Dead or Alive 5 Ultimate

How do I access Simple Match then?

Tried doing some throwdowns earlier, all I got were 1 bar matches with loads of lag. Not sure if its me or them.
the throwdowns are the "simple" matches of this game for the time being. i've not had a problem with the connection of throwdowns either. just check their connection before you accept.
 
That Comment is really Beautiful, and yeah this Game is really...OMG i cant describe it..in a positive way.
The tutorial's quite robust. It doesn't necessarily explain the theory behind the combat, but the raw mechanics are well-explained. They even put in a nod to advantage and recovery (to which I say "about time!")

It should definitely become a standard. Once upon a time fighting games didn't have a practice mode...

but i don't understand the difference between the blue challengers and the red ones.
Blue is people you don't know, and red is a "rival".

That's what I've heard anyway.



I do notice some difficulty with "twitch guarding"- I'll get hit with sudden lunge attacks (hi Jann) while being aware of them... Maybe it's just my reactions. SCV has the same problem with run-up guard being more difficult so I'll just chalk it up to online (or that I have the eyes of an old man...)

That being said I ducked the dragon kick more than once today. That would have been impossible a couple of months ago.
 
Some thoughts from FSD.

The netcode seems OK. I don't really know what I'm doing, playing Kasumi, but it feels like I'm in control of the situation. (Granted that'll probably stop when I start trying to block lows or whatever.) Nothing immediately obvious- maybe lag at the character select/in intros, but I can't feel anything right now (whereas I remember definitely feeling it in vanilla, at least pre-patch...)

Core Fighters is great. You get pretty much the whole game, except for Story mode and the characters. You really do get to play against everyone. I'm told in the XMB it looks like I just have DOA5U full version. (Probably because it is, and buying "locked content" is just downloading unlock codes.)

Maybe it's a lucky winning streak, but this game seems fun again! I don't know why it didn't before. (Lag?) My opponent did the usual critical hold and I was all like FOOTPRINTS IN YOUR FACE

I guess I could never do that before. Was it that I was focusing on combos...?

Kasumi's 4T has to be one of the most satisfying throws in the entire game. Nothing says "DON'T SPAM HOLDS" more than getting your face stamped into the ground! I'm guessing that's why you took up the character.

DoA5U's netcode seems really hit or miss to me. I'm either able to react to most of what my opponent does or can't react to anything. Basically the netcode is amazing for 4 or 5 bars but mostly horrendous for less than 3 bars. 1 Bars are just a game of who can lag-spam the opponent more. However, I definitely notice an improvement over DOA5 vanilla. I also like how DOA5U rarely drops matches like SCV does.
 
Did some more throwdowns, had a few that were 5 bars only to end up as 3s when the match came and a lot of 1s showed up so I didn't accept them.

Some more Momiji thoughts...

Seems fairly linear.

Doesn't really seem to have any safe transitions in Jump and Double Jump stance aside from 6KK, 6PKK and 3KP8.

Jump PK is really tight on the timing. I keep failing to execute this properly.

44K is pretty good, seems Momiji has a fairly interesting BT game that's worth checking out.

A few unlisted moves in Momiji's arsenal, mostly related to her back turned stuff...
BT 4PP - a mid mid with the second hit being a launcher.
BT P - a crumple stun very much like Kokoro's 66P+K. Unrecoverable.
BT H+K - a moonsault type flip that leads over the opponent.
BT P+K - a variant of her 214PP.
BT K - a variant of her H+K
BT 2K - a low sweep.

Other thoughts.

Momiji's launchers all have low altitudes leaving combo options somewhat limited. Most are 6PK variants.

Double Jump P apparently has two hits and if you time it wrong you'll only get one hit most of the time and fail to get the most out of this move.

Need to check the string PP4P, seems like it might have something interesting to it.

8P feels a little weak.

33P seems to duck under some highs, might be a crush.

Having trouble getting sometimes. 1PP helps, but looking for more.

214PP+K - Not sure what to make of this move yet. Leaves one BT, 4PP perhaps?

6H+K - A little hard to work with this. Did all the combo challenges, but this one seems a bit tricky to use in live play.

4P - advantage on hit, what to follow up with to harm an attacking opponent after this?

DJ T - Post use, can follow up with 7K, 66K, 3P4PP for a combo. Kinda handy.

EDIT: One more thought. Seems like Momiji can cross up a way that forces the opponent to turn or attack in the opposite direction while Momiji lands just next to their backs.
 
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