DOA 5 Balance Test Combo Footage #2

DR2K

Well-Known Member
Going by the leaked character list it seems all that would be left to announce is Brad, Eliot, "Mila", Helena, Pai, and Gen Fu. Four characters, so far they've been doing two/three a month(ish), and two months left...

Hope Helena isn't saved for last, I know she has a lot of fans.

Was Genfu on the leaked list?

Helena was last for DOA4 reveal wise, and you could only play as her when you unlocked her. Really hope that isn't the same scenerio.
 

TRI Mike

Well-Known Member
I'm a bit worried about Tina's CB. In the video she's only reaching it after the third punch in 7PPP, If that's the case, we're gonna get held every and each time we attempt it. But in the balance video where she fights Ayane, she reaches CB with a different punch. Does this mean she actually has two ways of reaching CB¿ From what I've been understanding in Bryan and Erik's posts. Each character can only get CB with one move and Tina seems to have two.

Tina vs Ayane video: 1:05
Combo video #2: 1:20

Could this mean her CB punch from the Ayane video is no longer an unholdable stun¿ If that's it then Tina is losing a lot of potential because 7PPP will be held 100% of the times but on the other hand, if she's able to get CB with different strings Tina will be confirmed top-tier as of today. What am I missing here¿
 

RhythmikDesigns

Active Member
I'm a bit worried about Tina's CB. In the video she's only reaching it after the third punch in 7PPP, If that's the case, we're gonna get held every and each time we attempt it. But in the balance video where she fights Ayane, she reaches CB with a different punch. Does this mean she actually has two ways of reaching CB¿ From what I've been understanding in Bryan and Erik's posts. Each character can only get CB with one move and Tina seems to have two.

Tina vs Ayane video: 1:05
Combo video #2: 1:20

Could this mean her CB punch from the Ayane video is no longer an unholdable stun¿ If that's it then Tina is losing a lot of potential because 7PPP will be held 100% of the times but on the other hand, if she's able to get CB with different strings Tina will be confirmed top-tier as of today. What am I missing here¿

From what I've seen Tina and Zack have 2 CBs.
 

Rikuto

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Zack had two CB's as of E3 and its not impossible that others have been created.

The standard was 1, though.
 

Matt Ponton

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MasterHavik

Well-Known Member
Zack had two CB's as of E3 and its not impossible that others have been created.

The standard was 1, though.
Rikuto is right. Zack needs two anyways. It sucks he isn't going to be top because you know who(ninjas)...well two of the you know whos are going to be top (Ryu and Hayate). Why is it they always stop him from being awesome?
 

DrDogg

Well-Known Member
So the temple is actually part of Flow, which means Temple of the Dragon is a different stage? Nice. You can never have enough temple stages. It's also nice to see that Tina and Zack have two Critical Bursts.

I highly doubt this. Where are you getting this information from? Flow was not three tiers in the E3 build, and I kind of don't think it's three tiers now. We already know Flow drops down into the juggle stage.

One thing that just bothers me about the Tina CB within that string, is that I've never landed that string on anyone unless they were THAT bad because it's easily dodge-able, counter-able, everything-able. I don't see it being used often unless there's a special setup that allows you to get the whole thing off for free.

She had something similar in the E3 build when it was the last hit of 4PPP. At best, you can free-cancel and bait a counter on the last hit, but it's definitely risky. Not sure what the intended purpose of that CB is.

Really? Well Zack has some good damage and 33KP is a launch. I hope 33K is safe. So it will be a nasty mixup because you can go into duck and do pp.

In the E3 build 33KP was -17/-8. If you went into Ducking it was still -8. I don't really see that changing much. It's a normal hit launcher that may high crush. Zack needs to be safer (compared to the E3 build), but there's no reason that should be safe.

From what I've been understanding in Bryan and Erik's posts. Each character can only get CB with one move and Tina seems to have two.

Tina and Zack both had 2 CBs at E3. You can see both of Tina's in the exhibition video from E3.
 

DrDogg

Well-Known Member
If Zack gets 2, that will at least put him high tier compared to others.

Not really. One was from Sway and moderately telegraphed. The other was his jumping splits kick. According to the video, it looks like that's been changed to his 236K instead. Either way, I don't think that gives him much of an advantage... especially if he doesn't get any safer (although I expect him to be safer).

That said, it would be nice if the characters that have more elaborate stances got CBs from those stances. La Mariposa needs a CB from BT since a lot of her combos end in BT. Assuming Helena is revealed eventually, she could use a CB from BT and BKO. Same with Rig and Sarah having CBs from Flamingo.
 

