Dead or Alive 5 Ultimate

You know, I totally realize this may be just me. I haven't played since DOA1. But I'm getting the feeling that online really is as bad as everyone said it was. I'm facing people who seem to just be smashing their faces into P and K, attacking at disadvantage, and they're still interrupting me through my block punishes. It's not like I'm using a slow character either.

Or does this game really just have that many frame traps? I'll keep trying to get good at this, but if the netcode is really as crappy as I'm beginning to think it is, I don't have much hope for my long term interest. This is way worse than T6 and SC4.
oh god....DOA 5 online worse than sc4 online? we all know how bad sc4 online was.....you guys might just have to hit offline or endure the bad netcode.......
 
oh god....DOA 5 online worse than sc4 online? we all know how bad sc4 online was.....you guys might just have to hit offline or endure the bad netcode.......
Right, like I said, it may just be that I'm really really bad at this game. I have no trouble punishing unsafe things in SC, I have a little more trouble in TTT2, but in this game, I can't punish anything.
 
I was talking with my friend about DOA netcode yesterday.
It's looks like the Online mode search players by regions and not by people with good connection and close to where you live. That's why we'll get lag issues all the time.

I hope they fixed that in the long run, by the way. They also should fix the characters heads. I mean. . . It's just wreid watch my character head go back to front almost all the time.
 
141414 and 44214214214 seem very effective. I have to wonder why I haven't seen this kind of movement in tournament videos.

Yeah, those are the traditional backstep methods for DOA.

You can see it a bit in here from both players:

And that was at the E3 "0.50" build.

Keep in mind that many players are used to DOA2U and DOA4 which in all honesty felt like walking through molasses. 3.1 was probably the smoothest it had ever been, and they based the movement system off it thank god. So you have players who are used to a more ... sticky walking system and tryin to get adjusted to the new system that not only has more fluidity but also smaller hit boxes that don't reach across the screen.

I can't find it but there's another vid of Chosen 1 in that tournament in the Sweat level where he shows off KBD but mainly at round end, not in match. Thing is, he's using a controller, and in all honesty it was easier to do on controller because you could use both analog sticks for multiple notations at once on two hands such as pressing 4 with left analog stick and 1 with the right analog stick. However, you're taking your right hand off the buttons to do so which is the most obvious reason as to why it was difficult to do it in mid fight. Usually utilized after scoring a knock-down.

It should be noted that they removed the right analog stick controlling movement functionality in the final build. Oh well, gives stick users an even footing finally.
 
You know, I totally realize this may be just me. I haven't played since DOA1. But I'm getting the feeling that online really is as bad as everyone said it was. I'm facing people who seem to just be smashing their faces into P and K, attacking at disadvantage, and they're still interrupting me through my block punishes. It's not like I'm using a slow character either.

Or does this game really just have that many frame traps? I'll keep trying to get good at this, but if the netcode is really as crappy as I'm beginning to think it is, I don't have much hope for my long term interest. This is way worse than T6 and SC4.

When its good, its good. And when its bad, it's really bad. DOA 5's Online is really bad if you notice dropped inputs, hitching or stuttering and otherwise unplayable elements. Lacking those things, the online functions well, without a feeling of input delay.

Thanks to your statement, I can totally see players smashing their faces into their buttons, and like you I've had trouble punishing that. I haven't had the time or chance to go into training mode and run through frames to see whether Kasumi's (or others) PPP...xN are truly unsafe on block. At best they might be -7 which still makes them safe, but throw punishable. I think that frame data might be lying at least a little, though.

I have punished stupid stuff from other players online. Although I've had trouble using counters from block to do it, since the way the inputs work now is that you have to let go of block and then tap it and the appropriate direction at the same time and many times I screw up on that.
 
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