doa5u impressions thread

Rikuto

P-P-P-P-P-P-POWER!
That's a shame. There were rumours of better launch height and requiring less hits to land CB.

So this is just DOA5 with some bind state thing and a re balance?

I don't particularly understand why that is a bad thing, or why some of you guys seem to think that CB is the only way to get damage. Hayate can teleport in from behind and get a free CB regardless of the threshold (actually, the high threshold lets him do MORE damage). Bayman can pop you once in the face and launch immediately and still take away a third without any environment, or hammer you and take 45-50% without CB.

Leon gets free 2-in-1's off of guard crushes into launch, into environment and gets all of his damage that way.

Many situations require far less guessing than maximizing the threshold manually and result in more damage. If you're trying to go for CB all the time you are frankly playing wrong. That "bind state thing" results in even greater amounts of damage without the use of threshold maximization. I have no idea why you would downplay something that significant.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Can anyone give us some insight on how the ground game changed, if it changed at all ?
regarding:
- untechables.
- forcetechs.
- wakeups and wakeup kicks.

Much appreciated
 

Rikuto

P-P-P-P-P-P-POWER!
Some guaranteed force techs exist, though not as many.

Basically, any attack that resulted in a "ground slam" such as Bayman's 4K will now drop the opponent into the ground at nearly twice the speed. It's fast. Because of this the move itself tends to recover slower than usual in comparison to your opponent regaining control of their character, so you don't have enough time to get another attack in before they tech. Things that are lightning fast, such as ground throws, still connect in most situations. You just have to be right on their ass when they land.

Some types of ground slams don't seem to have suffered the same kind of speed increase, so those setups remain unchanged. Setups that force tech the person the moment they hit the ground still work in their full glory, and there is no reason psuedo's can't still work as well.

Wakeup kicks now have an audio cue. May need to start setting up more headset stations at tournies for that, i dunno yet. They also appear to be more vulnerable. My wakeup kick was straight up beaten out at least three times during freeplay. Others were reporting the same.
 

Matt Ponton

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Wakeup kicks now have an audio cue. May need to start setting up more headset stations at tournies for that, i dunno yet. They also appear to be more vulnerable. My wakeup kick was straight up beaten out at least three times during freeplay. Others were reporting the same.

Agreed, Ein's 7K was not only beating out low wake-ups like it used to, but it beat out a mid wake-up as well at one point.
 

KidArk

Active Member
He never had a guaranteed cb once they fixed the stagger glitch. You could slow escape and hold. The big deal about 3pp being unsafe again is before I could throw that out and do 3p again after to crush most moves. Cant anymore. Also h+k appears to launch higher so we'll so what he can do in a few weeks

Oh , you were trying to throw out another 3P afterwards? it didn't look like it from the video , H+K launches higher now , so that's the preferred launcher not (3)P? Well if that's the case he can possible be the same, juggle wise that does make it better , people love mid P holding you so getting more out of a mid kick launcher does sound nice. Yeah the CB isn't guaranteed , sure you can S/E it but it's pretty useful and if you sneak it in 3PP to crush I call it guaraneed because even with people who know how to S/E it I still do manage it periodically. I'm not sure if heard right but since 33P bounds now he.. does he even have any sit down stuns left ? I can't recall anything off the top of my head, may edit this post if i can think of any.
P.S I like how this thread hasn't resulted in name calling or any unneeded aggression towards others just pure curiosity..it's nice for now..!
 
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SweetRevenge117

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"KidArk, post: 115343, member: 2166"]Oh , you were trying to throw out another 3p? it didn't look like it from the video , H+K launched Higher so that's the preferred launcher not (3)P? Well if that's the case he can possible be the same, juggle wise. Yeah the CB isn't guaranteed , sure you can S/E it but it's pretty useful and if you sneak it in 3PP to crush , certain strings it's a little hard to react to. I'm not sure if heard right but since 33P bounds now he.. does he even have any sit down stuns?
It didnt look like it because they low threw it lol. Not being able to finish that string without worry sucks because its already easy to react to as it is. And I didn't test 3pp enough to know if it bounds all the time. I just know that hold 3p was the best launch for maximum height but now I gotta test what I can do w h+k. Two weeks its lab time lol
 

iHajinShinobi

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Standard Donor
I don't particularly understand why that is a bad thing, or why some of you guys seem to think that CB is the only way to get damage. Hayate can teleport in from behind and get a free CB regardless of the threshold (actually, the high threshold lets him do MORE damage). Bayman can pop you once in the face and launch immediately and still take away a third without any environment, or hammer you and take 45-50% without CB.

Leon gets free 2-in-1's off of guard crushes into launch, into environment and gets all of his damage that way.

Many situations require far less guessing than maximizing the threshold manually and result in more damage. If you're trying to go for CB all the time you are frankly playing wrong. That "bind state thing" results in even greater amounts of damage without the use of threshold maximization. I have no idea why you would downplay something that significant.

Thank you, gawd...

I tell players this all the time, most players are either highly telegraphed or one track minded.

On topic though, I'm happy you mentioned the bit about wake up kicks seeming to have even less priority/power/not being totally feared anymore. The aggressor shouldn't be fearing the very opponent they just put on the ground so much.

