Dead or Alive 5 Ultimate

Yomi talk time.

Because despite the fact you just punished them, all that punishment really entailed was getting stunned. They can always escape regular stun, although its definitely not an ideal situation to be in. People do not instinctively think that far ahead. That initial mistake matters a lot, but it doesn't occur to most people that is where the avalanche of pain begins so they keep behaving recklessly until the very last possible moment that leads to big damage.

For some people, the only punishment that effects the way they are conditioned is how often they are getting thrown out of a hold. Or, if you have a single attack that goes straight into a sitdown and takes noticeable life away from them, that will also make a mental impact on people and condition against silly actions.

Remember that there are a ton of small actions in this game that you can't always protect yourself against, so most people take that damage for granted and don't allow it to alter their thought process. It's the big stuff that is going to make a mental impact and allow you to control your opponent.

That is good for Akira, in a way. If people refuse to become conditioned against the smaller counter-hits, that simply gives you more openings to work with. Recognize which rocks can be moved to divert the streams flow, and which rocks will not move without long term effort.

Then recognize, not all rocks need to be moved.

Not exactly what I meant.

Here's an example.

Great! I hit my opponent with P now I have +2. I don't want him to duck, so I'll do 66P. Great, 66P hit, now what do I do?

It's basically the same issues I have with Jacky. I see that his 6P+K has an unholdable stun, but its slow, and high. I haven't been able to land it yet. How do I land it? Or Jacky's P+K, how do I make it work?

Emulating someone else's playstyle doesn't really work for me. I can watch videos of them playing, but its only a small snapshot of their playstyle and they're usually playing players that I am not usually playing.

EDIT: Nope, not doing it.
 
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Thanks for the help, I don't really know how to set it up, but I don't have an online partner to play with so it doesn't matter. You told me what I wanted to know.
No Problem, you are Welcome..hmm why dont you post your GT/Psn Tag here or just join the folks over Freestepdodge?
Im sure there are plenty folks who are willing to play with you =)
 
I almost don´t care about a different engine of another game as long as I can still play the way I used to.




To "Adapt" is overrated imo. Personal playstile is more important.

Large update maybe coming in October? I hope so, Helena and Rachel are really strong.

Why shouldn't you have to adapt? I had to change my playstyle for 5U since TN took away Ayane's FT's and nerfed the effectiveness of 3H+K. It sounds like laziness if you just want to play the same way in every game. If you want to play the old Ein, play DOA4.

I'm intrigued by what TN will be doing with this new patch. Seems a little early for a major balance patch though... so hmm...
 
Large update maybe coming in October? I hope so, Helena and Rachel are really strong.
Eh.

Rachel has oki in a game where nobody has oki.

After playing RTD's Mitsu she's a joke.

Great! I hit my opponent with P now I have +2. I don't want him to duck, so I'll do 66P. Great, 66P hit, now what do I do?
well I mean... you play stun game or go for a launch? I don't know what to tell you.

If the guy isn't respecting you you CB him until he does... if the guy doesn't budge you smack him until he moves or you win.

It's basically the same issues I have with Jacky. I see that his 6P+K has an unholdable stun, but its slow, and high. I haven't been able to land it yet. How do I land it? Or Jacky's P+K, how do I make it work?
That'd be 4P+K (6P+K being the pimp hand).

You could try spacing it, but it'd be tight spacing (I rate the move as the tip-top of close range)... When I see it used it's in stun. e.g. SS K, 4P+K, [6]P, 66H+K (CB).

P+K (P+KP) is pretty much Jacky's mid punch launcher (I mean you could say that is 33P, but P+KP induces bound which makes things consistent for all weight classes). I use it solely in stun along with 3P+K~T.

Sometimes I can get away with using it after using 4H+K as keepout, people block it, hesitate, and since I'm running off of muscle memory I input P+KP and they end up getting hit anyway. (Though I really should not be doing that...)
 
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