Best combos to be pulled off after a critical burst in the most common environmental situations (no special danger zones are involved). They are the best in terms of damage and consistency (they never drop unexpectedly when used in the situations listed below). Please post new findings below...
I'm looking for some support in order to send Hurricane Rev to ROF3 next May 17th in Paris. ROF3 it is expected to held the biggest DOA European tournament in history.
Hurricane Rev deserved it. I explain why below.
Since I came to London, I have been seeing this guy working a lot for online...
Please take the idea about the issue we are facing by reading next quote, specially what I underlined:
The original thread is: Learning from the Japanese Players
This post will likely be updated with future introduction and/or summary.
These combos are the most damaging ones as well as consistent which are guaranteed follows up for these:
· :41236::H+P:.
· :236::H+P:
· :4::6::h:.
· :6::h: vs jumping attack.
.
So these are the best I have found after a decent research. By "consistent" I mean these combos never drop if used...
These combos are the most damaging as well as consistent after a critical burst I have found after an extensive research. It means these never drop if used in the indicated environmental situation. Also no special timing is needed. Because all combos start with same launcher after the critical...
gJuggles below are the most damaging open/close stance independent ones assuming that the wall attack connected from closest range.
Heavy weights
Use :P::P::4:, :K::K::K: after:
any strike which leaves Rig in neutral stance, but the two ones below.
UPDATED
Use :K::K::4:, :K::K::K: after...
(5 first posts are work in progresss...)
This thread is for highlight most damaging guaranteed combos to be pulled off after delivering a critical burst. This imply taking in cosideration the enviromental situation. These combos are specially useful for pushing Brad's limits for competitive...
I saw 5u 1.04 patch changed some commands, especially PL ones, and those changes are quite similar to what many Brad player have wished about changing HS command from 66p+k to 9p+k (or so) since 5 vanilla.
66p+k mades practically impossible to get 6p+k after a 66 (forward dash o early begining...
(FOR ENGLISH SEE BELOW)
En abril del 2013 @TRI Mike y yo comenzamos a reunirnos semanalmente en Caracas para jugar partidas offline con otros dos amigos. Encontré a Mike gracias a la búsqueda avanzada que hice en los foros de FSD. Ahora nuestro grupo a crecido un poquito y queremos que sea tan...
I've been looking for a guaranteed launch after hit a enemy against breakable obtacles using fast stun recovery.
I've have not found any yet but when obtacles are close to wall which keeps enemy close to me after crash and a 33p is guaranteed. However when there is no walls around (like ice...
Does anybody know if well know DOA4 Brad issues have been fixed in DOA5...? These ones are:
2F+P and LFT 2F+P could be punished when conects succesfully (...!)
Second hit of while rising K could not be canceled but can be holded (please somebody corrects me if this is not true because I have...
I believe it could be really nice to have more advanced feedback during fights than just "hi counter blow", "tech roll", and so on... I also believe that more advanced system indicators could be a big help to grow the competitive scene .
So I have a proposal for the comunity: advanced system...