The DOA5U "Casual" thread. ^__^

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Addictrian

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yeah they accepted my KING RIG ENTRY again :)
 

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RoboJoe

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Ugh, this thread.

No, oddly. :c

First time they haven't replied to me, I assume it's because the Phase 4 issues had them swamped. I might try again.

If you do try again and manage to get a response, please post it here. I'd really like to know if we are done with character dlc or not.
 

Xhominid The Demon Within

Well-Known Member
One more thing, also I was playing DOA2U and was playing Leon story and in it there was a cutscene where he forced Lei Fangs head underwater at the beach for like ten seconds with her kicking around trying to get out and then tossed her away in the air. Then he said "That was seductive"

Bizarre but true lol

Ah, so he's a sadist. That may have some reasons behind it...
 

Forlorn Penguin

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Premium Donor
Yes. I've actually had to create sub-directories on my computer to help me organize and locate them all.

Jesus Christ. I seriously want to watch a stream of you screen-sharing your PC as you go through all of these directories, demonstrate the organization of your Selena Gomez GIFs.

I'm not even kidding. I think it would be both interesting and entertaining.
 

werewolfgold

Well-Known Member
Alright let's see here.
I would bang Rachel, Helena and Momiji. I would be okay with just about any other female on the roster tho (except for Lisa but personal preference).
Uh-huh. "Personal preference." Riiiiiiiiight...

Right and he's actually popular. Correct yourself.
DAT RIVER IN EGYPT

Okay. That's enough trollin' for one day.
maybe
 

Brute

Well-Known Member
Standard Donor
Guys, trailing a bit off-topic by continuing a conversation that originated as a DOA-related discussion is one thing. Posting random shit for no reason at all, completely out of the blue when it has nothing to do with DOA is another.

The former is fine as long as it wraps up in a few posts and everyone gets back on topic.
The latter is just a pain in the ass, because now it's actually my job to clean it all up.
I'm as lenient as I possibly can because I love the concept of open discussion and I actually think it benefits online communities to not be so rigid. But I can only extend that courtesy so far.

So do me a favor, do yourself a favor, do Selena Gomez a favor and try your damnest to make whatever you post related to DOA somehow. I really don't want to go around micro-managing everyone's business because I enjoy hearing what everyone has to say (yes, that applies to the trouble-makers, too). I take no pleasure in deleting posts.

But when it gets absolutely crazy, everyone looks to me to get shit back in order...

...and I will get shit back in order.

SGG_Jus_Sayin.gif
 
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AsheMann21

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I was observing all this shipping and then banging from afar lol. I'd like to pose a question:
How do I read frame data?
 

werewolfgold

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I was observing all this shipping and then banging from afar lol. I'd like to pose a question:
How do I read frame data?
For every 1/60 of a second (a frame), moves can be split up into different groups. 1. How long does it take to start up? 2. How long can you hit the opponent? 3. How long until you return back to neutral fighting stance?

So, something that says 14(2)12 or something would have 14 frames of startup, 2 active frames (where your attack can actually hit something), and then 12 frames of recovery.

After that, advantage and disadvantage, either if you miss (on whiff), hit your opponent (on hit), or have it blocked (on block), describes whether or not you return to neutral before your opponent does. If something is "negative 5 on block", that means if you're opponent blocks a particular attack, they will return to neutral 5 frames before you do. Thus they can perhaps do something against you before you fully recover which can end up bad for you. You're at a disadvantage. Positive is the opposite. You want positive.

Frames also apply to hitstun and blockstun (how long are you reeling from an attack or how long you're stuck in a blocking animation if you've been hit), and some other things. But, I think that's a good primer.
 

jjinkou2

Well-Known Member
Any reasons why Brad had turned into alcohol and kept on harrassing young immature girls ?
Was he been rejected by Helena ?
 

AsheMann21

Well-Known Member
For every 1/60 of a second (a frame), moves can be split up into different groups. 1. How long does it take to start up? 2. How long can you hit the opponent? 3. How long until you return back to neutral fighting stance?

So, something that says 14(2)12 or something would have 14 frames of startup, 2 active frames (where your attack can actually hit something), and then 12 frames of recovery.

After that, advantage and disadvantage, either if you miss (on whiff), hit your opponent (on hit), or have it blocked (on block), describes whether or not you return to neutral before your opponent does. If something is "negative 5 on block", that means if you're opponent blocks a particular attack, they will return to neutral 5 frames before you do. Thus they can perhaps do something against you before you fully recover which can end up bad for you. You're at a disadvantage. Positive is the opposite. You want positive.

Frames also apply to hitstun and blockstun (how long are you reeling from an attack or how long you're stuck in a blocking animation if you've been hit), and some other things. But, I think that's a good primer.
Nice, thanks werewolfgold!
 

Brute

Well-Known Member
Standard Donor
I was observing all this shipping and then banging from afar lol. I'd like to pose a question:
How do I read frame data?
Well, that's kind of an off question for the "Casual" thread since it's really anything but. Still, I'll give you the basic rundown.

The game runs at 60 FPS, meaning there are 60 frames per second. As such, frames are used to measure time. So an action that takes 60 frames would take 1 full second. An action that is 30 frames would take half a second and an action that is 120 frames would takes two seconds, etc.

Frame data is usually displayed like this:
13 (2) 19

The first number represents the "initial" frames, or the amount of frames required before the move becomes "active." You will see initial frames often referred to simply as "iframes," such as "i13."
The second number is the "active" frames, or the number of frames that the move is actually working. In our example above, the move would take 13 frames before it would become "active" and could actually hit someone. It would become active on the first active frame (the 14th frame, because it requires all 13 initial frames and becomes active on the first active frame) where is remains able to hit someone for two frames.
The third number represent the "recovery" frames, or the number of frames after the active frames that the move is required to do before the player is allowed to perform a new action.

Then you have hit properties. For example,

Block -9 | NH -5 | CH Cr(30-22)

So, Block: if the move was blocked, you will be immobilized for 9 whole frames where your opponent is not. So they can now perform slower moves and still beat out your faster options. To calculate this, just use simple arithmetic by adding 9 to the initial frames of any action you would consider performing.
NH: This is the amount of frames you receive if the move connects on NH. at -5, you would be immobilized for 5 frames that your opponent isn't. Same principle as the block.
CH: These are the frames you'd be granted on Counter Hit. You would get +30 frames where you can input things while your opponent is stuck in stun (unless they slow escape, which reduces this time down to only 22 frames).

edit: looks like I got ninja'd by @werewolfgold
 
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