Dead or Alive 5 Ultimate

because you have bad internet? my games are damn good. 4 bars is excellent, 5 bars is perfect like local play. i'm tired of repeating this. and TTT2 has to be good at something i guess. since it's a bad fighting game :3
Trolololol XD
Ok that did make me really Laugh Hard XD

Funny thing is...sometimes i have damn good connection against people outside from Europe..and on the other side..i had some Matrix style Lag against peeps from Europe.
...its funny..........................................................sometimes......
Dont worry...netcode is not an excuse why i should quit with a game..that would be stupid!
As long as its not had/have/got the KoF 13 netcode lol.
 
i never had a problem with DOA5 online. i'm sure there are a lot that would state the same. it's a case by case basis.
At first I thought the same, but once I learned some frame data I changed my mind very quickly. Anything -5 or less is + on block (not neutral, positive) online. Often, going for throw punishes, or trying to interrupt interruptible stuff, gets you killed. Games can quickly descend into mashing fests even though the players are trying to play properly (that is, do stuff that would work offline). Countering is much more of a forced guessing game. Etc.
 
Why is DOA5 netcode still horrible... And TTT2 is so fluid...

Different netcodes. I find that DOA5's online is either really great or really awful. 5 bar matches are essentially perfect and are able to replicate offline matches. 4 bar matches are passable but still a bit laggy. Anything lower can be just painful to play. If you have 3 bars or lower, don't bother to try and punish anything, you're just asking for CH after CH from mindless mashers.

I try my best to get in lengthy sessions with 5 bar connection players because that practise tends to translate offline. With 3 bars or less, you need to throw the rule book out the window and treat the match as a contest of who can press the P button fastest.
 
So I see the online competition hasn't really improved since I've been out. A shame, really. Still a question...

What does one do as Kokoro, when your opponent mashes out holds on all your mids; does not block, ever, and is impossible to throw for various reasons because they're mashing even while being hit. It severely limits Kokoro's ability to do much. No 66P, no 8P6P, no 2H+KP, or Heichu mix-ups. No 7P, 2KT, PPT, 4PKT, 3PT, 1PT, PP6P, etc. What can one do?
 
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