DOA5U The Official Tier List with Discussion Thread

Brute

Well-Known Member
Standard Donor
I didn't, though. I never said that he's a good choice.
You said he was "solid" without an immediate qualifier at the time of my initial response. That would imply that he is, in a general sense, solid.

I said that he's solid under the condition that the other guy is stunned.
Under that condition everyone is solid. Again, it would be like me saying: "he's solid if the player wins." A constant can't be the foundation of a variable. I would like to think that the concept of "solid" is still considered a variable and not a constant.

If the other guy isn't stunned, he's not terrible, just really really bad.
synonyms.
 

StrikerSashi

Well-Known Member
Premium Donor
You said he was "solid" without an immediate qualifier at the time of my initial response. That would imply that he is, in a general sense, solid.


Under that condition everyone is solid. Again, it would be like me saying: "he's solid if the player wins." A constant can't be the foundation of a variable. I would like to think that the concept of "solid" is still considered a variable and not a constant.


synonyms.
Where did I say that? The first time I said he was solid when immediately preceded by "He has to wait his turn, but once he gets it."

If I was put in a situation where the other guy started off stunned and Gen Fu was banned, I would choose Eliot every time. Obviously everyone's at an advantage when they have someone stunned, but Eliot is better than a lot of characters 'cause not every character has stuns on every level as well as great throws.
 

Brute

Well-Known Member
Standard Donor
Kokoro and Tina have good stuns on every level? News to me. :v
EDIT:
Actually, half of those characters don't. :v
more than half, by my count. lol

If I was put in a situation where the other guy started off stunned and Gen Fu was banned, I would choose Eliot every time. Obviously everyone's at an advantage when they have someone stunned, but Eliot is better than a lot of characters 'cause not every character has stuns on every level as well as great throws.
If I started off in a situation where someone whiffed a hold, I'd pick Alpha every time. But that doesn't happen so it's irrelevant. And also, even in your hypothetical, why you would pick Eliot still baffles me. I'd pick a ton of characters before Eliot. Hayabusa for starters (not just because I main him).
 

StrikerSashi

Well-Known Member
Premium Donor
Did you know every mid string starter faster than 19 frames for Kokoro is slow escapable to 19f? Going from 3P to 3K is a 1f window for her if the other guy slow escapes. Her launcher, her critical burst, and her bounds are all 19f or slower so they're all slow escapable unless you do them after a high punch. She has no low options in stun outside of 2K 6P. Literally, that's her only option outside of throw. Speaking of her throw, the 12f throw does 62 damage NH, which is only average and you risk messing up and dropping it. Worst 12f. By the way, why don't I get the HiCH 150% for combo throws? Her 236T is good, but it doesn't do damage so that's a waste of a hold punish.

more than half, by my count. lol


If I started off in a situation where someone whiffed a hold, I'd pick Alpha every time. But that doesn't happen so it's irrelevant. And also, even in your hypothetical, why you would pick Eliot still baffles me. I'd pick a ton of characters before Eliot. Hayabusa for starters (not just because I main him).
I really like his 214T. :v I just like his entire kit, actually. I just don't like how hard he needs to work in order to use it properly.
 

Brute

Well-Known Member
Standard Donor
I really like his 214T. :v I just like his entire kit, actually. I just don't like how hard he needs to work in order to use it properly.
Well that would be like me saying: "I would pick Hayabusa every time just 'cause he's fun to use and I like him." Not a great defense for character validity/efficiency, haha

lol. XD Although I will admit I've been enjoying watching 5UA vids lately and you don't see Kokoro being used in every game.
On a side note: I really like the way the Japanese play Hayabusa. They do it a lot better than Western players, imo.
I actually learn new stuff from watching them, and they use him properly. American Hayabusas are like frantic idiots, trying to score points by doing irrational BS in hopes their opponent can't predict their own lunacy.
 

StrikerSashi

Well-Known Member
Premium Donor
Well, no, that I like his kit is directly related, since his kit is actually really useful in that situation. I like using Sarah, but I'd rather have a good reset throw in that situation than stun launch damage and frames.

EDIT: I've stopped watching videos of Japanese Leifang 'cause they think Unshu T is the entire character. I literally saw a video where one Leifang did 1P4T 6 times in a row.
 

Yurlungur

Well-Known Member
Well that would be like me saying:
On a side note: I really like the way the Japanese play Hayabusa. They do it a lot better than Western players, imo.
I actually learn new stuff from watching them, and they use him properly. American Hayabusas are like frantic idiots, trying to score points by doing irrational BS in hopes their opponent can't predict their own lunacy.

yep, i haven't had trouble against a ryu player until i fought you
 

synce

Well-Known Member
Did you know every mid string starter faster than 19 frames for Kokoro is slow escapable to 19f? Going from 3P to 3K is a 1f window for her if the other guy slow escapes. Her launcher, her critical burst, and her bounds are all 19f or slower so they're all slow escapable unless you do them after a high punch. She has no low options in stun outside of 2K 6P. Literally, that's her only option outside of throw. Speaking of her throw, the 12f throw does 62 damage NH, which is only average and you risk messing up and dropping it. Worst 12f. By the way, why don't I get the HiCH 150% for combo throws? Her 236T is good, but it doesn't do damage so that's a waste of a hold punish.


I really like his 214T. :v I just like his entire kit, actually. I just don't like how hard he needs to work in order to use it properly.

Ah yes Kokoro. I don't know WTF Team Ninja did to her. She was okay in vanilla 1.00 but somewhere along the line everything went to hell. It was probably 1.03, I think that's when many characters were ruined, and then 5U finished the job. The other day I tried picking her for nostalgia's sake and NONE of my old setups worked
 

Requiem

Active Member
Well...i'm aware ayane doesn't care at that distance but for helena the threat of 2p becomes very apparent. All of helena's moves that do crush have a bit of start up except p+k in the crush department(still loses to 2p). sarah can also throw out 3p(which unless i'm in bokuho i have to deal with and it loses to her 4p+k and 2p) so i do need to back myself up into neutral again in order to get away from sarah's more threatening tools
2P is hella dangerous against a Helena player with a clue. Spam that, and you eat Helena's 3P, which means I can either put you in vortex or single-guess you (effectively) for a third of your life into oki. Everything else can get ducked. Both have options for sure, but Helena can be just as in Sarah's face as vice versa.
 

FatalxInnocence

Well-Known Member
Kokoro in 5U is literally about mixing up with her heichu throw in order to land an initial stun. Outside of that move I find it hard to actually land anything most of the time. Especially if the opponent loves to SS. H+K sometimes leads into a 66P though which is a free juggle on BT ( if they don't escape it. ) but it's risky business. Still, she could be worse.
 

Heikou

Active Member
Standard Donor
Kokoro in 5U is literally about mixing up with her heichu throw in order to land an initial stun. Outside of that move I find it hard to actually land anything most of the time. Especially if the opponent loves to SS. H+K sometimes leads into a 66P though which is a free juggle on BT ( if they don't escape it. ) but it's risky business. Still, she could be worse.
After H+K, you can 33P unless the opponent is slow escaping fairly quickly.
 
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