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  1. TRI Mike

    Helena CB game

    You guys need to understand that when trying to find CB set-ups, you should go for all counter-strikes or all-hicounter strikes. Many of the things posted here only work in normal hit which almost never happens in DOA. Whether is the string itself or the damage. OP has a couple set-ups that...
  2. TRI Mike

    Dead or Alive Online Patch

    The only thing Tina needed was more safety. They denied her that )= The Helena issue is still a fucking stab in the back. She's worthless in this game.
  3. TRI Mike

    Dead or Alive Online Patch

    Hmm Tina looks the same as well. EDIT: I'll test the netcode tomorrow. Gotta sleep and wake up early for classes in the morning.
  4. TRI Mike

    Dead or Alive Online Patch

    No. I just tested all her strings. She's the same. Same frame data, same damage it seems.
  5. TRI Mike

    Dead or Alive Online Patch

    - Ayane's 66k4 is now +1. I don't think that should have been patched at all. - Language glitch is officially fixed.
  6. TRI Mike

    Dead or Alive Online Patch

    Downloading patch now. Ayane was apparently changed so I guess other characters were as well. Bryan's guide is now officially outdated.
  7. TRI Mike

    Hayabusa: Tools of a Super Ninja

    I really am having trouble finding good and useful CB set-ups for him. )=
  8. TRI Mike

    Tina combo thread

    They're nice, but I prefer to avoid using many mid-punches before 6P+K because most players tend to hold that first and if my CB set-up is interrupted I get pissed. UPDATE: Tina's :6::P::P::6::K::41236::F+P: juggle works on: Kasumi, Eliot, Mila, Kokoro, Alpha-152, Pai, Hitomi, Leifang and...
  9. TRI Mike

    Tina combo thread

    I tried it on Tatami against Kasumi, Ayane, Mila, Alpha, Kokoro, Pai and I think Hitomi and worked almost every time. The input is a little strict but it's definitely viable. You have to know this only works on max launch height, like 33P or 9K after a CB.
  10. TRI Mike

    DOA 5 Tina Thread

    I don't like her OH game very much to be honest. 66T isn't very good to me.
  11. TRI Mike

    Tina's downgrabs

    I'm constantly getting two ground throws each time I slam them with a CH or HCH. No more than that. She shouldn't lose this ability because it's one of her best tools right now. Bayman only gets one every time but his damage is better than Tina, so being able to use two in a row with her is a plus.
  12. TRI Mike

    Tina combo thread

    For juggling: :6::P::P::6::K::41236::F+P: works on lightweights only. :6::P::P::6::K::F+P: works on mids and heavies. I don't really think we'll ever find better juggles for her, I've tried pretty much everything and unless Tina's on the higher part of the slope in "destroyed top Scramble"...
  13. TRI Mike

    GGs to DrDogg. Fought him a few times in ranked a while ago. I wish the netcode would be better.

    GGs to DrDogg. Fought him a few times in ranked a while ago. I wish the netcode would be better.
  14. TRI Mike

    Tina okizeme

    Using 8P, 2P+F as her juggle is a little weak because she has more damaging options even against heavy weights. Sometimes even giving her an easy 2P as okizeme instead of a ground grab. This is something I think everyone who plays Tina must understand. In some situations, it's better to go for a...
  15. TRI Mike

    Pai combos

    DOA system allows characters to hold (counterattack) out of stuns unlike in Virtua Fighter. Most of the cast have several "unholdable" stuns in DOA5 which help build an offensive effectively without the fear of the opponent throwing random counterattacks. I'm having trouble finding attacks...
  16. TRI Mike

    DOA 5 Tina Thread

    I was talking about the differences between grapplers in the game last night with some friends. From my experience, I see Bass as the best of them with Bayman as a close second. Mainly because both of them can ignore the stun system and CB system and still deal huge damage by raw grabs and small...
  17. TRI Mike

    Pai combos

    I'm having trouble finding any good CB set-ups because I can't seem to get unholdable stuns... what a pain. I need to work more on her.
  18. TRI Mike

    Kokoro's unholdable stuns

    First of all, 8P+K isn't even a move. When you press that her neutral P+K moves comes out, which is a high punch and doesn't hit an opponent in sit-down stun.
  19. TRI Mike

    Kokoro Combo Thread

    OP states a combo starter that uses :6::F: as a command. That's her mid kick hold and it leads to nothing. I'm also wondering why are you guys using CB set-ups for 4-5 hits like 66P,1PPP,7P. I thought she was supposed to be a sit-down stun monster¿ I'm aware she can reach CB easily from her...
  20. TRI Mike

    Some More DLC pics

    I don't understand. Is there a second DLC costume pack coming¿
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