Dead or Alive 5 Ultimate

Hardcore DOA players, competitive DOA players....

WHO? WHERE?
FreeStepDodge.com
Oh, you mean the same people who get bodied in every other game and lose in their own game by actual good players in the FGC.

The only people who actually knows this game (DOA5) is few. I would say Master is one of them, and I do not see him asking for guaranteed damage or wanting TAG mode. Hell, I hardly if ever see him post.
Because Manny is biased and has his own personal agenda when asking for these things. Ask anyone like Sorwah, Rikuto, etc. and they'll tell you that the game does need more guaranteed damage.
 
I guess it would depend on how much guaranteed damage that some would want, versus the amount of potential damage one could get if an opponent guessed wrong, or did not escape.

Because it seems to me, that there's a lot of potential damage available, and the amount of guaranteed damage tends to vary per character, and if you factor counter hits into that; that guaranteed damage can be pretty large.
 
Hey guys I have a newbie question. Im in training doing command training with Hitomi (dont think it matters) but how to I get my back turned to the computer?

Thanks in advance. :)
Oh nvm, solved!

Did you use Hitomi's 4H+K? It's not a commonly used move but it does leave her back to her opponent. How do you like Hitomi? Gotten a feel for her string variations, guard breaks and mix-ups?
Windstar said:
I guess it would depend on how much guaranteed damage that some would want, versus the amount of potential damage one could get if an opponent guessed wrong, or did not escape.

Because it seems to me, that there's a lot of potential damage available, and the amount of guaranteed damage tends to vary per character, and if you factor counter hits into that; that guaranteed damage can be pretty large.
The amount of potential damage in this game is good, particularly on CH. It's not uncommon to see 60%+ comboes sometimes especially with CB's. The issue is that there's a little too much guessing in this game and relatively too much risk to the aggressor even after stuns are initiated. What would be best for the game would be a greater reward for the player successfully dealing the damage.

In short: Less guessing, more damage.
 
Did you use Hitomi's 4H+K? It's not a commonly used move but it does leave her back to her opponent. How do you like Hitomi? Gotten a feel for her string variations, guard breaks and mix-ups?

Yeah that's what I ended up doing, haha. Thank you. :) I like her alot, she does hit hard. O.o But she's awesome, she's either gonna be my first or second, its between her and Katsumi. :D

Still working with them both of course. :)
 
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