0VincentRayne0
Faith
i don't know what this talk about Lisa being nerfed and Helena being nerfed. Lisa's super predictable 1K now knocks down on hit so it's not stupid easy to counter anymore. but i would say she's nerfed. She has to be respected more and plus her throws do much more damage than they used to.
Helena's hit areas and stuns are different as well. that 66KPP that used to always be punished if finished? that first punch now stuns and makes that second punch a much easier hit. i know that the low is expected to be countered now but none the less that's a buff.
Kokoro is a lot differently in terms of what you can do with her. her stuns are different and her launchers are slightly different in their properties. that 2H+P,P or even that PP2KP is much harder to land as a combo finisher now. it takes some getting used to her 6P+K that used to just be 66K (i think). her 66P+K is much different and is a much more useful tool do to her stance follow ups and even just the threat of it. on a side note i believe Kokoro's Critical Burst move is one of the best in the game mainly because it's one of the fastest. the only thing about it is that it is a beginning of a combo so if you accidentally press 6P after a Critical Burst then you just lost a lot of free damage.
Lei fang i think got buffed in the since that the game mechanics buffed her. Lei fangs harder combos in DOA4 are now very easy to do in DOA5 just because of the mid air juggle physics. that PP6PK that used to only land in tag or off a counter hi launch now hits with ease. I was sad that her 3P+K (ie. attack where she uses her back) has been nerfed. It no longer knocks away anymore. that used to be a good move used in the end of some combos to knock back and allow for several open options. and with the was that the rising kick speed has been raised, the move would have been a useful tool.
Jahn Lee is still cool and has been buffed significantly. I personally think it wasn't needed but he now has guaranteed follow ups off of his mixup tools. so they aren't mixups anymore. they are just setups now. his mid punch counter has many guaranteed followup options. his dragon gunner is even guaranteed. he has a stance that is damn good. he is a pretty big threat and that Dragon Kick of his is even more dangerous in this game than in DOA4. The start up frames on it are much quicker than DOA4 so it makes it harder to duck it on reaction.
Mila is pretty good. I don't know why people call her beginner friendly. She can very easily be shut down if people don't understand or know what they're doing. She can't be picked up and played. if that's done then just one-two punches and kicks are going to be thrown out. she takes some practice. anyway back to strategic analysis. Mila has only one good gap closer which is her 3H+K. her 66K has really short distance BUT it's a guard break move BUT it leaves her back turned and Mila really has no good back turned options besides her low sweep. by the time you turn around after a guard break the guard break animation is done and you both are back at neutral again. :P Mila's 66P is a high so that can be ducked, not to mention it's distance still doesn't out do many of the cast. Mila's best tools are her attacks-to-grapple options. like 7PT and 4H+KT. they do light hits and if the opponent guesses that more attacks are coming and guard the grapple is guaranteed unless ducked or low countered. her 66T is pretty good considering it ducks all highs and is a catch grab. her Critical Burst game is meh mainly do to the fact that her CB move is slow. but if it does happen then she can get some easy damage.
Pai Chan is difficult to use effectively because of her low damage output on her quicker moves, her throws have low damage output, and her counters have little to no damage output and must have follow ups to achieve any type of damage. (this means you will be in training mode for a while). Her stances are pretty useful because they involve stepping, evasiveness, and spacing. also her 66H+K, 2P+K(T) is really cool to see. especially because if the first hit lands the rest is guaranteed and can only be stopped by a mid punch counter. so i think the skill ceiling on Pai is higher than others just because of the sheer knowledge you have to have of the character for her to be fully effective.
and one more thing i thought should be pointed out for this game.
HIGHS ARE THE NEW MIDS.
I see a ton of standard moves that used to be mids and are now highs. Kasumi's PPPP are all highs now. they used to be all mids. i've found myself countering a lot more highs then mids in this game where the opposite was true in previous DOA installments. but this is just an opinion.
Helena's hit areas and stuns are different as well. that 66KPP that used to always be punished if finished? that first punch now stuns and makes that second punch a much easier hit. i know that the low is expected to be countered now but none the less that's a buff.
Kokoro is a lot differently in terms of what you can do with her. her stuns are different and her launchers are slightly different in their properties. that 2H+P,P or even that PP2KP is much harder to land as a combo finisher now. it takes some getting used to her 6P+K that used to just be 66K (i think). her 66P+K is much different and is a much more useful tool do to her stance follow ups and even just the threat of it. on a side note i believe Kokoro's Critical Burst move is one of the best in the game mainly because it's one of the fastest. the only thing about it is that it is a beginning of a combo so if you accidentally press 6P after a Critical Burst then you just lost a lot of free damage.
Lei fang i think got buffed in the since that the game mechanics buffed her. Lei fangs harder combos in DOA4 are now very easy to do in DOA5 just because of the mid air juggle physics. that PP6PK that used to only land in tag or off a counter hi launch now hits with ease. I was sad that her 3P+K (ie. attack where she uses her back) has been nerfed. It no longer knocks away anymore. that used to be a good move used in the end of some combos to knock back and allow for several open options. and with the was that the rising kick speed has been raised, the move would have been a useful tool.
Jahn Lee is still cool and has been buffed significantly. I personally think it wasn't needed but he now has guaranteed follow ups off of his mixup tools. so they aren't mixups anymore. they are just setups now. his mid punch counter has many guaranteed followup options. his dragon gunner is even guaranteed. he has a stance that is damn good. he is a pretty big threat and that Dragon Kick of his is even more dangerous in this game than in DOA4. The start up frames on it are much quicker than DOA4 so it makes it harder to duck it on reaction.
Mila is pretty good. I don't know why people call her beginner friendly. She can very easily be shut down if people don't understand or know what they're doing. She can't be picked up and played. if that's done then just one-two punches and kicks are going to be thrown out. she takes some practice. anyway back to strategic analysis. Mila has only one good gap closer which is her 3H+K. her 66K has really short distance BUT it's a guard break move BUT it leaves her back turned and Mila really has no good back turned options besides her low sweep. by the time you turn around after a guard break the guard break animation is done and you both are back at neutral again. :P Mila's 66P is a high so that can be ducked, not to mention it's distance still doesn't out do many of the cast. Mila's best tools are her attacks-to-grapple options. like 7PT and 4H+KT. they do light hits and if the opponent guesses that more attacks are coming and guard the grapple is guaranteed unless ducked or low countered. her 66T is pretty good considering it ducks all highs and is a catch grab. her Critical Burst game is meh mainly do to the fact that her CB move is slow. but if it does happen then she can get some easy damage.
Pai Chan is difficult to use effectively because of her low damage output on her quicker moves, her throws have low damage output, and her counters have little to no damage output and must have follow ups to achieve any type of damage. (this means you will be in training mode for a while). Her stances are pretty useful because they involve stepping, evasiveness, and spacing. also her 66H+K, 2P+K(T) is really cool to see. especially because if the first hit lands the rest is guaranteed and can only be stopped by a mid punch counter. so i think the skill ceiling on Pai is higher than others just because of the sheer knowledge you have to have of the character for her to be fully effective.
and one more thing i thought should be pointed out for this game.
HIGHS ARE THE NEW MIDS.
I see a ton of standard moves that used to be mids and are now highs. Kasumi's PPPP are all highs now. they used to be all mids. i've found myself countering a lot more highs then mids in this game where the opposite was true in previous DOA installments. but this is just an opinion.