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  1. Matt Ponton

    6P on CH was a limbo stun though, that was very good tool as it guaranteed a stun combo launch...

    6P on CH was a limbo stun though, that was very good tool as it guaranteed a stun combo launch or a knock-down pick-up. The damage from his 4T juggle came mainly from his 9P9K in the juggle and his low height requirement for his air throw. Both of which were corrected in DOA5 (9P9K being a...
  2. Matt Ponton

    His 6PK was, aight, but the infinite was very situational and you never started with your back...

    His 6PK was, aight, but the infinite was very situational and you never started with your back to the corner. For example, the ice cave only ever put you into the tunnel for his wall infinite if you went INTO the tunnel itself. He had to work to position you into that space, and it only works in...
  3. Matt Ponton

    Bass' biggest reason for his high placement is his guaranteed pick-ups from juggle, his 4T (when...

    Bass' biggest reason for his high placement is his guaranteed pick-ups from juggle, his 4T (when not back-to-wall) juggle, and that's about it. If you played at normal life then his TFBB would do 50% on hi-counter, could do wall damage which also guaranteed a pick-up, and could just be buffered...
  4. Matt Ponton

    Bass was top tier, but #6 in the tier list. Gen Fu being #1, Hayate & Jann Lee being tied to #2...

    Bass was top tier, but #6 in the tier list. Gen Fu being #1, Hayate & Jann Lee being tied to #2 (though personally would have JL eek it out above Hayate), Hayabusa & Ayane after them, and then Bass.
  5. Matt Ponton

    The Art Style and Graphics Discussion

    It affects graphics in that you have to render the graphics twice as fast since you're rendering 30 additional frames every second. If your GPU can't handle it then you have to lower your graphical fidelity in order to run 30 fps smoothly. Otherwise you get some janky in between of 45ish fps...
  6. Matt Ponton

    [DOA2++] Moveset Editing Project

    I agree, but in the end it's up to them to make the game they want. Good or bad, sadly.
  7. Matt Ponton

    [DOA2++] Moveset Editing Project

    Yeah, I was the one who got them to bring it down to Counter hit. I tried to get them to bring it down to normal hit but they basically refused as they feel if it's not on some form of punishment for being hit while back dashing then the players will just backdash non-stop. just like when they...
  8. Matt Ponton

    [DOA2++] Moveset Editing Project

    I believe DOA2U it was Hi-counter hit for being hit while back-dashing. They lowered it to counter hit for DOA5...
  9. Matt Ponton

    Dragon Ball FighterZ

    Yeah, it's the first four frames that AREN'T air invulnerable.
  10. Matt Ponton

    Dragon Ball FighterZ

    I swear I have many times where someone does Super Dash at me, I do 2H and I get counter hit with the Super Dash. It'd be one thing if it was due to lag and they were empty hitting me, but I hear "COUNTER!" and see "COUNTER!" which tells me that they counter hit my 2H. I don't understand why...
  11. Matt Ponton

    online/competitive scene?

    DOA++ isn't like DOA1. DOA5LR I have as my personal favorite DOA.
  12. Matt Ponton

    online/competitive scene?

    DOA3 ruleset back in the day was 60 seconds, 3 rounds, largest life, random stage. eh, 2 of the best games never got Online playable: DOA3 and DOA++. Personally, I rank each of them above DOA2, DOA4, and DOAD. The only way DOA3 (and DOA++) will ever get online play is if a proper emulator is...
  13. Matt Ponton

    21:9 Ultra Widescreen Edit

    Well yeah the in game 16:9 setting is only for the videos, and only if you have the system setting set to do wide screen enabled. But yes, that's what this does is that it will do what it already did for 16:9: Squish the image into 480x360 which will then render out if you tell the monitor to...
  14. Matt Ponton

    21:9 Ultra Widescreen Edit

    Nice find, so you have to have the game set to run in 16:9 in order to do this option? So it would still be rendering the game in a squashed 480p 4:3 screen and you'd have to stretch to make it fill out the 21:9 screen?
  15. Matt Ponton

    Dragon Ball FighterZ

    I'm starting to get the hang of these... "assists"... people talk about in this game:
  16. Matt Ponton

    Dragon Ball FighterZ

    *cough*Adult Gohan*cough*
  17. Matt Ponton

    DOA4's demo and other questions

    i wouldn't be against looking. Right now all i have is blender motion files from the DOA5 PC version to sift through.
  18. Matt Ponton

    Official Dead or Alive Xtreme Thread

    Fucking lucky mother f............... You got two of them in the same pull..... I mean, Yay, I'm happy for you. :)
  19. Matt Ponton

    System Frame Data Explained

    The common thought is "Wow, that move is fast! But so is this other move! How much faster is one move over the other? Well, the game runs at 60 frames per second, so as a measure of time we can use frame counting to determine since 1/60th of a second is too difficult to time with a stop watch at...
  20. Matt Ponton

    Official Dead or Alive Xtreme Thread

    Owner Lv 19, 3 SSRs (1 received via SSR ticket). When did they say this?
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