Tom Moorhouse
Member
Ever noticed how none of the characters shadows in DOA5LR have hair?
What is with that?
What is with that?
Ever noticed how none of the characters shadows in DOA5LR have hair?
What is with that?
I didn't notice.....Did the hair cast shadows in 5Ultimate ?
I don't think so, the only one that seems to to cast a shadow is Momiji, but only her ponytail, and part of her fringe.
loose hair needs to be better in general, dude!Kasumi needs her loose hair fixed.
Loose hair has never looked that great in doa, sadly.definitely! It just needs to be thicker, and not so floaty and clipping all the time. It seems tight ponytails and braids are the only way to go for now
You mean stuff like Counter Hit or do you mean the Holds ?Counters are broken!!
I have a complaint, why is it that offline players get more recognition than online warriors like me?
My 2nd complaint is that i can't chicken parry counters in the game, they keep spamming them.
It's pretty easy to grasp.Confirmed to be using the same copout high level players like using instead of explaining how high level play works.
You do realise noobs don't like it when yall do that.
It's pretty easy to grasp.
High level play is all about refinement, optimization, and efficiency. The goal of any competitive player when developing tech is to maximize their output/reward while minimizing their risk. Because a good chunk of fighting game strategy/tactics are about managing risk vs. reward. This is because what is a risk to one player is a reward to the other. Losing in the neutral means suffering the consequences (risk), while winning in the neutral is about maximizing the damage output (reward).
This is why people go for guaranteed setups and combos. The former minimizes risk, while the latter maximizes reward. Yet at the same time, they also do the opposite, since your opponent can do the same setups and combos to you.
Now Argentus likes to talk about "mind games", yet it's apparent that he doesn't really understand them. You can only really play mind games when you understand high level play and the meta. It's only when you know what is optimal and what your opponent is expecting you to do and what you want your opponent to do that you can apply concepts like mind games, yomi, conditioning, etc.