Search results

  1. M

    Eliot Combo thread

    Well, that's even better! I didn't think the choryo would connect at this height. Definitely gotta try this, thanks!
  2. M

    Eliot Combo thread

    I've come up with a new combo after the :h+k:. It's quite reliable and I've been able to land it a few times already in online matches: :h+k: (opponent back turned) :6::p+k: :6::h+k: (bounce) :2::p+k::4::6::P: The thing is that the :6::h+k: gives a bounce effect when it hits a backturned...
  3. M

    Eliot Combo thread

    yes, but I've found that :8::K: gives some nice options as well, such as :4::P::P::P::P::P:. Still, I'm after something more damaging (if possible).
  4. M

    Eliot Combo thread

    Could anyone share their best combos after a CB? I've been trying to come up with something more damaging than a choryo followed by the standard :3::P::P::P::4::6::P: finisher. Any better ones?
  5. M

    Eliot's Wall Game

    The ones that you posted are great, not much to add here. Still, I've come up with one nasty force tech kinda thing that allows a potential relaunch if the opponent tries to techroll: W! :h3::P: , :3::P::P::P::2::P: - If the opponent techs after the low punch, there is a possibility for a...
  6. M

    2H+KP Abuse

    After some testing, it became clear why it is sorta difficult to react to :2::h+k::P:. There isn't anything special about the midpunch, but the whole two-hitter often catches people by surprise due to the instant crouch that the :2::h+k: has. Therefore, when opponents focus on their offense and...
  7. M

    2H+KP Abuse

    I don't know about you guys, but I've been abusing :2::h+k::P: like crazy and people don't seem to be able to hold the mid punch launcher on a regular basis (if at all). I haven't checked it yet, but there must be something to it - either a small window or something else that makes it more...
  8. M

    Dead or Alive 5 - Known Bugs/Glitches

    Oh, I see. Sorry for bringing it up again, then.
  9. M

    Dead or Alive 5 - Known Bugs/Glitches

    Hi, I'm not sure whether this has been addressed or not, but I have experienced a problem with sidestep input. The thing is, that even though I got it set as :2::f+p+k: or :8::f+p+k:, then the game tends to switch between that and the :2::2: / :8::8: input at random. This is pretty annoying...
  10. M

    The 10 hit combo...worthless?

    I'm not sure whether this is a new find or not, but it would seem that the string might not be so worthless after all. At this point I'm sure there are more variations to it than mentioned in the command list. Try this, for instance: :p+k::P::p+k::P::K::2::P: The ending is a exactly the same...
  11. M

    Let's discuss the new 46P string ender.

    As for the :4::6::P: execution at the end of a string, I have found that you can buffer the whole string straight away, EXCEPT for the final move - this one has to be timed with the moment of the actual :4::6::P: execution. So in juggles I usualy just instantly input the :3::P::P::P: part, and...
  12. M

    Eliot Combo thread

    For all the low altitude launches (such as after the :3::p+k: or :2::f+k::P:) I like using the :2::p+k::4: :6::P: as a finisher - it can catch an opponent even right before he touches the ground. The thing is, that if the final Choryo in a combo does not float the opponent as high as expected...
  13. M

    Eliot Combo thread

    Hello everyone, this is my first post here. I've found a combo movie with some combos starting with F+K. Haven't seen those being discussed anywhere here so I thought I'd mention it. For example: F+K , 6P+K , 2F+K,P , 3P,P,P,46P or 2P+K,46P These seem to be stance dependent (the 6F+P...
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top