Rikuto
P-P-P-P-P-P-POWER!
If your issue is the stun system, why not pick a character that can bypass it? Like Bass.
That would involve doing something other than complaining.
If your issue is the stun system, why not pick a character that can bypass it? Like Bass.
I believe the technical terminology for that is called being a cheap ass.
But do as you want, the game is fun and I'm pretty sure I know the outcome there.
-Im curious as well.So what exactly does CB depend on? Hit number, stun thershold?
Yeah that's nice but I'm not a cheap ass.
-Im curious as well.
I know. You're grumpy and you're feigning a threat that will likely never come into fruition.
Everyone knew that, so I was trying to help give you a better reason.
I'm not feigning anything. I'm going to rent it through gamefly first. If it turns out good I'll keep it, simple as that. Remember kids, DoA4 was looking solid as well until the game came out. I don't trust TN enough to listen to the correct people. Nothing is set in stone till the game officially goes on sale. Then enjoy it for as long as you can till they patch it.
I'm not really sure. Any place that sells video game strategy guides should have the DOA5 guide upon release.
I'm not feigning anything. I'm going to rent it through gamefly first. If it turns out good I'll keep it, simple as that. Remember kids, DoA4 was looking solid as well until the game came out. I don't trust TN enough to listen to the correct people. Nothing is set in stone till the game officially goes on sale. Then enjoy it for as long as you can till they patch it.
I can't say much about the last batch of video (the Bayman series) because I wasn't watching them play for the most part. But in all previous videos, I can assure you that punishment was happening very often.
You have to remember that the people playing are good players. They won't just toss out random unsafe attacks and hope that the opponent won't punish. If they do use an unsafe attack, it has a follow-up, which prevents the opponent from punishing.
Not trying to be offensive, but I've played the game A LOT more than you have. You should probably have a little more faith in what I say about these matches.
So what exactly does CB depend on? Hit number, stun thershold?
So what exactly does CB depend on? Hit number, stun thershold?
DrDogg I know the guide isnt finished yet but could you give an estimate on how many pages the guide will be? I already know is more than Amazon but hearing an estimate number from you would be nice. XD
I haven' been excited ever for a guide but this game has me very pumped to actually be excited for the guide too.
Don't worry I'm not offended, you know more about the game currently than I do I get that. I just watched matches of Ayane having all sorts of strings blocked and not getting punished at all, even moves like 6P2K.
I watched the stream recently and my suspicions were confirmed though as I saw people I know are good at the game, namely Vanessa fighting an Ayane and she punishing the crap outta her. The game looks much better when it's being played right![]()
For anyone who is curious...
Baymans 3k no longer gives a sitdown on a regular CH. Instead it only gives a sitdown if the person is in a crouch/tech crouch state. It can still be used to extend other sitdown stuns.
While this means he no longer has a straight path to a CB, he gained some other stuff at the same time since E3 that I found.
- 236k now gives +9 instead of +6 on block.
- 1pp is now a natural combo on counter-hit. As it results in a wall launch, that will create some scary pressure any time his opponent is stunned in the vicinity of a wall or breakable object.
- 2kk is now a natural combo on counter-hit. This can help Bayman reach CB with fewer guesses.
- A new offensive hold when Bayman is backturned gives him +18 and leaves his opponent BT. This sets him up for a guaranteed combo with a minimum of 100+ damage.
- BT 4k now grants sitdown stun on CH.
- H+K gives limbo stun and a guaranteed followup combo if Bayman is in the correct stance when it hits.
- 6H+P near a wall now results in damage, as well as +14. This gives him a couple of free hits afterwards and allows him to keep up the pressure.
So all-in-all, he is a pretty scary bastard still but he isn't as straight forward as he was at E3. He has all the necessary tools to win but you will have to be paying close attention to your opponents stance and the environment if you want to utilize all of them.
Raansu said:What the fuck!? Team NINJA fucking nerfs 3K!? Fuck this shit. *flips table* *breaks disc* *throws controller across room*. This is obviously DOA4 all over again!
*Ignores rest of Rikuto's post*
*rolls eyes*
Not every attack was punished in the August videos, but a vast majority of them were. Keep in mind, the Ayane Vanessa played wasn't as good as the Ayane in the August videos (no offense to that player), so he was tossing out a lot more unsafe attacks.
Where does this get interesting? It seems that danger zones such as the ceiling fall, wall break, or lanterns/tables will put you in such a critical state. So let's say you're Hayabusa and you do Hi-counter Izuna into ceiling, the opponent falls into an unholdable state that can even guarantee a Power Blow. For some reason, these danger zones are not affected by the Throw or Hit Severity of the attack that put them into the danger zone, but any attacks that occur while the opponent is hit is.
So, for example, Busa throws the opponent into the ceiling with a HCT Izuna. The opponent is susceptible of being hit while they recover on the ground in the ceiling fall critical state. Busa does a move that on normal critical stun value would do at least 12 critical damage. However, on hit, the opponent is rewarded with a 18 critical damage value (HCB) BUT the threshold maximum is still set to Normal due to the normal damage from danger zones (10 typically), so the user now has 18/25 threshold, which means they can now CB! or launch for the maximum launch height.
Fun, eh?
True, I can't deny that. Oh I forgot Mr. Dogg, is there any chance we will see Helena gameplay before launch or is this all the characters we will see?
I'm not really a fan of this or the slippery surfaces, but that's just my personal preference. I think it changes the game too much when you get a specific level. It's much more significant than a smaller stage in SC5 or a ring-out level in VF.
I don't have a final page count for you yet, but it's looking like each character section will be at least 10 pages (including frame data). Some characters may get up to 12-15 pages.
I don't have a final page count for you yet, but it's looking like each character section will be at least 10 pages (including frame data). Some characters may get up to 12-15 pages.
Yes. Everyone needs to get the guide (uses force powered hand wave, like a boss)Wow. That's awesome. I definitely need to get this guide.