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    DOA5 after 6 months - what worked and what didn't?

    I really don't know how else to explain why DOA5 is not a rushdown game (lack of frame advantage, defending players have more options, etc) so I just won't lol. I will end in saying, I want cheaper DLC. 540 points for all of the costumes in the most recent packs is reasonable (thus I bought...
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    DOA5 after 6 months - what worked and what didn't?

    It's a fighting game, of course every possibility has an element of risk attached to it. If you are blocking too much and getting thrown for it, that's your issue, not your opponents or the games' mechanics. Again, if some moves didn't track, what would prevent you from SS'ing all day long...
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    The Official Dead or Alive 5 Tier List with Discussion thread

    Her SS K cannot go into Heichu. She can't even do the second kick from it (unless I'm doing it wrong somehow). It's the P ender or nothing. If it hits on NH and you don't finish it you can be low thrown. Fun times.
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    DOA5 after 6 months - what worked and what didn't?

    I do not disagree with you about the level of polish. DOA4 is miles ahead (loading times were non-existent, no random black screens during online, variety of stages). Just from a pure gameplay/technical standpoint, I'd say 4 is the worst. As for 3, counters did more because you basically only...
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    DOA5 after 6 months - what worked and what didn't?

    There are some things I wished carried over into 5 (the online lobby system for instance). But in terms of the fighting game system? DOA5 inherited the DOA4 stun system while adding a few guarantees into the mix. So it's basically 4 with with fewer guesses. (But still nothing like 3/3.1; I've...
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    DOA5 after 6 months - what worked and what didn't?

    What other defensive options do you guys want? Like seriously, right now the defending player (at neutral) can 1) Counter 2) Block 3) Sidestep 4) Crush. In stun, countering still can do too much damage relative to the attacker's move. Couple this with the fact that the majority of moves are -...
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    The Official Dead or Alive 5 Tier List with Discussion thread

    Her biggest weakness which you failed to mention was her linearity. I don't think any other character is as linear as she is. She has one set of high tracking attacks (F+K, 1KKK/PKK/3KK enders), 6PP (second hit) and one mid in 46PP (second hit). Since a lot of sidestep moves also tech crouch...
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    Kokoro Combo Thread

    Thought it was worth a repost considering her 9P was nerfed, so the difference between her best CB juggle and this force tech is now only a 5 point difference. I'm definitely taking my +20 now.
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    Kokoro Q & A

    Unfortunately no. I wish she did though.
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    Alpha-152 general discussion

    Her KKK string was endless? That's hilarious. I haven't found anything guaranteed unfortunately apart from 3K crumple options (3H+K launch if not held or a 3K/6P+K CB mixup at threshold).
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    What would "Hold Counters" do to DOA's gameplay (positives/negatives)?

    Buy why should they? Your opponent guessed (or reacted) to your attack correctly and as such, is rewarded for it.
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    Top 10 moves

    My top 10 in 1.03 236236T - 149 on HCH? Yes please 214236T - Crushes highs and awesome range OH 66T 2T - i10 OH, 30 or 60 damage on walls and with the new recovery it's not trash 6K series - Crushes lows, P ender(s) gives +8 on block 3K - Deceptively long range, crumple stun, safe due to...
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    Kokoro Combo Thread

    Another post CB 4P+K K 66P+KP+KP+K (light/mid) New most powerful CB I've found (one extra point compared to my previous). Dead easy timing.
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    Kokoro Combo Thread

    Post CB/HCH :4::P::+::K: :4::6::P: :6::6::P::+::K::P::+::K::P::+::K: (lights and mids) Equal damage to 7K 4P 6KP 2KP, but timing seems a bit less strict
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    Kokoro Combo Thread

    BT P+K into 236P is delicious
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    Kokoro version 1.03

    Nothing has changed on that front other than her BT stun game no longer involves 3K.
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    Version 1.03: RIP Alpha

    It's always been i3+1 (and happy they left the damage untouched. 105 HCH mmm)
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    Version 1.03: RIP Alpha

    One positive I've found, 66T on a wall still gives 60 and now leaves you at neutral.
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    Kokoro version 1.03

    Her PP6P used to give a decent stun now it gives a whopping +7 or +3 with SE (NH). Heichu P is now also garbage. +1 with SE or +5 without. At least 6P+K stuns now. The in-string grab/236T voice is still the same (unless you whiff it). Just something I noticed heh. And did BT K always...
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    Christie Combo Thread

    I didn't see these anywhere, so I thought I'd post em up. From her low punch counter (NH): :1::H: - :9::K: :9::K: :p::k::k::k: 64 dmg (lights/mids) - :9::K: :9::K: :p::k::k::2::p::+::k::2::k: 59 dmg (FT - +14) (lights/mids) - :9::k: :6::k: :p::k::k::k: 62 dmg (heavies) - :9::k: :6::k...
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