Dead or Alive 5 Ultimate

Thank Goddess that Helena is on the list. Now I can have my dream tag team of Hitomi and Helena.
The great Offense/Defense Duo!
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Love the demo, can't wait for the final game to be out. Things I've noticed:

-Jabs no longer reset the stun counter [like in DOA Dimensions].
-Counter window is definitely shorter.
-New delay charge strings designed to punish a counter mid-string (i.e. Hayate's PP6PK regular or PP6[P]K charged 3rd hit where opponent can usually counter the 3rd attack).
-Lots of new attack strings, some DOA4 strings removed.
-Environmental damage still seems a bit high..
-Sidewalking is to be used for ring positioning, NOT evading attacks.
-New sidestep ability (2_8F+P+K) that has slight evasion frames, able to P_K followup.
-New sidestep ability has temporary evasion frames where you can still get hit out of, if you time the sidestep wrong.
-More apparent Counter Hit system: Some moves will give you a high launch (as if using a launcher on max stun counter) on CH, other moves stun on CH but not NH, etc.
-Landing a Power Blow is hard.. can be evaded/stepped/countered/CH if not released. But.. releasing the Power Blow has a lot of priority, and if blocked = massive blockstun.
-Stage transitions: Some areas in stage, you can knock them off to another platform to transition the stage. When opponent is knocked off, they have to react to "hang onto" the edge of the stage/area. Attacker now has option to Attack/Throw. Defender must guess between Blocking/Evading to counter the Attack/Throw and suffer 0 stage transition damage if guessed correctly. If guessed incorrectly, Attacker will land successful Attack/Throw during the stage transition (think Naruto GNT4).
-Can still Crouch Dash (236 x n) and BDC (214 x n).
-Can still shake stuns (need to test how many directional inputs, I forgot).
-Forced techs are harder to do now, probably because of frame changes on the moves.. Hitomi 2KK works well still.
-3 point Counter system (High/Mid/Low) in addition to the advanced counters.
-Game pace seems slower than DOA4 at first, probably due to the adjustment of movelist/strings. But after playing, it "feels" as fast as DOA4 after readjusting (might just end up being a tad slower if anything).. not as fast as DOA2.
-Final game will have 1v1 and Tag mode.
-Ayane is still very very strong.. most of her DOA4 stuff still works.
-Hayate got nerfed from DOA4/Dimensions.. but has some new stuff.

Things I still need to test/check:
-Maximum stun sum before opponent crumples (Jabs = 1, Directional attacks = 2).
-Stun height/stun points required
-Throws/Throw breaks (Are directional/command throws still unbreakable?)
-Counter damage (better-timed counters did more damage before)
-Whiffing counter = 150% if thrown?
-Get up kicks invincibility/crushing get up kicks.
-If there are any gameplay features that can be Disabled in Options (Stage transition minigame, etc.)

I like it a lot so far.. lots of other stuff to test. The ninjas still feel really strong.

-ASZ
 
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