Dead or Alive 5 Ultimate

I am not hatting, I am just commenting on some things... I have said so many times that this is another Great DOA tittle, I just wish certain things were a little tweaked... I am not hatting, I just feel like their is room for both hype and criticisms in this thread...
 
I faced my first really good Ayane today! Her options from back turned are so scary. I wasn't sure if I should block or attack and grabbing was completely out of the question. TO THE LAB.
 
It should burst, but the critical strike just sets up a brand new stun. I don't understand.
Either you are not doing it fast enough, or those strikes don't "link".

sometimes the move you stun your opponent with doesn't give enough advantage to connect the critical burst after it. Especially so if the opponent is slow-escaping or mashing holds out which reduces the advantage you get.
I can't tell you how many times people would do some dumb string, and I expect to hold the last hit and the grab me out of my hold. (can you break grabs in this game?)
You must be playing good players.

If you feel a grab's coming and you're stunned, just don't do anything (well, you should slow escape). If you don't hold, it'll whiff.

You can only break neutral grabs, and that's if it's used in the open (if you're blocking [or you get punished with one?]). You can't break command grabs, and you can't break neutral grabs if they grab you out of a 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. >:(
The wakeup kicks are especially resentful. T^T They are the bane of my life.
Well, with Mila, what I would do, is knockdown, then backdash away (using her technique, but KBD probably works too). Opponent whiffs the wakeup kick, I whiff punish with 3H+K into the sprawl knees. That's another knockdown, so backdash away and see if they whiff another wakeup kick.... then whiff punish with 3H+K into the sprawl knees. That's another knockdown, so...

And you just keep doing it, and doing it, and doing it. Soon enough they won't try to kick when they get up 'cause they don't wanna get kneed in the face, and then you'll have that next layer of metagame where you can start trying to stay over them and apply more pressure.


My problem was not backing off and whiff punishing the wakeup kick every single time. It's kind of tedious, really, but you've gotta do it.
 
I faced my first really good Ayane today! Her options from back turned are so scary. I wasn't sure if I should block or attack and grabbing was completely out of the question. TO THE LAB.

If Ayane is backturned, you should block mostly. This reduces her options to BT Throw or BT 6T (if she doesn't change stance). BT 6T is quite seeable since she doesn't jump up nearly as high as BT 8K. Any high attack can knock her out of it. BT T should be breakable. If you see her go into the Twirl stance (especially the forward Twirl), attack immediately. If she does the backwards roll, block. The quickest attack (BT 66H+K) is punishable (a juicy -29). For majority of the other options from the backwards roll, it's best to stay defensive or sidestep. Also, if Ayane uses the Backward Twirl stance, she only has 2 options (though they're both quite strong), however it is quite recommended to use a rushdown attack to beat it out (like a 66KKK or a 236K for instance).

You are correct on one thing, trying to grab Ayane when she is BT'ed is a bad idea. Her BT 4K will have something to say about it. Let me know what you discover in the Lab!
 
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