doa5u impressions thread

U_C_A_F

Well-Known Member
Not liking what im hearing about eliot. He definitely did not deserve those nerfs to his 6P+K on BT opponents or his i9 no longer causing a deep stun on CH anymore. other characters that were already much better than him get buffs but he continues to get nothing. My hype for 5U is diminishing and unless he gets something useful in return for these unwarranted nerfs then i'll simply wait for a price drop and play the F2P version until then
 

UncleKitchener

Well-Known Member
Standard Donor
@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.

I thought all throws had increased damage output?

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:.

Okay, so back to 1.02 combos.

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

Has the pick-up range been increased or is it still the same as 1.03a? I've noticed the bounce and its knockback has been changed, so it looks okay so far.

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:

Do you mean CH/HCH? Sounds okay unless it has way more range than :6::P:, which would make it pretty decent. Still not the same as DOA2/3 CH/HCH :6::P:, but it'll do.

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.

Didn't :6::P::+::K itself knock down during juggles? Might be useful in tag, so it's still something to consider. I think it'll act as an interesting mix-up in stun since :4::K: causes a sit-down stun and :6::P::+:K::K: launches. Let's not forget about the BT throw.

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

Worth checking out the launch height requirements for that later. May actually be worth the damage in some situations. Not good in terms of wake up game or positioning thought, since the bear hug throw in terrible in that regard.

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

I thought it was like 20 something frames faster now?

His 1KP is unchanged.
Wasn't this changed so that the second hit has the same properties as :236::P:?

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

Sounds good. The string itself was pretty useless due to :7::P:'s horrible range, but this may actually make it slightly useful.

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

eeeeeeeh, kind of pointless.

All his GBs are the same as of this demo.

Sounds okay.

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

The problem I see with this is that the mix-ups from back-turned, which were the best thing about him have just been changed with something slower which some characters can just jab him out of. I think the old mix-up was the only thing threatening to fast characters like Chr or Kas.

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.

Oh so they did kind of listen to that one suggestion about an OH with Frame advantage. Kind of weird tool though. It probably has it's own purpose.

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

Larger hitbox on :6::6::K: or bigger bounce on :214::P:? Sounds good though.

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.

Might prevent input errors and unwanted high counter blows.

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.

Okay, no point in using that, still.
 

David Gregg

Well-Known Member
Not liking what im hearing about eliot. He definitely did not deserve those nerfs to his 6P+K on BT opponents or his i9 no longer causing a deep stun on CH anymore. other characters that were already much better than him get buffs but he continues to get nothing. My hype for 5U is diminishing and unless he gets something useful in return for these unwarranted nerfs then i'll simply wait for a price drop and play the F2P version until then

We're trying to be patient and see since we don't have enough gameplay vids to officially declare him unplayable. The good news is that since he's not as popular as others, less people tried him out. So what we were watching were people just picking him up for a round and fighting w/o having any knowledge of his new moves/properties (except for that worthless new mid-tracking kick). Example: At E3 it was shown that his :3::3::P::2::P: can now ground bounce w/o being in the middle of a combo and yet no one tried this out at SJ.
 

GodlyHades

Active Member
Kinda just waiting on Cyber. I think he said he was gonna share what he observed when he got some time. No other Ryu virtuosos at Summer Jam, to the extent of my knowledge.
I was hoping someone else would of gave him a shot like Calibur did. Maybe during the livestream with Chosen & Katt we could learn a bit of something there. Im very anxious now and curious.
 

Brute

Well-Known Member
Standard Donor
I was hoping someone else would of gave him a shot like Calibur did. Maybe during the livestream with Chosen & Katt we could learn a bit of something there. Im very anxious now and curious.
I think that livestream will mainly be focusing on game modes, features and the new characters. I doubt we'll get legit breakdowns of changes to returning characters.

'cept maybe Kasumi
 

David Gregg

Well-Known Member
I think that livestream will mainly be focusing on game modes, features and the new characters. I doubt we'll get legit breakdowns of changes to returning characters.

'cept maybe Kasumi

That sounds about right which I'm ok with (Jacky was my VF main and possible DOA5U main lol). I'm just wondering how they're doing this. Like will the public be playing this or are they well known players?
 

iHajinShinobi

Well-Known Member
Standard Donor
I'll be breaking Ayane down in her forums when the game comes out, since hardly any one else seems to actually understand her game design.
 

Brute

Well-Known Member
Standard Donor
I'll be breaking Ayane down in her forums when the game comes out, since hardly any one else seems to actually understand her game design.
Never understood what it is about Ayane that confuses people so much.
IMO, she's the most solid character in DOA5, hands down. Not the "best," but she really doesn't require much tweaking from her 5 iteration. Ayane is the closest to perfection in the roster.
 

iHajinShinobi

Well-Known Member
Standard Donor
ALOT of players like to forcefully believe Ayane has room for being played however the player chooses. When really she really doesn't allow for that, and her genuine flow and tools make that obvious (but apparently not obvious enough). She's one of the few characters in the roster of DOA that does almost everything correctly in the game (if you really look at what she has from ALL angles of this game, she's really good).

She is hurt by a few characters, but only has "one" fucked up match up in the game (Genfu), while the other few match ups that hurt her aren't as one sided (annoying but not one sided).

One of the things she's been lacking is the generic KBD ability, but NOW she has that in 5U. Just having that alone already makes her more formidable than usual because it increases her mobility with her already solid integrated movement. What she still needs though is another solid string while front turned. I've always thought that PP6KK is useless because 6KK and 6K2K are mid/high and mid/low.

The only threats there are 6K itself and 6K2K, and even then, 6K2K is awful because it leaves Ayane so vunerable if it's blocked (the huge delay is awesome since you can't tell if she delays or free cancels). I really want that string to be a mid/mid kick and mid/low.

But that's about it, really. She's really good, aside from this. She's not "the" best character in the game, but she's one of them.

The thing about this character though, is that she requires you to play as patient and safe as possible. Because she loses horribly if you can't do either of these things.
 

Brute

Well-Known Member
Standard Donor
The thing about this character though, is that she requires you to play as patient and safe as possible. Because she loses horribly if you can't do either of these things.
This is the case for almost all characters in the game, unless they're bullshit (Sarah and the such).
 

iHajinShinobi

Well-Known Member
Standard Donor
This is the case for almost all characters in the game, unless they're bullshit (Sarah and the such).

This is literally the upmost importance for Ayane. That's why it's rare to see "actual" solid Ayane play so often, because a lot of players either play her at the most basic level (and just toss out 4P without really conditioning opponents), or they just....do stuff. It's also why you barely see Ayane players perform well offline consistently.

People think this character is simplistic when she's really not.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top