Dead or Alive 5 Ultimate

Yeah, it's really frustrating to play a rush down character and then be forced to back off after I knock someone down because those stupid wake up kicks are invincible except if you guess the right hold. >:(
 
Yeah, it's really frustrating to play a rush down character and then be forced to back off after I knock someone down because those stupid wake up kicks are invincible except if you guess the right hold. >:(
Wakeup kicks are`nt invincible...just go to the lab and try some stuff out..im sure you gonna find funny stuff ;)

Anyway..here is some interesting stuff..enjoy!

 
The wakeup kicks make me mad lol. Idk why though. In Tekken there alot of more options to commit to, and you can roll out of the way if you wanted to.

In DOA5 it's either you tech, or just lay there and wait for your opponent to whiff so you can do a wakeup kick. It's a hard to get used to that honestly, but we will make a way!! Long live DOA! Lmfao *raises pimp juice in the air*

Edit: If anyone in this forum finds a way to lessen the struggle of getting up, please post it here. That right there would be great.
 
I did a critical burst combo into a power blow in training last night!

Force have you tried pp6pp, kk, 6p+k for Ayane? It should burst, but the critical strike just sets up a brand new stun. I don't understand.

I'm finally starting to figure out how to play this instead of just mashing p's and k's and random directions. .

Good stuff Wombat! Actually, compared to the rest of the cast, Ayane is one of the characters who's least based on critical bursts because of her partial focus on ranged combat. I rarely try for critical bursts with her (though CB's are much easier with Rig or Hitomi). The CB I use with Ayane is PP6PP, PPP, then 6P+K. The 2nd "P" of 6PP and the 3rd "P" in PPP do the bulk of the "Critical Damage" gauge filling. Also, contrary to her speed, Ayane actually isn't a rush-down character. That would be Kokoro.

What I'm looking for now is an optimal combo to use post CB if my health is above 50%. What do you think of 3PP, P+KP7K? The damage seems too modest to me. I'm also trying to see if there's more ways to juggle with BT PPPP because I like the blast back at the end.

Don't worry about the mashing of random "P" 's or "K" 's, I still save those "techniques" for people who clearly don't ever block and just mash out attacks as much as possible.

As for the wake-up kicks, they are invincible to standard attacks but they can be beaten by using high crush moves against high wake-up kicks (such as any crouched move or GRD 2P+K), and low crush moves against low wake-up kicks such as 9K for Ayane. I think Mid wake-up kicks can be beaten by 2P+K (against a grounded opponent). Actually, for those worried about okizeme, spam 2P+K to force the opponent to either tech or only use high wake-up kicks. You can also always stand in front of the downed opponent and keep your eye out for the more obvious low wake-up kicks and low hold them, and standing guard for the mid & high wake-up kicks. I play Ayane, so if I see an opponent always doing wake-up kicks, I just punish them with a well-deserved Backward Twirl kick.
 
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