Dead or Alive 5 Ultimate

I used 6P+K almost all the time in DOA4 as a whiff punishment move and first move to go into a stun mix up and it worked wonders at times. Now it´s almost useless out of stuns...

And you coulnd´t throw break in DOA4 too and 46K was still far from being overpowered even if it gave +5 on block.

And 4P... really? I don´t think most Ein players will use that move on high level. Just not good enough.

There is nothing stopping you from using a different whiff punisher. Ein isn't exactly lacking there. All 6P+K gave you was a crumple stun, and the entire point of playing Ein is to ignore the stun game as much as possible. Use Azuma or something else to push people closer to the environment. That's where his damage comes in the strongest.

46K and Hayate's variant were used exclusively to get-in and dominate DOA 4 matches at high level. I'm not sure how much you were exposed to it, but both variants were used by Offbeat and PL to get inside when they were not in turtle mode. If it wasn't ridiculously effective, people would not be mourning the loss. It's still a good move, especially since Ein can take a third lifebar from his high jab string on CH now.

And at the rate Ein players are complaining, I don't think there will BE any Ein's at high level to use 4P. If you doubt its effectiveness, ask Perfect Legend. Do not forget this is a string that goes into launch.
 
There is nothing stopping you from using a different whiff punisher. Ein isn't exactly lacking there. All 6P+K gave you was a crumple stun, and the entire point of playing Ein is to ignore the stun game as much as possible. Use Azuma or something else to push people closer to the environment. That's where his damage comes in the strongest.

There is no move than can replace 6P+K atm for me. It was an awesome move which gave you so many options after it hit the opponent due to the long stun animation. And 46P is still a high and can´t be that good because highs can never be used as effectively as mids and the new engine has imo problems to differentiate 46 from 236 sometimes like 33T throws come out as 3T.
46K and Hayate's variant were used exclusively to get-in and dominate DOA 4 matches at high level. I'm not sure how much you were exposed to it, but both variants were used by Offbeat and PL to get inside when they were not in turtle mode. If it wasn't ridiculously effective, people would not be mourning the loss. It's still a good move, especially since Ein can take a third lifebar from his high jab string on CH now.

I loved 46K but it wasn´t ridiculously effective, that´s not the reason why people mourn, it´s the fact that no one wants his favourite char get nerfed in any way!

And at the rate Ein players are complaining, I don't think there will BE any Ein's at high level to use 4P. If you doubt its effectiveness, ask Perfect Legend. Do not forget this is a string that goes into launch.

It´s still a high with shitty range... Might use it/test it during my next Online sessions though.
 
I'm not sure what you're looking for in a tracking attack.

Tracking strikes with long range are not exactly common aside from sweeps and round houses, and he happens to have both. For a quick strike, 4P is as good as they come. Got plenty of mixup afterwards too.

But it seems to me you have a very different take on Ein to begin with.
 
I like tracking moves like Hitomis 3P+K for example. Mid, good range etc.

But like I said, i might give 4P a try.

And yeah, I also played a vastly different Ein than most other players did in DOA4.
 
I finally figured out Akira's guard break of doom. You have input the second command before the first one hits in order to get the full string to come out, so you can't really hit confirm it. The instructions to do this move definitely implied you had to get the second input after the first attack connects on block, but that's not the case. You have to get the second input in before the first punch hits the opponent.

What's interesting though, is how you can roll the inputs from one end to the next to complete the string. You can go 236, 1236, 3214, 6 and still get the full string off using this method. I'm not sure you can be this imprecise in VF5, but it definitely helps get a feel for the timing of the move and later refining the input.

I'm pretty happy that I finally got the string now and I can practice it with some success. Now if only I could figure out how to play Akira and try using that move in live play.
 
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