Dead or Alive 5 Ultimate

I'd like to learn to play better. I suppose I should learn someone's moves though better than just mash ppkk in all situations.

How would you recommend playing Ayane? I think I like her best.
Ayane is rushdown, comparable to Taki IMO. She also has really good guaranteed damage. I have lots of trouble with her actually lol. I don't play her so I can't recommend anything specific, but theres plenty of stuff to get started with on her forum at freestepdodge.
 
this is what i do(and it's probably the key to my win streak): take a character and go to training mode. go through their command list once or twice. then take the same character and go through arcade mode. start at normal and progress through the harder levels. you will actually notice yourself getting better.

this helped me big time.
The arcade mode has the most human feeling AI I've ever played against. Its really good for practice!
 
Tekken fans are going apeshit over IGN's review on youtube. PS: I wanna try this game out haven't touched since Doa2 Hardcore
Tekken fans love to start shit when it isn't even necessary, and once one fan comes out, that's when the rest start flocking in like a bunch of houseflies. I may like Tekken, but these idiots have nothing else to do but stroke their egos. These idiots make you want to hate Tekken.
 
don't rely on her guard breaks. that's not her strength. her strength is to keep the opponent unsure whether to block or not. making them unsure about their defense. play her purely offensive and that strat works very well.

Well, defense is a word foreign to some of the players I'm fighting. And honestly, I've played Kokoro in DoA4 and Dimensions, and I've never found her mix ups that good. But I do agree that she's a very offensive fighter.

I've noticed that her Heichu throw, 236T, still has the follow-ups available even if you whiff the throw. This also applies to her most of her throw cancels. Course I've also noticed the window is pretty small to utilize the follow-up and I've now been trying to condition my opponents to see the Heichu animation and nothing coming out of it. Then apply that and force them to guess whether I'm going to hit them with the follow-ups or not. So far I haven't seen anyone step Heichu, but I've noticed that H+K comes out real fast after the animation stance, which works as a solid punishment if they do decide to step.

As usual, I'm still having trouble getting the final part of Kokoro's 3-part throw to work. Interestingly enough, I can do Akira's SPoD in DoA5. Fancy that.
 
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