Busa's 666P causes a bound state on NH and CH and is -2 on block. Helena's 66P causes a +2 stun on NH, a +14 generic stun on CH and is -9 on block. A round of applause for TN.With her ft gone there was no need to make her this unsafe. Jesus is it easy to punish Helena.
Only if you have a mic. Where in the world are you located?Is there anyone on xbl that can help me with Helena
GT x MADAXES x
Northern Ireland.Only if you have a mic. Where in the world are you located?
I'm in the UK so that could work, you gotta mic?Northern Ireland.
YeahI'm in the UK so that could work, you gotta mic?
Send me a FR when you're on and I'll help you how I can.Yeah
It's a hard MU but I just try to rush her down to stop her from doing anything. Just throw her into Helena's DOA5U makeshift blender and hope for the best. Holding 6PP always is very helpful.What the hell is Helena supposed to do against Ayane, lol?
Ayane? Just stay on her. She is harmless when you stay in her face and keep her under pressure. If you let her space and get going, Helena's done like dinner. Thats the only thing I can say.What the hell is Helena supposed to do against Ayane, lol?
Helena 11/12/14, Ayane 10/13/12. This means Ayane can't beat Helena's 6P from BKO at the start of the round so use it.What the hell is Helena supposed to do against Ayane, lol?
Helena 11/12/14, Ayane 10/13/12. This means Ayane can't beat Helena's 6P from BKO at the start of the round so use it.
Stay away from 3P as Ayane's 4P crushes it easily, instead rely on 4P as she can't go under it.
When at range run up and guard and try to bait out 4F+K which s -17 on block.
6P is most commonly used to entire spinning stance.
Good Ayane's use 2P when there is any hesitation.
Don't use 66K from BT or FF as it will get you killed at range.
Try to get her in a pseudo blender and keep her there. The match up has always been bad, nothing has changed in 5U.
I'm disappointed nobody wants to share their bits about all of this >.>Want to listen to other people's opinions, looking for better options myself.
Start
Which are your favourite options to start a round?
Personally most of the times I start from bokuho.
1) Teishitsu and then P+K or Throw
2) 2+K if I expect a high attack
3) 6+P (and following combos) if I expect >12 frames hits or low attacks
4) P (and following attacks) if I expect >11 frames non-low attacks.
5) Bokuho fake. Meaning I start in bokuho to "lure" someone into doing a fast mid (Genfu's 6+P for instance, or Zack's 6+P) or a fast low
6) K, variation to the option #4, when I expect people to high counter my punch
3) is definitely the one I use most, followed by 4).
I used to love starting with 6+P, 4+P, but online with lag etc it doesn't work 100% (sometimes it only reads 4+P) so it's risky, I stopped using it.
Wall Bounce
I never really tested options in DoA5 or DoA5U. In DoA4 I used 6+K for a launcher that doesn't send back to the wall, to follow with another combo, but in 5 that doesn't work always, most of the times the 6+K after a wall bounce doesn't send the opponent high enough.
Environmental Bounce
With environmental I mean the one you can find in certain stages. Like the Tiger Circus (when you send the opponent towards the flaming circle), or in Scramble against the electric console, or in Hot Zone when your opponent gets hit with a missle.
It's a special "bounce" that sends the opponent behind your back.
In DoA5 I used to just do 3+P, P. P and it worked on most targets except heavy weights. In DoA5U sometimes must have changed in the input buffer because 99% of the times game reads my 3+P, P, P as a 3,3,P,P
Even though this thread is dead, the MU thread is even more dead so I decided to post this here. Does anyone have tips for facing Leiffang?