Yeah, that's true. I don't really use the move much, but I suppose I should.He already has a move mapped to 236P that I would much rather have.
Regardless, anything is better than that hold3P move.
Yeah, that's true. I don't really use the move much, but I suppose I should.He already has a move mapped to 236P that I would much rather have.
What does everyone think about Leon getting a ceiling hit off of 214P? I think it'd be cool, considering that he's the king of capitalizing off of the environment, but doesn't currently have a ceiling hit, aside from the universal Power Launcher. I can see how some may consider it too powerful though.
Land 214P and get ceiling damage and an unholdable stun. Use the stun to fully charge P+KT, then air throw (possibly into a wall or breakable object).
no way they'd let a i17 attack like that be that powerful especially since he gets it guaranteed off his 3k sitdown, only way i see it happening is if they make 214p chargeable and it causes super launcher height at full charge, which would make his power launcher useless and break the balancing since he'll have access to an infinite amount of power launcher opportunities without having to be at red health.
No because you could just chain it indefinitely or get a different guaranteed launch off of it. Furthermore, it would guarantee a PB, etc.Wouldn't it actually be more of a weird, ceiling-specific nerf if it just caused an instant ceiling hit, though?
Also whats all this hate for 3(hold)P? move is solid and gives a lift stun on NH, and a launch that gives him access to air throws on CH. Never had a problem with it coming out on accident either since being an eliot player that input is ingrained into me and i do the instant version of it when i want to use it
Wouldn't it actually be more of a weird, ceiling-specific nerf if it just caused an instant ceiling hit, though?
Honestly, "270" life and the aggressive ground game was a good fit for DOA5 Vanilla. We REALLY need that kind of pace back for DOA. And of course, the WUK (Wake up kick) should be even weaker with less range, too. I'm definitely on board with WUK NOT being allowed to stun, not even on hi counter hit.
DOA5U's oki makes you back off and play defense against the defender on the ground, which is very dumb. Only a select few as of right now can seriously keep up aggression during oki (my sub can do it too well, I have pseudo ground game with Ayane but I'm still working on it). A chance for an aggressive ground game should be universal and not exclusive to just a few in the cast.
270 would be my own preference to our health bar for DOA5. However, I am okay with 240 or 270. My character can do 102-103 damage through a few stun > launch combos (just one stun, I don't need further threshold at all and without a wall or environment) on majority of the cast. So it makes no difference to me, lol.
What's annoying is that they also limit you after threshold. For example, with Ryu I can do CB->PL->minithreshold->Shoho IzunaCeiling hits like Leon's 4P+K and Jann's 33P can be teched, though. Not to mention, if you hit the ceiling twice in a row (say, Izuna into power launcher), it causes that weird flop that you can't really do anything from, which can also be teched.
Ceiling hits like Leon's 4P+K and Jann's 33P can be teched, though.
I believe you can't tech throws/holds/PLs, but can with regular strikes.If I'm not mistaken, ceiling hits are no longer techable. They were in previous games, but not in DOA5/DOA5U.
That's no fun...If I'm not mistaken, that mini-threshold is specifically so you can't get a CB twice in one combo. It works fine if you just raw PL and then go into CB, doesn't it?
Going to do the obvious thing here and say what I think Pai could use.
Her 66H+K to go back to whatever recovery it had before 5U. As it is now, she lost a lot of guaranteed options and juggles from it, so that would be nice to get back.
Less - frames on blocked MS P, so using MS PP would actually work instead of always being beaten out, and less - frames on her 3PKH cancel, so it could be used as legitimate mix-up.
Continuation from SS P, SS K, or both.
Make the first 3 hits of MS H+KP function like Helena's 3-in-ones.
If they're feeling generous, it would be great if 3P would track.
And apart from a few small things which they would never do, that's fine with me. She's a very solid character as is, so as long as there's no nerfs, I'm fine.
Aren't wake up kicks punishable on block? I see a lot of stuff about them in this version, and it's kinda confusing me a bit. I personally still find being the one on the floor daunting, solely cause if they block it I'm at a disadvantage, and there's a possibility of them countering too. Most people I know still tech roll, it's the smarter option to wake up kicking imo. There's less of a chance of being damaged through teching than wake up kicking. The fact people are taking the risk to wake up kick, gives them the right to gain some reward if it hits buuuut that's just my opinion on the matter.
So if I am unsatisfied with something in the game and suggest an alteration, I'm "stupid" and "pathetic" for "never [being] happy with the game," but when you you do it, TN must be wrong and critiques/criticisms are encouraged?DOA5U's current ground game is terrible, everyone knows this and will agree that it sucks.
I would disagree with that. The standing opponent can choose to back off or go up close for the meta-game. That puts the decision of where the flow of the battle goes into their hand. Choosing the former is typically neutral, unless you have a character with terrible spacing.It favors the player that was knocked down more than it does the aggressor.
I agree with this.It needs to be redone. I say DOA5 vanilla's was solid, and that it should be brought back. It allowed the aggressor to keep their offensive momentum.
No.Leon - Nerf this fucker hard.
Mid K Shoho. You have no idea how much hell I'd raise with that.Ryu - Give him at least one more way of doing Izuna.
The standing opponent can choose to back off or go up close for the meta-game.
The favor remains on the aggressor's side, it's just not as much as it should be.
DOA5U's oki makes you back off and play defense against the defender on the ground, which is very dumb. Only a select few as of right now can seriously keep up aggression during oki (my sub can do it too well, I have pseudo ground game with Ayane but I'm still working on it). A chance for an aggressive ground game should be universal and not exclusive to just a few in the cast.
It is because if the standing person backs off just out of range, the grounded opponent must either tech up or whiff a WU kick, both of which leave them at neutral. Different characters can capitalize on that better or worse, but at bare minimum it gives you the chance to re-orient the fighting space several degrees to have their back to a wall/cliff or other more desirable area. At best, you are in a mid-range game with slight frame advantage. Again, benefits, just not as good as they should be. And yes, it is largely character-dependent how much you're getting out of it.Backing off because we know how it is with WUKs does not favor the aggressor. It leaves both players at neutral, this resets the situation.