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  1. just_me

    DOA5U Dead or Alive 5 Ultimate Arcade ver. 1.04 change log

    Err... there are more than enough "Character wishlists", aren't there? Resources are available... unless "they are reading" refers to Twitter exclusively... which is bad since any valid suggestions get swamped in costume and hairstyle requests... and actual balance ideas that could make the game...
  2. just_me

    Momiji Combo Thread

    Yeah... I sometimes had the issue that all hits connected, but I completely missed the falling pillar... must have been a poorly timed :6: :6: :k:. It looked like the stuff connected earlier though and the events happened later. E.g. looked like Momiji TK :p:s the opponent way earlier into the...
  3. just_me

    Momiji Combo Thread

    :...since I've toyed around with it, have some Environment Combo stuff -after knocking someone into a dangerzone (results are mediocre though and there is hardly anything surprising...) Format is {stage name} {weird Dangerzone name I made up} {combo} {weightclass*} * - abbreviated with the...
  4. just_me

    Momiji General Discussion

    If they start syncing moves between the two, they could buff her Izuna Dmg to Ryu's level as well :P (Ryu still has the style advantage obviously... even if Momiji has flames and stuff... although her ceiling version looks pretty neat imo) Well at least her :2: :h+k: still has more range... and...
  5. just_me

    Kokoro 1.04 Changes

    On Neutral... 62 Dmg on HiCounter would be ridiculous... I think here 5T does more Dmg than that xD
  6. just_me

    Momiji General Discussion

    I still have no clue what that means tbh... Wonder how much the :2: :h+k: Hurtbox was "adjusted"... probably won't crush any mids anymore. If her Tenku stuff is less whiffy near the wall... I guess that's a plus at least^^ 58 Dmg for and Advanced/Expert Hold is a pretty conservative buff as...
  7. just_me

    Kokoro 1.04 Changes

    Sounds more like bug-fixes and smaller nerfs to me... The Heichu changes are possible buffs, but no Faint Stun after 66P+K hurts, doesn't it? Not even sure, if the new 6PPP is really +0 on Block... they could have messed with the guard stun as well to offset the lower recovery (like they did in...
  8. just_me

    Competitive balance: DOA5U mechanics changes

    It's currently like this: If you perform a successful 44P Sabaki (you caught a mid P)the opponent might be able to hold the Punch of 44P (and that would be a 100% guaranteed hold since the Kokoro player can't cancel that move, it's kinda like turning around an holding Alpha's Parrys) I think...
  9. just_me

    Competitive balance: DOA5U mechanics changes

    Don't think so... on a successful 44P Sabaki, the opponent could actually hold the Strike... and that was fixed I think, which is the least they could do imo xD
  10. just_me

    DoA5 and the Split of online players

    Well I think the only filter criteria for Ranked Matches should be... connection quality. Setting a region is just another pre-filter for connection quality (or does anyone really care where the other guy/girl is from, as long as the connection is decent?) and the Match Making System should make...
  11. just_me

    Characters Momiji wishlist?

    running :h+k: as a standalone move... 236H+K or whatever (maybe reduce range) :4::P: in :P::P::P::4::P: as an option from her :3::P: add some Dmg to her Izuna as well... the throw part of Ryu's version does 48 and Momiji's 10+24, so 10+30 is fine imo.
  12. just_me

    Rachel Tips and Strats...

    Too bad... none of these guaranteed stomps is actually guaranteed, you can back tech them all (but e.g. NH (1P)P 9P 2K is actually guaranteed agains super light to welter - a CrLvl1 1PP launch is too high though, would work on midweights) And of course the FT Kick will still whiff after an...
  13. just_me

    Rachel General Discussion

    That's nothing new, is it? Also... are you sure CH :9::K: :2::K: is 0 vs Heavy and above? I know the tool displays +0, but when I tried Rachel's Jab constantly beats Gen Fu's and the :6::P:s trade (and Data claims it's 11(1)0 for Fu and 13(1)0 for Rachel, seems both Hit during the first active...
  14. just_me

    Rachel nerfs

    Mhm... Standard AT :9::P: :2::K: is -1 against super light and :4::2::6::H+P: :6::P::P:: was +1... but 45 Dmg off a 12F throw is not what you want. Well you still get some advantage vs Alpha xD CH :9::K: :2::K: seems to be guaranteed against super light, but still has the issue that the last...
  15. just_me

    DOA5U "Come and Fight" Rachel Combo Thread

    I think there are a few guaranteed Stomps. NH :9::K:, :2::K: vs Super Heavy was already meantioned, no? There's also CH :9::K:, :9::P:, :2::K: vs lightweight classes HCH :p+k:, :2::K: works on everyone Recorded these and tried to back tech... it never works. Can't tech AT :9::P:, :2::K: with...
  16. just_me

    Dead or Alive 5 - Known Bugs/Glitches

    In fact, it shows the proper data for player 2...
  17. just_me

    "まだまだ^^" The Kokoro Video Thread

    4 9Ps in a Row only works on Lightweights and with 2KP as Ender (98 Dmg with HCH 4P+K Launch) In open Space P+K, 6KP, 2KP(96) and K, 66P+KP+K, HEI P+K(98) do more damage than the combo shown(95) and near a wall you want to switch the P2KP with 6PPP. Oh... but 9Px4, P2KP connects near a wall...
  18. just_me

    "まだまだ^^" The Kokoro Video Thread

    No it's not.
  19. just_me

    Kokoro Combo Thread

    :2: :P: from Heichu can be reduced to +18 with Stagger Escape though. So all Launchers and her CB can be blocked... in theory. HEI :P: can be used against some characters instead (works fairly reliable against Tina, Bass, Bayman, Helena, Zack, Busa, Lisa, Hayate and Sarah) unfortunatly whiffs...
  20. just_me

    Dead or Alive 5 - Known Bugs/Glitches

    Don't know if this was mentioned already: Mila also has one of these Critical Damage Resets like Jann Lee off her 7P. So one can do stuff like: (NH) P+K, 6P+K, 7P, P+K, 6P+K, 7P, P+K ... (credits to LIMITER)
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