''We also changed the critical threshold from 24, 30, 36 to 28, 35, 42.''
Could someone explain that to me. I dont really understand what it means.
Ive seen that aswell but for some reason if youre looking at 0:38 her usual teleport parry input is there aswell if im not mistaken.That was awesome. Kasumi had some really nice combos. Those teleports seem to be really useful for juggling. And did anyone notice that changed her parry teleport input to 4-7 H and 4-1 H (Sorry i dont even know if im writing those right, first time). They kinda turned them into expert holds.
Ohh yeah didnt notice that. Maybe she has a expert hold parry now to or worse they made high kicks and low kicks there own input. What does Sp mean next to the move log.Ive seen that aswell but for some reason if youre looking at 0:38 her usual teleport parry input is there aswell if im not mistaken.
You seem to understand what ''We also changed the critical threshold from 24, 30, 36 to 28, 35, 42.'' means.I'm really glad they upped critical threshold. This makes earning a burst a lot more challenging and reduces the repeatability.
I have no idea what that means aswell. There is actually quite alot stuff next to the movelist. There is a PB and CB (prolly Powerblow and Critical Burst) but there is a OH at Janlees grab too. Plus there sometimes is a lock above the movelist. Damn i thought a was catching up on the game terms but i have no clue what all this stuff means lol.What does Sp mean next to the move log.
Dont the numbers seem a bit small. Ive never seen a critical threshold at that low of damage though.im not completely sure but the number value represents each level for launcher height. the increase meaning more damage needed to get the effect, so maximum height level on a launcher you need to do 42 or more damage in stun to obtain that launch height?
i maybe completely off...but i tried to put two and two together when he said that their are 3 different height levels on launches now. Certain characters still Critical Burst really easy...so I don't think it's changed much...your still playing a guessing game before the CB(but leaps and bounds more manageable), but now the damage after the CB is good enough to train opponents to guess on the CB after they SE the sitdown/limbo stun...Mixups are going to be actual Mixups now...well I hope at least.
You seem to understand what ''We also changed the critical threshold from 24, 30, 36 to 28, 35, 42.'' means.
Could you explain it to me cos i have no idea what hes talking about.
I have no idea what that means aswell. There is also a CB and PB next to the move list but those prolly mean powerblow and critical burst though.
It's not the threshold being that low, it's the damage for different juggle heights within the critical threshold. 28 damage or below(either neutral launches or within the stun threshold) is the smallest launch height. 35-41 damage within the critical threshold is medium launch height. Lastly, 42 damage and above is the max height launch.Dont the numbers seem a bit small. Ive never seen a critical threshold at that low of damage though.
That did exlain it way better! I still dont understand it 100% but i understood atleast what its all about! Thank you!Ok lets see...
basicly in DOA theres something called critical threshold ... this is the limit to the amount of damage you can deal when the opponent is stunned until the opponent is knocked down, or reset. and basicly you cant follow up after threshold as you lose combo count (with the exception of some minor cases).
now certain moves in DOA5 can trigger "critical burst" which is the only situation that goes against this rule. and when you pull it off at the last hit before reaching threshold, you go beyond the threshold into this special type of stun .. that stun (the critical burst stun) lets you do whatever you like after as the opponent cannot hold or slow escape for a really long time .. (this can also guarantee a powerblow)
what all those numbers mean basicly is that in order to be able to reach a critical burst state you need to dish out an extra move in stun so you can go past the critical threshold and trigger burst. This makes reaching the guaranteed situation of critical burst slightly tougher to earn.
before, if you got a high counter move u just needed like one more hit and then you got a chance to burst ... Now, with this change to the threshold limit, you probably need another extra hit in there somewhere.
This is what I pointed out in the Jan Lee vs Lisa vid. He hit lisa with a high counter blow, added 2 hits in her stun , THEN went for burst. so lisa acctually had 3 chances to punish him but she didn't. and as punishment for that she got bursted and JannLee got his guaranteed damage combo after that. This in my opinion is extremely fair.
It also means that in the old case of bayman in the e3 build doing counter hit sitdown stun straight into critical burst that he will probably need to add in a little extra poke just to break the threshold barrier.
I hope this explains it better
That did exlain it way better! I still dont understand it 100% but i understood atleast what its all about! Thank you!
Ok now i understood everything! Thanks that you took your time to answer all my noobish questionswell heres an easier way to look at it ... Imagine this is what happens to the opponent after he gets hit:
starter stun > stun extension > critical threshold > reset (u lose combo count and the opponent falls on the floor )
In that same senario, if you add the move that does burst at the threshold point instead of a regular move, it looks something like this:
starter stun > stun extension > critical burst beyond threshold > potential for a guaranteed combo
basicly what they did with the update now is this:
Starter stun > stun extension > stun extension > critical burst beyond threshold > potential for a guaranteed combo ..
(meaning u need to add in an extra hit to get the ability to burst)
makes more sense ?
It's not the threshold being that low, it's the damage for different juggle heights within the critical threshold. 28 damage or below(either neutral launches or within the stun threshold) is the smallest launch height. 35-41 damage within the critical threshold is medium launch height. Lastly, 42 damage and above is the max height launch.
The critical threshold has a base amount of damage you can inflict on an opponent before the opponent just falls to the ground and you get nothing.
Ohhhh ok thanks. That was really clear. When you block are you always at +1 frames? And would an offensive hold work? Oh and you mentioned if i was at -4 frames i would beat out a 5 frame grab but does the next strike have to land to prevent the 5 frame grab? or do grabs only work on a neutral stance person, meaning you cant grab a person mid way of a strike. Because how im seeing it your at -4 frames then you do a 2 frame strike wouldnt the 5 frame grab beat that?
I'm really glad they upped critical threshold. This makes earning a burst a lot more challenging and reduces the repeatability. Which probably explains why they resorted to 3 different heights to launches now. I'm pretty cool with this.
Ok lets see...
basicly in DOA theres something called critical threshold ... this is the limit to the amount of damage you can deal when the opponent is stunned until the opponent is knocked down, or reset. and basicly you cant follow up after threshold as you lose combo count (with the exception of some minor cases).
now certain moves in DOA5 can trigger "critical burst" which is the only situation that goes against this rule. and when you pull it off at the last hit before reaching threshold, you go beyond the threshold into this special type of stun .. that stun (the critical burst stun) lets you do whatever you like after as the opponent cannot hold or slow escape for a really long time .. (this can also guarantee a powerblow)
what all those numbers mean basicly is that in order to be able to reach a critical burst state you need to dish out an extra move in stun so you can go past the critical threshold and trigger burst. This makes reaching the guaranteed situation of critical burst slightly tougher to earn.
before, if you got a high counter move u just needed like one more hit and then you got a chance to burst ... Now, with this change to the threshold limit, you probably need another extra hit in there somewhere.
This is what I pointed out in the Jan Lee vs Lisa vid. He hit lisa with a high counter blow, added 2 hits in her stun , THEN went for burst. so lisa acctually had 3 chances to punish him but she didn't. and as punishment for that she got bursted and JannLee got his guaranteed damage combo after that. This in my opinion is extremely fair.
It also means that in the old case of bayman in the e3 build doing counter hit sitdown stun straight into critical burst that he will probably need to add in a little extra poke just to break the threshold barrier.
I hope this explains it better
See, I automatically assumed the same thing when he said that.
But here is where we fall off that horse.... if we assume the number "30" is what is required to pop the threshold on CH, we already far ahead of that with a simple 3p, 3k, 7p.
So that cannot be the case.