Dead or Alive 5 Ultimate

Well that's the game. DOA is a based around constant good reads.

Idk who you use but some slightly charged attacks share the same properties as Brads 214P+K. You can back up a bit and throw it out on people who use wake-up kicks often.
 
Yeah, Ayane has 11P, but the spacing is kinda hard. I keep getting stuffed with the wake up kick anyway. I need to practice it more, because that ticks me off more than almost anything else in this game.
 

11K has a bit more range than 11P but I admit that the spacing is tricky and you have to "correctly" predict a wakeup kick. Another thing you can do is keep your back to your opponent when they're grounded, then dash away (or press 8P to turn around) then nail them with her great 236K. Once I Backtwirl Kick or 236K an opponent about 3 or 4 times, they usually get the message to: Not use wakeup kicks against Ayane. If all else fails, just nail them with 2P+Ks.

I still admit that the wake-up kicks are annoying to deal with because of how much they halt your momentum, but it's mostly because of the transition from SC, in constrast, where you knockdown your opponent once and then you proceed to kick their ass for the rest of the match.

Also Jann Lee's kick still throws me off a bit because it just seems odd that he gets a relatively fast, long range UB and no one else does. Everyone else's UB (such as Bass' 2P+KP+K) is highly telegraphed and slow as hell. Other 236K's, like Eliot's flying kick are blockable. I don't get hit by the Dragon Kick too often but the sole fact that the move exists is annoying and a nuisance. I always have to account for it at mid or long range thus making me have to be more careful than I should be. To top it off, smart Jann Lee players mix it up with the mid-hitting 66K for a High-UB/Mid mix-up.
 
I've been staying away from strings... is this wrong?

I read the sample Kasumi page from the guide, and it said to use 6PK as a general poking string (like a BB)... Are you supposed to use strings with safe enders to poke with, and then mix it up if it's getting countered?

VF was string-heavy too, but... I just played Jean...
 
Okay, I'll bite, tell me how. Because right now, when I knock someone down, I'm forced to defend against a 50/50 because of their retarded invincibility frames.

Look for moves that have some aerial properties or ones that crush lows to deal with the wake-up kicks. Incidentally, the ninjas have the best set of tools for dealing with wake-up kicks. Hayate's 9KKK for example, is great for dealing with those wake up kicks.

There are some characters that don't really have an answer to them, though. I don't think Kokoro has one.

I've been staying away from strings... is this wrong?

I read the sample Kasumi page from the guide, and it said to use 6PK as a general poking string (like a BB)... Are you supposed to use strings with safe enders to poke with, and then mix it up if it's getting countered?

VF was string-heavy too, but... I just played Jean...

Generally, you don't want to spam strings. Most of them are throw-punishable and nearly all of them are hold-able on hit. Some characters don't really have a choice in the matter and those that don't, usually have a few strings that are natural combos on counter hit. For example, Rig's PP2KK string is a natural combo to launcher on counter hit.

There are some strings that have a guaranteed unholdable number of hits; like Jann's PPP and Pai's PPP strings. Hayate's 6PK is also a natural string with a knocked blow to it too. Hitomi and Christie have a some of these too. One possibly easy way to find out if a move is unholdable is to look at them in practice mode and watch the combo counter. If the combo counter resets or doesn't count a certain it, it means that the hit is holdable or doesn't combo naturally. Hitomi's PPP string is a good example of this. Do note that some moves don't always follow this rule, Kokoro's 6PPP is not a natural combo on the first hit, but on the second and third hits it is.
 
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