Alpha-152 Combo Thread

Nightpup

Well-Known Member
The Power Launcher juggles were mindblowing for me though >.> considering they're a helluva lot stronger than her usual KKKK7K stuff.
Oh and here's a nice thing they did with 5U Alpha: 8KKKK will pretty much always land in a juggle if the first 8K does.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
Alpha's 3P string no longer launches on the fourth hit. This kills some useful stuff from her combo pool I guess.

Her 10 frame OH 66T from DOA5 is now a 7 frame throw that does 62 damage on NH... and 93 on HC. I would abuse this.
 

Jaguar360

Well-Known Member
Alpha's 3P string no longer launches on the fourth hit. This kills some useful stuff from her combo pool I guess.

Her 10 frame OH 66T from DOA5 is now a 7 frame throw that does 62 damage on NH... and 93 on HC. I would abuse this.
Can't wait to get my hands on this game! Alpha's so good (too good perhaps)!
 

Codemaster92163

Well-Known Member
And just for a cool little juggle, if you hit the opponent with :4::K: at max threshold and get the bounce, go into FLT and use FLT :P: > BT :7::K:

It may not do a ton, but I think it looks damn cool.
 
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deathofaninja

Well-Known Member
Premium Donor
News Team
That is pretty nifty. If I was the opponent, I would feel pretty defeated after that fabulous execution. Play into her ban. :alpha152:
 

synce

Well-Known Member
I think Alpha may have one of those new bounds but I'm not sure. It may have just been the knockback from something like 6P+K6P+K. She was mashing and I was barely paying attention, didn't even think to save replay :/
 

Nightpup

Well-Known Member
Alpha does indeed have a new bound. 66P at the end of a threshold or twice in a row will cause the enemy to do that awkward flip slide, into which you can do FLT P, BT 7K.
 

synce

Well-Known Member
Thanks but I'm not having any luck with that, I either get the knockdown or CB... does it have to be a specific string in a specific counter hit?
 

Nightpup

Well-Known Member
Let me rephrase. Use the 6KP variant of 66P. When it breaks the threshold you'll get the awkward flop that guarantees a FLT P. The BT 7K is weird. Sometimes the enemy goes behind you, sometimes not.
 

Nuke-Nin

Well-Known Member
Let me rephrase. Use the 6KP variant of 66P. When it breaks the threshold you'll get the awkward flop that guarantees a FLT P. The BT 7K is weird. Sometimes the enemy goes behind you, sometimes not.
50/50 if you use :6::K::P: and THAT puts them at the stun threshold then FLOAT:P: BT:7::K: always works
 

synce

Well-Known Member
I was real excited about the new 33KK but I swear that shit will wall splat from a mile away. I find myself using the same old juggles in 5U
 

Nightpup

Well-Known Member
If FLTP techs them up after :6::6::H+P::5::2::H+P:, BT:4::P: is guaranteed, with :K::K::K::K::7::K: following.(Tech leaves you at +16 with them BT. BT:4::P: is 16 frames.)
:6::6::H+P::5::2::H+P: does 62.
FLTP does 8.
BT:4::P:, :K::K::K::K::7::K: does 80-something.
62+8+80something=150something. That's 150+ damage off of a normal hit throw. That's even stronger than a HCH :236::236::H+P:.
If you miss the combo throw, FLTP is still guaranteed for 35 damage but you get nothing off of it.
 

synce

Well-Known Member
Interesting find, I had to dust off this game just to try it out. Unfortunately it doesn't seem to work if the opponent holds block while getting up, and that's if he didn't tech... Which BTW is a complete joke in 5U. I just discovered you can mash any button as you're falling and will tech 100% of the time. Not sure if vanilla was like this
 
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