Dead or Alive 5 Ultimate

I think I'm starting to understand. A few thoughts occur to me:

- During stun, the point is to extend or launch (or knockdown, but I don't know why you'd do that yet). Using mid punches and kicks makes sense, and using lows make sense. But what about highs? Low holds duck right under high attacks, but does that make them "off limits", or do those high attacks act as "virtual lows" inside the stun?

- Are there "NC" strings within a stun? i.e. if I put a guy into a stun, he can critical hold out. But if I PP him, can he high hold the second P? If they are NC within the stun, are they different from regular NC strings on normal hit?

- Carrying on with the stun, I can go for the Critical Burst (mid punch) or balls-out for the launch (mid kick). But I also have a high kick launch. I should be using this too, right?

- Does anyone in the game have low launchers?

- If an opponent holds it seems to change the advantage gained off the stun. It feels like there's no time to think, either input attacks on faith, or wait for the hold and throw.

If I wait for the hold and attack, it usually gets blocked... or I hit, but I lose my stun (?) Is it because I'm too slow?
 
- Does anyone in the game have low launchers?

As far as I know, there is no low launcher, but there are counter holds that launch opponents. These can vary from low, mid or high holds and some holds are special. For example; Hayabusa has a low special hold that launches the opponent. If you don't follow up with the Izuna drop command, you can use that special low hold and treat it as a launcher for combos.


EDIT: DLC stuff is up and its free, go download it! 65 MB.

I decided to try and run Akira online today. It didn't work well. A lot of the properties on his moves are different so its harder to work with him. I was able to get off SPoDs though. It's become so much easier (at least in this game) to execute this combo and it does 74 damage! Crazy.

Anyway, I can't really scrub kill with Akira so after a bit I decided to put my Rig training to the test and it worked out pretty well. Though, I think I need to find some better juggles post launch. I did notice that some players aren't really predicting and just spamming counter holds every time they get hit. It makes it a little harder to set up stuns and critical bursts. I'm not quite sure what the best way to get players in a red stun state after a eating a counter hit and going for CBs with either Kokoro or Rig yet. For Rig, though, I still need some work on fighting him.

There are cases where I'm doing a scrub/newbie Maxi-thing and just losing control Rig and he's wildly kicking all over the place. I thought I had it under control, but I think I may need so more fight experience. After a bit, I decided to be a little less aggressive and regained was better able to control him, the my opponents got a little harder to deal with.

The more I play Rig, the more it feels like that Rig has a similar play style to Hitomi. Much like Hitomi, he doesn't have many short strings, so I wonder if I should try playing Rig more as a character who runs through a series of string attacks. Or maybe I should stick to more basic stuff and mix up flamingo and 6P+K follow-ups.
 
Stun problems-Character knowledge curiosity-Option Selects..hmmm(thats what im gettin here to read)
And we have over 2700 posts in this thread, which is awesome..this shows how we all love this franchise..dont give up folks...just give me a little more time..then im gonna upload some of my Footages, hope it helps then.
If anyone plays Koko/Lena or Kasumi..then you will like it...i hope lol

Ok im gonna leave this here..Enjoy!

 
I hope they patch that it looks lame.

In the bright side I'm starting to get the hang of the game and I'm loving it! I. LOVE. IT. Playing everyday with my roommate who also got the game (collector edition at that) amd it's sooooo good times.
 
Why patch tools that players can use. I mean, look at Tekken, Korean Back dashing has been accepted as part of the game. I dunno why the same can't apply here.
 
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