Dead or Alive 5 Ultimate

Game keeps on freezing when trying to complete Tina's command training. The game wants me to dislike it.
If you haven't tried it yet, try turning off Throwdowns when you go into training. I've heard of other people having this problem and turning off throwdowns seems to have fixed it for them.
 
Still don't understand the "Critical Burst" and "Power Blow" systems.
Critical Burst- Creates a free launch attempt. Free as in they can't do anything to stop the follow-up attack. The Critical Burst effect will only initiate when the Critical Stun is bright red. Also guarantees a Power Blow when successful.

Power Blow- Have to be at 50% or less health. You can keep doing it til it connects but once it does then you cannot use it again that round. Guaranteed off of Critical Burst and Ceiling hits. I'm not sure if it is guaranteed when you smack people through objects.
 
1) Knockdowns are actually there if your character has a ground game or anti-wake-up setup. Highs are the fastest attacks and are typically used to extend the stun in a quick way. The problem with low holding is that you're susceptible to mids, and low holding is considered crouching. Many mids have different effects on a crouching opponent including putting them in a deeper stun (i.e. sit down).

2) Yes. An example is Bayman's 1PP and 2KK. Both are guaranteed on Counter hit or in stun.

So this basically means that Rig's PP2KK launcher on CH is guaranteed then?

Of course this also means that's Kokoro only has 3 natural combos; PP, 46PP, 33PP, and 4PPP. Huh... some interesting insights.

Also, to do Kokoro's 3-part throw, you need to reverse the last input as Kokoro is considered on the other side for the final input. Thus, when facing the right you input like this: 214T * 4T * 64T. Also the last inputs needs to wait until the second hit connects before you can input it.

Kokoro's H+K and a few other variants put the opponent in a unique stagger forced turned stun that can't be held out of, but they can recover through slow escape. At the fastest possible recovery, Kokoro has a 15-frame advantage, but I'm having trouble finding something fast enough to hit and that covers enough ground for it to hit. Any tips?
 
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