponent uses a fast launching attack, you will not be able to...
  11. virtuaPAI

    I'm Watching Old 3.1 and 3.2 Videos...

    This is why we praise Doa3 so much. The game was too good, and it is a shame that doa4 turned out to be the game it became.
  12. virtuaPAI

    Doa2 Staggers

    As you should know, Stuns are a major part of Doa's gameplay, but what you should realise, There are more than 10 general stuns that most players seem to list. There are aproximately 27 different stuns in the game, each having different recoveries, escape properties, or the distance knocked...
  13. virtuaPAI

    The Art of Stagger Escaping:

    Just frame Holding As soon as you are Staggered, Hold out of the stagger. This will allow you to get out of the stagger quickly, and recover before your opponent can attack. On the Bad side, you are vulnerable to a high Counter throw if your opponent is fast enough. Advanced Slow Escaping...
  14. virtuaPAI

    Should Team Ninja be forced to only use arcade sticks for future DOA development?

    -Trying to get Team Ninja to have an Advanced player mindset is not going to happen through their means alone. The "fighting game expert" on their team, Shimbori-san, didn't hold a candle to anyone of us. Shimbori-san plays at an above average level, but it is not good enough when you want to...
  15. virtuaPAI

    Should Team Ninja be forced to only use arcade sticks for future DOA development?

    -I agree. I happen to prefer Doa2's original input, and to this day still do Tina's throws the same(muscle memory I guess), but I do not believe inputs in itself make a better game, nor do arcade sticks. When you have great-solid tools, no matter what you use (pad or arcade stick), you will...
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