Dead or Alive 5 Ultimate

oh. i was just stating that i won't be able to give character specific advice.


on another note has anyone heard about this "banning Alpha" stuff that's going on? i'm curious what is everyone's thoughts on this topic are. should she be banned or not?

Unless her wake-up game is the same as the rest of the cast, then no. Her damage is ludicrous, but it gets balanced by the fact that once she's down, it's easier to keep her down than anyone else.

Besides, her new glowing black licorice form is perfect for tourneys.
 
There are some Ultimate videos of Alpha floating around, I'll post them later whe I have the chance. They made her floating stance safer and added new moves to it. She looks even better than before.
 
i think the only i hate about playing christie atm is that i have to play the stun game. i still haven't figured out exactly what is a good launcher and what to do afterwards. usually i use 1PK during a stun since most people don't expect either hit. as for juggles, i'm currently using PKK~JAK PP or 6PPP depending on the height of the juggle.
Hope this helps for you and some christie players out there.

and some (old i think )news!
http://www.eventhubs.com/news/2013/...t-bonus-was-say-thank-you-community/#comments
 
Here's one, I'll see if I can find the other one I was looking at. Latter half of the video contains Alpha footage, btw.

EDIT: Found it



EDIT 2: So I don't know where one is getting the idea that Kokoro has no decent launchers (I think she does have a few good ones), but based on a few video glimpses of DOA5U gameplay, it seems Kokoro got a few tweaks that players may not be happy with.

It seems all her sit-down stuns have been removed and replaced with a new non-recoverable bounding stun, hard to say how this'll turn out though. Her 6P+K reverted back 1.0, so it no longer has a stun added to guarantee the P follow-up (it wasm't a natural combo either way). I haven't see the mid sabaki used at all, which means that no one had found the input yet, so it doesn't look like its replacing an older move.

Her standing P seems to have gotten a slight buff, instead of being negative on hit, it appears it got a +2 on counter hit, which might make it slightly more useful when fishing.

Kokoro's 7P sabaki deflected all highs and special highs, but I don't know if it'll continue to apply in DOA5U, or if they moved to to simply deflecting punches.

None of Kokoro's throws (66T and Heichu 236 throw) seems to have been buffed or given offensive hold properties.

Essentially, it seems like the biggest changes Kokoro may have gotten were to her defense so that she could remain on the offensive a little better. She may have some new combos to work with too. Either way, the mid sabaki, if its capable of stopping many mids, would be a big boost to her defense and allow her to deal with a lot of pressure. Her tracking issues don't really seem all that big to me considering 6PP and 46PP were both pretty good at punishing steps.
 
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EDIT 2: So I don't know where one is getting the idea that Kokoro has no decent launchers (I think she does have a few good ones), but based on a few video glimpses of DOA5U gameplay, it seems Kokoro got a few tweaks that players may not be happy with.

It seems all her sit-down stuns have been removed and replaced with a new non-recoverable bounding stun, hard to say how this'll turn out though. Her 6P+K reverted back 1.0, so it no longer has a stun added to guarantee the P follow-up (it wasm't a natural combo either way). I haven't see the mid sabaki used at all, which means that no one had found the input yet, so it doesn't look like its replacing an older move.

Her standing P seems to have gotten a slight buff, instead of being negative on hit, it appears it got a +2 on counter hit, which might make it slightly more useful when fishing.

Kokoro's 7P sabaki deflected all highs and special highs, but I don't know if it'll continue to apply in DOA5U, or if they moved to to simply deflecting punches.

None of Kokoro's throws (66T and Heichu 236 throw) seems to have been buffed or given offensive hold properties.

Essentially, it seems like the biggest changes Kokoro may have gotten were to her defense so that she could remain on the offensive a little better. She may have some new combos to work with too. Either way, the mid sabaki, if its capable of stopping many mids, would be a big boost to her defense and allow her to deal with a lot of pressure. Her tracking issues don't really seem all that big to me considering 6PP and 46PP were both pretty good at punishing steps.
the last hit of Kokoro's PPP seems to have been sped up by a few frames. (though i still don't know anyone that uses that string). and kokoro's has decent launchers it's just that they are all so slow! her fastest launcher has low combo potential due to it not launching that high and the recovery frames. she has 4P+K but that's about 24+ frames and she has 7K which is about 20+ frames. and i'm not even gonna talk about 9K as a launcher. you'd be better off just doing 4P if you're gonna launch with a high. i don't know the exact frames on her launchers at the moment so those were ballpark guesses. but i do know that people can slow escape out of all her launchers except 46P unless their in a counter/critical stun state.
 
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