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  1. David Gregg

    Dead or Alive 5 Ultimate General Discussion

    Wait until you guys hear Mila and Rig's themes (those were the only 2 themes I gave to every character in the Vita version). A lot of bad-assery right there.:cool:
  2. David Gregg

    If you had to choose one retro stage [DOA5U]

    Here's a thought that would combine multiple stages and put them in 1: Have Freedom Survivor and then allow fighters to break the windows and fall down into the cruise's bottom level: The Aquarium! With the difference of course being that it's located in a ship so you'd be further up...
  3. David Gregg

    DOA6 Fan Survey

    I think Team Ninja should make a non-canon game along the lines of TTT2 (solo and tag still being 2 different modes though). They sort of did this with Dimensions but let's face it, the 3DS can't compete with PS3 or the upcoming 4. Basically bring all of the previous fighters and top fan...
  4. David Gregg

    Competitive balance: DOA5U mechanics changes

    I don't want to keep bringing up character specifics since this is a mechanics thread but just b/c Eliot has attacks to enter the transition doesn't mean they're effective. Try using :P::4::P: and most opponents are going to anticipate your launcher (especially with the delay that occurs between...
  5. David Gregg

    Competitive balance: DOA5U mechanics changes

    I don't know if anyone knows the frame rate but I think Eliot can execute the move faster. Also since it's :2::3::6::K: instead of :6::6::K:, it's more accessible. You can really throw off opponents when you're simply punching and then all of the sudden you come flying at them with his side...
  6. David Gregg

    Competitive balance: DOA5U mechanics changes

    I might be missing something here but Eliot's flying side kick isn't unblockable. As for the BT issue I think more characters should be able to enter this stance as they do utilize BT attacks like Hitomi, Kokoro, Eliot, etc...
  7. David Gregg

    Competitive balance: DOA5U mechanics changes

    Sorry Saber just going off of what other ppl in this thread said no proof. :oops: But going back to the point Ein is the 1st character who isn't a grapple or a "special case" (i.e. actually needs it) character and he's getting an OH. That could be a very good indication that more characters...
  8. David Gregg

    Competitive balance: DOA5U mechanics changes

    My question is how do we know more character haven't received OH's since Kasumi's been shown to have one as well.
  9. David Gregg

    Ask me anything.

    I'm sure this was asked somewhere before in this thread but I'll ask anyway. lol. Are there any other fighters you're playing right now and/or anticipating? Really enjoyed watching that final round with you and XCaliburBladez btw. Your Bayman is incredible.
  10. David Gregg

    How would you improve Eliot in DOA5U?

    (sighs) Well I'll take any followup I guess. Eliot isn't too bad. It would be nice for him to have improved recovery time though and he needs better tracking (which earlier in the thread we're thinking that his new kick in the video could possibly track). Hey now. :eek:
  11. David Gregg

    If you had to choose one retro stage [DOA5U]

    I think people are just desperate for any DOA 2 stage. Ha ha. But Dragon Hills was my 2nd favorite right behind Aerial Garden. I also liked how you could fall into that room.
  12. David Gregg

    Competitive balance: DOA5U mechanics changes

    To make it more useful than PBs why not allow uncharged power launchers have followup damage? I mean of course it would have to be a fraction of what you could do if it was charged in terms of damage and combos but it gives every player a go-to launcher.
  13. David Gregg

    New "Game Changing" Combos?

    TTT2 may be just the game for you then Argentus. It's funny the styles sort of flip-flopped with DOA 5 taking a more realistic look and TTT2 taking a cartoon-like approach as was the case with DOA 4. That and the soundtrack for TTT2 is incredible (and you could always use your own music so it's...
  14. David Gregg

    Some things I'd like cleared up

    I'm so tired of people saying things like "this fighter is cheap", "this fighter needs nerfed in the next game", etc... Spend that energy on how YOU can improve as a fighter or give suggestions on how you'd like that character improved. Anyway done with my rant. lol. Ignore the haters and...
  15. David Gregg

    Competitive balance: DOA5U mechanics changes

    Ah ok thanks for the reply. Sorry I deleted my original comment b/c I had already posted it on another thread.
  16. David Gregg

    New "Game Changing" Combos?

    I wonder about this though. Is there any possibility that a power launcher not fully charged could have any follow ups? I'm pretty sure the animation finishes after the opponent is already dropped but say you have them positioned against a wall or you've stunned them and then used the uncharged...
  17. David Gregg

    Dead or Alive 5 Ultimate General Discussion

    I don't know...I think synce brought up a good point a while back in this thread. That one survey did say that Japanese players wanted more guaranteed combos. Then look at the changes so far: longer health bar + addition of a power launcher + possibly a lot more ground bounces (Eliot has one for...
  18. David Gregg

    Eliot Combo thread

    Very good!! I understand your dislike of repeat instant 3ps (it feels dirty...or like I'm cheating) but I end up using them anyway just to get in some extra damage. lol. Will you be using him in Ultimate?
  19. David Gregg

    Competitive balance: DOA5U mechanics changes

    Ground bounces may also become even more important if they're nerfing FTs. I saw a video of Eliot's :3::3::P:(:2::P:) and it's now a ground bounce (@ 2:10) on it's own when before it only ground bounced in the 10 hit combo. If it bounces high enough (which it looks slightly higher) you could...
  20. David Gregg

    Competitive balance: DOA5U mechanics changes

    The only thing I was hoping for was more guaranteed combos and/or a longer threshold (which is fair imo if they're increasing the damage on holds). With nerfed force techs it feels like the game will be shifted in the direction of juggles anyway so why not make those changes?
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