MasterHavik

Well-Known Member
Not really. One was from Sway and moderately telegraphed. The other was his jumping splits kick. According to the video, it looks like that's been changed to his 236K instead. Either way, I don't think that gives him much of an advantage... especially if he doesn't get any safer (although I expect him to be safer).
Safety matter. Why do you expect him to be safer? Good to see again old friend. No hard feelings?
In the E3 build 33KP was -17/-8. If you went into Ducking it was still -8. I don't really see that changing much. It's a normal hit launcher that may high crush. Zack needs to be safer (compared to the E3 build), but there's no reason that should be safe.
I thought it was safe in DOA 4. am I correct? And why should it be safe? I rather have his dp be unsafe(which isn't a piece of a crap in DOA4, and actually has a use now), instead of 33KP being unsafe. I mean a move like that would make his mixup even better. Opponents will have nightmares blocking that. I feel that is the key piece he is missing to make his mix up game nasty. Besides it's that or give me some more lows that I can combo from besides 2K, 2P, and his 1KKKKK sting. I think he has more, but that's all I remember. Btw, do you think giving him the option to combo after his throw is good? I just think it gives him another way to mix up.
 

DrDogg

Well-Known Member
Safety matter. Why do you expect him to be safer? Good to see again old friend. No hard feelings?
I thought it was safe in DOA 4. am I correct? And why should it be safe? I rather have his dp be unsafe(which isn't a piece of a crap in DOA4, and actually has a use now), instead of 33KP being unsafe. I mean a move like that would make his mixup even better. Opponents will have nightmares blocking that. I feel that is the key piece he is missing to make his mix up game nasty. Besides it's that or give me some more lows that I can combo from besides 2K, 2P, and his 1KKKKK sting. I think he has more, but that's all I remember. Btw, do you think giving him the option to combo after his throw is good? I just think it gives him another way to mix up.

Wasn't pretty much everything unsafe in DOA4? I don't really feel like looking up DOA4 frame data.

I'm not sure what you're asking. You're saying his DP should be unsafe and his 33K should be safe? Why would it be hard to block 33KP? I'm confused.

Every character has a good mix-up if you ignore safety. That's not what any of the characters need. He also doesn't need more good lows. You have super fast, unbreakable throws that hit high and low.

What most DOA characters need is a solid offense that doesn't rely on your opponent guessing wrong or not knowing where to punish.

Combo after which throw? That makes a difference.
 

MasterHavik

Well-Known Member
Wasn't pretty much everything unsafe in DOA4? I don't really feel like looking up DOA4 frame data.

I'm not sure what you're asking. You're saying his DP should be unsafe and his 33K should be safe? Why would it be hard to block 33KP? I'm confused.

Every character has a good mix-up if you ignore safety. That's not what any of the characters need. He also doesn't need more good lows. You have super fast, unbreakable throws that hit high and low.

What most DOA characters need is a solid offense that doesn't rely on your opponent guessing wrong or not knowing where to punish.

Combo after which throw? That makes a difference.
I go line by line with my responses.

Lol sorry if I brought up bad memories.

Yeah...sorry for the confusion. I'm okay with it being unsafe.

Good point safe first...I kind of ignore frames in DOA. I gotta stop doing that. Yuo may be right, but I just threw out some wishful thinking, but hey I forgot how awesome his throws were. Does he have more than one catch throw now?

And, oh, I'm sorry. I should have said. He can combo after his forward throw. You know the one combo where he did his forward throw, F66,1KKKK. I think that was the combo in the video.
 

DrDogg

Well-Known Member
Any throws that lead to combos are very good. It means you get attack punishment instead of throw punishment.

Also, the only characters with catch throws are grapplers. Zack isn't a grappler so he doesn't have any. At least not at E3.
 

Raansu

Well-Known Member
Any throws that lead to combos are very good. It means you get attack punishment instead of throw punishment.

Also, the only characters with catch throws are grapplers. Zack isn't a grappler so he doesn't have any. At least not at E3.

He had a catch throw in 3.1 so it wouldn't surprise me if he gets one. Jann Lee's dragon gunner was a catch throw as well, so it's safe to assume it will be in DoA5.
 

RhythmikDesigns

Active Member
Someone let me know if I'm wrong here, but it looks like if Zack lands the second K in 6KK , then 2KKKKK is guaranteed. (also assuming this based off it previously being said you can hold unless both feet are on the ground.)
 

DrDogg

Well-Known Member
He had a catch throw in 3.1 so it wouldn't surprise me if he gets one. Jann Lee's dragon gunner was a catch throw as well, so it's safe to assume it will be in DoA5.

What characters have catch throws in 3.1 that aren't grapplers?

Too bad kasumi doesnt really have any throws that can lead to attacks.

According to the last video, 66T leads to a full combo.

Someone let me know if I'm wrong here, but it looks like if Zack lands the second K in 6KK , then 2KKKKK is guaranteed. (also assuming this based off it previously being said you can hold unless both feet are on the ground.)

Depends on launch height I'm sure. If you hit it off of something other than that throw the height may be different, allowing the opponent to tech. Hard to tell from just this video.
 
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