It's also good to hear that force techs are still intact (or somewhat), although I never assumed they were removed anyway like everyone else did. More exploration means more tech and knowledge. We'll have this flourishing when the final build is actually released.
 

TakedaZX

Well-Known Member
Hate to be grammar police but it's not bind, it's bound (as in rebound/bounce)

Some characters will benefit more from bounds than others, just look at TT2. Not everyone can get huge juggles by themselves

About oki, I think FTs fall into the category but obviously TN is further moving away from that with 5U
Yea which is why I pushed for the idea of more aerial ground bounce moves as well as aerial bound type moves. A lot of people are like "we don't want another Tekken, but in reality VF had bound type stuff as well... I don't know if it was before Tekken but you guys can see all the rebounces from the VF characters in juggles and select DOA cast members. It works and it could help increase some character's damage outputs.
 

Russian-chiropractic19

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Standard Donor
*discovers Bayman has a back roll* yay! i can now avoid wake up kicks

*learns waked up kicks are nerfed anyhow* well that was perfect fucking timing -_-

joking of course(kinda) it should have its uses outside the ground game. im happy to hear this nerf to the wake up game now maybe i can actually use :2::H+K: to beat them out like ive been wanting. also advanced holds just to fuck with you even more.
 

Matt Ponton

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@UncleKitchener
He has some new things. However, just to get it out of the way right now his biggest "nerf" is the life point increase. He doesn't seem to have been given a damage buff to compensate so effectively most or all of his throws/attacks do less % damage of the life bar.

He was given some new tools, but overall he's unchanged.

9PKP no longer guarantees pickup it seems, effectively meaning that so far you have no way to guarantee pickup from juggle state. That means we're just going to utilize max damage combos instead of sacrificing damage for a pickup, meaning it's going to be boring ending everything in :426::H+P::5::H+P:.

6KP still guarantees pickup, but only at close range basically making it so if you dash you lose the time to pickup.

AA from the Fireman's carry still guarantees pickup just like 1.02/1.03a.

New mid punch tracking move that causes limbo stun on CB/HCB for a 6KP BT hit. It's 20 or 22 frames I believe but it's only -9 on guard. Command is :4::4::P:

DOA3's 6PK has returned... slightly. New string is :6::P+K::K: so you can string the trass kick from the clothesline, performing a string interruptable launch for a 6KP or 8K H+P juggle.

You can air juggle 3P+K H+P now.

His :1::P+K: and :1::[[p+k]]: are unchanged.

His 1KP is unchanged.

He has a new (slow) sitdown attack from 7P: :7::P::P+K:

3K was made to be -7, -6 from tip distance.

All his GBs are the same as of this demo.

His BT :H+P: was changed from an Offensive Hold to a Normal Throw.

He has a new offensive hold BT :2::H+P: that gives him around +8 or +9 advantage it seems and leaves him in BT state.

He can apparently "juggle" a Close Hit :6::6::K: from :214::P:

His side step throw is the same, command has been changed to SS :6::H+P: most likely to allow him to utilize the throw break option select when being neutral thrown from side step. The Power Blow cancel version appears to still be :7::[[p+k]]: :2:/:8: :H+P: but could have been input error on my part.

Wasn't able to tell if :426::[[H+P]]: was sped up at all, but you can at least break hi-counter neutral throw punishes of the whiffed attack. Unsure if you can break neutral throw punishes for defensive hold.
 
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GeomighT

Active Member
seems like in 5u most will be ending their combos w/ max damage , quite boring evolution to this series ... so the days of dropping combos mid air to go for risky non guarantee ft combos and sacrificing damage for guarantee ft's are over?imo they should of just removed the +12-20 advantage from all those guarantee force-tech air launch setups from and/or only removed guarantee ft from middle and max thresholds based off air juggles and kept normal threshold ft's(least amount of dmge) in the game . did the versatility of this game just die off , will ft's still be around in some form , will team ninja have any regrets ? find out on next weeks episode of dbz
 
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DR2K

Well-Known Member
seems like in 5u most will be ending their combos w/ max damage , quite boring evolution to this series ... so the days of dropping combos mid air to go for risky non guarantee ft combos and sacrificing damage for guarantee ft's are over?imo they should of just removed the +12-20 advantage from all those guarantee force-tech air launch setups from and/or only removed guarantee ft from middle and max thresholds based off air juggles and kept normal threshold ft's(least amount of dmge) in the game . did the versatility of this game just die off , will ft's still be around in some form , will team ninja have any regrets ? find out on next weeks episode of dbz

There are still force techs and pseudos, they're just harder to do.

As a Helena player I was basically forced to play her one way thanks to PFTs and the like, now she's looking to be a much more diverse character.
 

KidArk

Active Member
There are still force techs and pseudos, they're just harder to do.

As a Helena player I was basically forced to play her one way thanks to PFTs and the like, now she's looking to be a much more diverse character.

I can vouch the same for my bayman, i'd just end juggles with p+k to force tech then just make you guess into another force tech, having characters like gen fu able to ft really made it stupid since just from neutral he's already stuffed with options better than most other characters. So instead of everyone looping for the entire match we just have to play "legitly", if anything the game had devolved and now is becoming what it had wanted to be.
EDIT: Sorry that post was sloppy grammatically , I'd made it on my phone xD.
 
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