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Dead or Alive 5: Last Round

Discussion in 'General' started by Wiztick, Jul 8, 2013.

  1. CheekyChi

    CheekyChi Well-Known Member

    XBL:
    CheekyChi
    I disagree with you. I don't think you've tried to understand the system and just basically used holds because you can. Reversals aren't the only thing you can do, you can slow escape stuff - kind of like getting out of stagger in VF. Doing a hold at the wrong time will only give more bonus damage to your opponent. That's to stop people from doing holds relentlessly.

    I remember playing a new Taka player a while ago and after the match he complained that throws are useless in this game. I'm not super knowledgable in the game so my response was, you need to condition people to be in a situation where you can throw them first. But he thought that was silly and liked throws in SF where it can connect even if you are in the middle of executing an attack. So he eventually faded away because of the throw system in VF. This is similar in that he didn't try to play VF understanding the game. Instead, he tried to play it as he would with another.

    Also, what's great defense mode?
     
  2. Pltnm06Ghosty-J

    Pltnm06Ghosty-J Well-Known Member

    PSN:
    Pltnm06Ghost
    In a nutshell:
     
    Shag likes this.
  3. Sorwah

    Sorwah Well-Known Member


    PLs are very good possibilities. For example, PBs did a lot of damage and allowed you to control knock back direction into potentially more environment damage. What PLs now do is allow for characters to do a big launcher with more than maximum launch height. In addition, if there's a ceiling this now allows any character to launch into a ceiling for a free sit-down stun into launch (i imagine).

    Unfortunately, most people are complaining about the nerfs, but players are also saying the system has been altered as well. It's very possible that some of the nerfs are being done to balance with the system alterations. No one has been able to state how the new bound system works yet, and the increase in life could have been done to balance the more situations for punishable damage. Just thinking off the top of my head.


    Throws are pretty fast. The breakable ones are 4-5 startup frames but have around a 10 frame window to break it and be typically at advantage. The next level speed is 7-10 startup, and the slowest speed is 12 startup. Then you have Offensive Holds (Catch Throws) which range from 16-37 startup frames.

    As for Fuzzy Guard, it's in the game. Most people just play the game at face value and don't bother to learn or even attempt the more intricate systems that are in the game. For example:


    Not, because they're in block stun. The throw will whiff. The player has to be in recovery animation or neutral state in order to be normal thrown.
     
  4. Sorwah

    Sorwah Well-Known Member

    Some DOA5U tag footage featuring Akira and Jacky:
     
    Katsuro and Pltnm06Ghosty-J like this.
  5. Pltnm06Ghosty-J

    Pltnm06Ghosty-J Well-Known Member

    PSN:
    Pltnm06Ghost
    Only difference this video showcases is that Akira can finally use the throw followup of his sidestep [K] . As for Jacky........ oh yeah. Jacky's gonna wreck that derriere in DoA5U. It's over :U
     
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    So free cancelling is a fancy way of saying clearing your buffer. I think their name for it is sexier, but it still makes the term kinda confusing. You're just clearing the input buffer, that would make it a lot easier to understand to me. Nice tech video though. I wasn't sure if fuzzy guard was still useful in DOA or not. I know in Tekken that shit gets you killed.
     
  7. steelbaz

    steelbaz Well-Known Member

    PSN:
    Raze--
    XBL:
    spliffy baz
    Good thing you asked about free cancel here tricky, cause if you ask about frame data or stuff like that, the threads get locked at FSD...


    LOL a wall combo with six or seven [2][P]'s, is that an infinite?
     
    ExzetyXat1 likes this.
  8. Pltnm06Ghosty-J

    Pltnm06Ghosty-J Well-Known Member

    PSN:
    Pltnm06Ghost
    DoA5's tag mode readjusted the juggle physics for longer tag combos. Outside of tag, the most [2][P]s you can do in a juggle against the wall are roughly 4 to 5 depending on launch height. Tag physics are just hilarious.
     
  9. Sorwah

    Sorwah Well-Known Member

    Plus I believe if the combo hits around 17 or 18 the gravity gets heavier.


    Because it's a term that's survived since DOA2 in the arcade when you had to push the Free button to cancel the input buffer. In DOA1 you technically could do that but since the Hold button on its own performed a high and mid parry you ran the risk of dropping the juggle.

    Where?
     
  10. steelbaz

    steelbaz Well-Known Member

    PSN:
    Raze--
    XBL:
    spliffy baz
    Your boy Allan Paris locked a thread and told a new DOA player to buy the strategy guide or some bullshit. It's in the Sarah or Mila Character forums. I browse the site/forums from time to time, I was just smh at that...
     
    Pai~Chun likes this.
  11. Sorwah

    Sorwah Well-Known Member


    Right, he was asking for the entire frame data guide. Any player can check the game for specific moves, and only a few players have put up the frame data for specific characters in the wiki.
     
  12. Cael-VFboy

    Cael-VFboy Member

    Thanks for that .... Actually I am a big VF and KOF player so may be the DOA system is too strange for me!! I want to understand DOA kuz there is some players in my country who like DOA ... I cannot stand TEKKEN that why I prefer DOA kuz of the character more realistics ... Of course VF is the best!! I find advanced guide for DOA but to strange to play ... VF5FS is still in my gene lol
     
  13. Cael-VFboy

    Cael-VFboy Member

    A great defense mode like ETEG; EVADE cancel with fuzzy; back dash distance.... Things like that/ For DOA it's KOrean move; fuzzy guard a good on .... I think DOA is the young brother of VF after all!!!
     
  14. CheekyChi

    CheekyChi Well-Known Member

    XBL:
    CheekyChi
    Its not the mechanic that makes great defence, its the player choosing to do the right thing at the right time. Those are options cover more scenarios, but someone alternating between a standing and crouching guard can just be as good a defensive player than one who does all the afore mentioned. Also I find just back dashing in VF quite dangerous actually...

    I'm not sure whether evade cancelling is possible in DoA, I'll let the experts confirm.
     
    Cael-VFboy likes this.
  15. Sorwah

    Sorwah Well-Known Member

    No, you can't evade cancel. I heard it was in the beta builds at one time but they took it out because they found players would just do nothing but evade punish the entire time without throwing attacks out unless someone had to, a la Tekken. However, I never heard confirmation on that, just rumor but I could believe they tried a few things when it came to the side step system.
     
  16. Cwp1994

    Cwp1994 Member

    PSN:
    Cwp1994

    People tend to abuse holds in DOA because most moves in the game deep stun you. TN wants people to use holds often, and deep stun their opponent often hence the Critical Burst.
     
  17. CheekyChi

    CheekyChi Well-Known Member

    XBL:
    CheekyChi

    It's in the game, but it doesn't mean you have to use it often. You can choose to just eat the damage.
     
  18. Cwp1994

    Cwp1994 Member

    PSN:
    Cwp1994
    Who in their right mind would eat a combo when there's a way out? You could lose half your health against someone like Jann Lee if you do that.
     
  19. CheekyChi

    CheekyChi Well-Known Member

    XBL:
    CheekyChi
    I've done that before and sometimes they think I'm going to hold but I don't so I end up getting away with it.
     
  20. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    I'm confused, by "getting away with it" you mean still taking damage from a combo? Just a little less?
     

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