Dead or Alive 5 Ultimate

Ever followed CGS?
believe me there were plenty Kokos and Fang`s.
you have a link. i wanna check those out. even in the world championships i didn't see Fang's or kokoros so it would be nice to see some high level play of them besides me. well not to brag or anything of course.
 
So, Bayman is the Astaroth of DOA?

Pretty much him and Bass. Astaroth is the DOA3.1 Bass of SC5.

Also, you'll see "stun threshold" named "Critical State". The threshold is the levels of damage inside of Critical State, the Critical State is the fact that the player is in the "stun" metagame.

Every attack has a 'stun level' damage modifier. There are three levels of launch heights inside the critical state depending on the numerical total of stun put on the opponent in Critical State.

Also, a crouching opponent is put in an even higher launch than normal when they are launched, and sit-down stuns are considered stuns that put the opponent in crouch until they're able to hold. So if you get a guaranteed situation like Bayman's 3K he can do 236P for extra launch height instead of doing his Critical Burst attack.
 
Dropping this here:

Day 1 of the 12 Days of DOA coverage for IPL's 2nd I'm a Fighter championships:

http://www.ign.com/ipl/all/news/doa5-august-changes-and-additions/

Upon closer inspection we discovered that players now have the ability to customize the random select feature. You’ll be able to choose any number of characters and stages, and the random select option will be limited to only the characters and stages selected. If your favorite characters are Bass, Kasumi, Ayane and Zack, simply select those four fighters, and when you choose the random select box on the character select screen, only one of the four will be selected. The same rules apply to the random select box on the stage selection screen as well.

Continuing through the options menu, one of the few complaints we heard during the E3 showcase was that the new sidestep command of “up, up” or “down, down” was causing issues with other movement in the game. People would get a crouch dash when they wanted to sidestep, or they’d get a sidestep when they tried to use a throw. Team Ninja heard your cries as there’s now an option to change the sidestep command from the “up, up” or “down, down” command to the up or down and punch, kick and hold command from the Alpha demo. This allows players to decide how they want to play, instead of being forced to play one way or another by a lack of options.

For the hardcore competitive players, they’ll be happy to hear that a new “unholdable” stun has been added into the mix. At E3, the tournament players were ecstatic to find that certain stuns did not allow for the opposing player to use a counter hold, something the series is well known for. These stuns included the sit-down stun, limbo stun, stagger back stun and the newly introduced Critical Burst stun.

Adding to this list is the faint stun, which we lovingly named because of the way the opponent reacts while in the stun. They slowly fall back, almost as if they’re fainting on the spot. So far we only noticed this new stun while playing as Leifang, but the game isn’t quite finished yet and not all of the characters were available in the build we played. It’s quite possible we’ll see more characters with this stun when the game hits store shelves in less than two months.

While competitive players were very happy to discover the unholdable stuns in the E3 build, some were concerned because it was possible to “shake out” of these stuns by rapidly moving the d-pad and pressing buttons. It seems as though Team Ninja is paying close attention to the fan base, because these stuns are now much harder to shake out of. In fact, it took a full match of shaking out of stuns before we were able to avoid some of the follow-up attacks that were more easily avoidable in the E3 build. It also seems as though it’s not possible to shake out of the new faint stun at all, which should have tournament players even more enthusiastic.

So what does all of this mean to tournament-goers? Well, it’s a little harder to land a Critical Burst stun now. Some characters, such as Bayman, can still get to a Critical Burst stun in three hits, but this seems to be the exception, not the rule. Most characters can’t get a Critical Burst stun until at least the fourth hit of a combo.

To make things a little easier on the competitive players, some of the attacks in DOA5 are now a little safer when they’re blocked. We especially noticed this when playing as Zack. While the changes were minor, they made a big difference in the grand scheme of things. We considered Zack to be one of the weakest characters in the game at E3, but now he’s moved up quite a bit and should be able to hang with most of the cast. Of course, Team Ninja had just started the fine-tuning as of our current build, so it’s likely many more minor changes have been made to the characters.
 
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