DOA6 is officially out now! Since the other thread is locked, feel free to post gameplay footage here and discuss.
Yeah, I couldn't find anything either :/I sadly didn't notice any difference at all compared to the Demo.
I think while still fun to play, she feels definitely far from other characters in DoA6 but hey, it's just the beginning of the game, I'm curious to see where we'll be 1 year from now
These two moves, as well as 236P, are used for crushing and interrupting high strikes.What is the purpose of her new moves : 33P and BKO_P+K ? I hate those ugly animations.
Oh, the latter has crouching properties? Thought you were getting hit by highs from that.These two moves, as well as 236P, are used for crushing and interrupting high strikes.
honestly, i cant even use 8P+K from BKO unless i enter BKO and immediately do it, otherwise it just takes me back to neutral stance, it just will not come out otherwise and idk why lol.... Although, 2P+K i can still do whenever... i agree tho they need to be changed.The purpose of 33+P is to annoy old players who have habits from past games! Can't be any other purpose lol.
I still need to understand the purpose of BKO P+K myself, honestly.
I think they should also change the input command for 8 or 2 + P+K from BKO. It's super annoying, most of the time you want to execute that sidestep command and something else comes out, truly, they should change the input.
And I'm saying the same for the chain that start with 3+P. After 5 games where that chain always started with 9+P it makes no sense to do this, it feels like a punishment for old Helena players, really.
8+P+K is the worse, very precise and strict timing required, most of the time you just get the "get back standing" effect.honestly, i cant even use 8P+K from BKO unless i enter BKO and immediately do it, otherwise it just takes me back to neutral stance, it just will not come out otherwise and idk why lol.... Although, 2P+K i can still do whenever... i agree tho they need to be changed.
8+P+K is the worse, very precise and strict timing required, most of the time you just get the "get back standing" effect.
The 2+P+K is better, but still not very comfy to do. I get a plethora of errors compared to most other moves which I can execute with minimal error.
Sometimes I get Teishitsu for whatever reason, sometimes I get simple P+K.
Considering those two are moves that, in theory, have to be executed at critical times to make them effective (otherwise you get caught in counter with a crush), they should make so the input is simple and very very clear.
I can understand how their possible input options are limited from Bokuho, but they still need to do something about it >< This is a major thing they need to fix.
The 3+P versus 9+P starter is not a major thing of course, but it still feels like a kick in the balls for old Helena Players, especially because I really see no reason for them to change the input like that.
Nice find! I had a feeling that BT 7P would be a FS.Found Helena's fatal stuns:
BT 7P
214P
46PP
44PPP
Only seems to trigger on CH crouching though. Needs more lab time.
Not sure how we are meant to use them though. I discovered it by accidentally hitting Christie whilst she was in JAK with 214P.Nice find! I had a feeling that BT 7P would be a FS.
Does Bass have setups that leave you at disadvantage and crouching? Trying to think how to set it up with Helena, and all I can think is using them against opponents who are using a high crush attack. Seems hella dangerous to try.In the tutorial there was a lesson that demonstrated bass 3K causing a fatal stunon CH crouching opponent, so there might be more... Like going from DoA 5, stuff like Tina's 66K, or Leifang's 6P+K etc... but I havent tested anything