Dead or Alive 5 Ultimate

Ayane.

DOA5 pros, forgive my noobishness for a moment. Let me make sure I'm understanding. My reward for successfully landing an attack in this game is to be forced to defend against a mixup from my opponent? That's just dumb.
 
From my experience you use the - frames on hit to land hi-counter holds against people who try to PP you back. I have noticed the hi-counter window is much more strict in this game compared to DOA4.

When you stun someone is when you press your offense. If they are holding every time you stun them then throw them for a lot of damage or you can fight around their holds to deepen the stun threshold and get maximum launch height.

There is also string delay on a lot of moves so use that to your advantage like you would use Patroklos's 6BBB.

You can also free cancel (I think that's what it's called. It's been a minute since i talked hardcore DOA) by tapping block during a string and using any other move you have to further mix-up your opponent. There is the possibility of this getting beat out by mashing, so know your opponent.
 
Hmm..nice read at the past few pages, i like the discussion of people who are playing this for the 1st time..and the posts from the vet`s to of course to.
@Reave
jep free canceling is awesome, its even better in my opinion as it was in DoA4.
@DrakeAldan
You cant expect that all your opponnents knowing the complete frame data, even if he/she knows it...he needs the execution to react/punish...

@folks who having problems with this game
Just stay offline and train/spar againt the A.I. to get a feeling...i have lots of good fight against the A.I. on Legend Arcade Difficulty...this game teaches you "NOT" to mash and "NOT" to end your strings in a Explosive Fail.
Most people pick up a character..rush through the command list, jumping online..and wondering what they all did wrong...Patience is Rewarding...Like risking something...

Hope i didnt talk to much nonsense, would be great if that helps!
anyway...is there a easier way to get alpha(like some certain hours to play) instead of gettin 300 titles?
 
The DLC costumes are up on the Asian stores. Here's a look at them:
http://bbs1.ruliweb.daum.net/gaia/d...Id=5288855&bbsId=G001&itemId=4485&pageIndex=1

Also, Tecmo just confirmed they're working on a patch to update/fix the netcode. So maybe we'll get something more reliable.

Ayane.

DOA5 pros, forgive my noobishness for a moment. Let me make sure I'm understanding. My reward for successfully landing an attack in this game is to be forced to defend against a mixup from my opponent? That's just dumb.

Err, no...

Just running around with Ayane for a moment. 6K is +13 on hit, K is +3, P is +0, 2H+K is +11 and these are all on hit. There are a few attacks on the list that are negative on hit, but the numbers are minor.

The reason for negative frames on certain moves mainly stems from long attack strings or attack strings with powerful finishers. This is due to the concept of free-canceling and a sort of 2D-style frame canceling in the game. Basically, like in a game of Street Fighter where players can cancel the recovery of their c.mk into a special attack. The way attack strings work in DOA follows this same principle. A normal attack like Kokoro's 3K leaves her at -3 on hit, but if you complete the string with either the standing P or 2P you either knock the opponent down, or you pick up a massive frame advantage. Of course, that frame adv means absolutely nothing if your opponent decides to slow escape (same way you escape a stun in older Soul Calibur games, wiggle the stick) or tries to hold out of it.

Part of the reason why you don't want to read too much into frames for DoA. They look bad on the surface, but there's a number of underlying systems in the game that really doesn't make the frames as bad as they look. Though, you should still pay attention to what is an isn't safe.
 
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