Dead or Alive 5 Ultimate

OK i dont have a problem to help people out or post some news.
But it would be...really reallly really nice if i can get a response to my questions sometimes/somehow...
 
Everything u said is an indication of lack of experience. Its not a flaw in the game.

You're over complicating things. Keep it simple.
I hope this helps.

Never said it was a flaw of the game. Anything and everything I do and every loss is my fault. I've never considered it otherwise. More importantly, I'm not blaming anyone else, but myself for my losses.

And as I said before, I am being as simplistic as I can be.

3PT - It never works. Ever. I've been using this move a ton. But every time I've used it, its always hit on CH and left the opponent in a stun where the throw catch whiffs. Every time.

1PT - This one fairs better, probably because its slower. But because its slower, its also prone to being beaten out before I get the chance to use it. One thing I do like about it is that at max range, you can hit with the tip of Kokoro's fist and still gain ground on the throw catch. So its actually got really good throw range too. The problem is that it has the same weaknesses as other throw catches; its easily beaten by mashing and it doesn't guarantee anything.

6KP and 3K both have the same execution frames. 3K has longer reach and leads to better mix-ups and combos. 6KP doesn't crush, and the P is holdable.

PPT - Today I fought an A+ ranked Kasumi player. Every time I used PPT (which was about two or three times), I'd be interrupted the moment I pressed the throw. I'd vary the PPT catch with PP2KP+K and PPKP. The opponent ate PPK, mashed out of PPT, and mashed out of PP2KP+K. The opponent also mashed out of every Heichu stance cancel I tried or attempted. So I ended up just doing 2H+KK on counter hit and winning the match. If I tried to mix it up, the opponent would just mash out of anything else I tried.

236T - Kokoro actually moves in a little bit before stepping backwards then returning back to where she stood before the beginning frames of 236T if she inputted a move (except 2P). Its a nice move, but its not that effective at baiting since the opponents are generally immune to throws if they're attacking. And if you're trying to get your opponent to whiff, I tend to find 1P, and 214P better options. 66P also works well, and 6P+K has some great range too (but can be held high or low). 236T works well as a throw punisher, but it doesn't lead to anything guaranteed, and if you're going to throw punish, it might be better to try T, 6T, 66T or 214T depending on the frame disadvantage as these lead to guaranteed damage. 33PT on the other hand is really good and one of the reasons why it got tweaked in the patch was because it was too good. Block 33P at max range led to safe Heichu mix-ups.

String delay doesn't help me against mashers I'm afraid, but I've used it to some good effect against more skilled players. 3KP, 3K2P, 3KK, 3K4K, 1KK are all really great options to delay because of all the heights and rewards you get for getting successful hits.


Typical scenarios today: I decided to put my opponent in red critical stun as often as possible. As soon as they hit that level, I would launch them with 4P+K or 7K. They fell for it every time. Worried that I might end up being held, I decided to mix it up and attempt using 7P to critical burst. Each and every player - after being trained on and struck by 4P+K, would hold mid against my 7P. So, my assumption is they're just guessing or doing mid holds out of habit. They're not really reading me. In fact they only reading they seem to do is when I hit them with 2H+KK (and I would normally only do 2H+KK as a punish when my opponent is at negative frames). So there were some occasions where I would stun up my opponent with highs and mids, and they would hold low and spam the low hold. Kind of annoying as I was trying to train them the other way. So I would assume that many of the players I fought against have no lick or clue as to which moves of Kokoro's hits high or mid, only that they know that 2H+KK hits low, and I use it to punish them.

I also spent the day using 66P+K 2P as an advancing move. Works well enough, but opponents would often hold mid after being struck by 2P. So I hit them with 66T. This would continue three or four times a round or match. Never got a chance to strike anyone with a CB. I also only got 1 successful 3-part Throw of Doom (ala Akira's SPOD) today. All the other attempts were failures.


EDIT: Oh yeah fun facts:

Kokoro's 66T used to be an offensive hold. Caught mids.
Kokoro's "Mada mada" taunt where she dusts herself off actually cleans off all the dirt she may have accumulated during the match. A clean Kokoro is a happy Kokoro.
 
OK i dont have a problem to help people out or post some news.
But it would be...really reallly really nice if i can get a response to my questions sometimes/somehow...

What kind of questions do you have?

I like the stuff you post such as the various match or demonstration vids.

Windstar said:
Kokoro's "Mada mada" taunt where she dusts herself off actually cleans off all the dirt she may have accumulated during the match. A clean Kokoro is a happy Kokoro.

LOL
 
Emperor Cow, you're awesome. Can I request a similar breakdown of Lei Fang?

PPT - Today I fought an A+ ranked Kasumi player. Every time I used PPT (which was about two or three times), I'd be interrupted the moment I pressed the throw. I'd vary the PPT catch with PP2KP+K and PPKP. The opponent ate PPK, mashed out of PPT, and mashed out of PP2KP+K. The opponent also mashed out of every Heichu stance cancel I tried or attempted. So I ended up just doing 2H+KK on counter hit and winning the match. If I tried to mix it up, the opponent would just mash out of anything else I tried.

...

Typical scenarios today: I decided to put my opponent in red critical stun as often as possible. As soon as they hit that level, I would launch them with 4P+K or 7K. They fell for it every time. Worried that I might end up being held, I decided to mix it up and attempt using 7P to critical burst. Each and every player - after being trained on and struck by 4P+K, would hold mid against my 7P. So, my assumption is they're just guessing or doing mid holds out of habit. They're not really reading me.
My soul dies a little when I lose to people like this especially when they're a high rank. I don't even bother trying to burst any more. I get mid held EVERY SINGLE TIME. All the people I play just mash 4H like the world is going to end throughout my entire combo. I miss seeing my power blow, but ending a combo with a chain throw is almost as good. Except then the idiots start mashing their face on the throw escape button. Need to brush up on my throw timing.

Kokoro's "Mada mada" taunt where she dusts herself off actually cleans off all the dirt she may have accumulated during the match. A clean Kokoro is a happy Kokoro.
That is so cute!
 
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