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Throw Ranges (+EXTRA)

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Throw punishment is not exercised as much by players in Dead or Alive as of late. However, this data can be a great deal of help to those of you who rely on it, or want to defend against it or get around it.

:ayane::akira::alpha152::bass: THROW RANGES

:bayman::bradwong::christie::ein::eliot: THROW RANGES...

Throw Ranges (+EXTRA)

How to know exactly how long a stun last? And what kind of stun can not be held?

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So I have tried to search this question's answer use the search function in this board, but I have not found a exactly answer I need, so I decided to post a new thread here.

I know there are couples kind of stun , and they also looks last different length of time. So how to know exactly how long a stun last? Does the "advantage" in the first page of the move details tell you how long a stun last?

Another questions is what kinds of stun if opponent gets can not be hold and/or SE? I know...

How to know exactly how long a stun last? And what kind of stun can not be held?

All Tag Teams

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I'm looking to create a complete list of all Tag Team interactions, including intros and outros. I put this in system discussion because I will be listing all known special tag throws as well (a gameplay-significant feature). I have gone through every possible tag team and seen which have intros, but I still need you guys' help to log all special tag throws and/or special outros.

This list compiled may be a good starting point to explore, but obviously branch out and share anything you've...

All Tag Teams

"There are no good or bad characters, only good and bad players" -Some guy

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FSD! do you agree or disagree with this statement?

Details of the Rising mechanic

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In DOA5LR, you can lie on the floor in 4 different ways:
- face up, feet to foe
- face down, head to foe
- face down, feet to foe
- face up, head to foe



During those 4 ways, every character (with the exception of Alpha-152) can universally Rise in 5 directions.
Back:
- invulnerable to Ground Strikes
- unable to cancel into Rising Kicks
- Alpha-152 has only access to Back Rises
Forward:
- unable to use on Tech Rolls
Neutral:
- unable to use on Tech Rolls
- fastest way to rise
- default...

Details of the Rising mechanic

New balance changelog is out

DOA5LR v.1.08 Complete Translation

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For your convenince I've taken the time to translate everything myself for you guys,/
My japanese is awful but this might give you better insight on the changes to come.

[DISCLAIMER: Not all of these changes are 100% accurate in translation, please let me know if there is something wrong and I will adjust it]


Changes / Bug Fixes

- Mai Shiranui has been added to the roster. (Receives a theme and costume set)

- Character Selection: The position for the random slot has now been changed....

DOA5LR v.1.08 Complete Translation

Newbie to Advanced Player guide.

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Hey everyone, Dark-Truth here with the Newbie to advanced player guide. In this guide i will talk about various subjects that i will list down below. Also, this is my first guide so don't expect too much of it. Sorry for the delay by the way, something happened and i lost it so i had to re-make it do it all over again.



Table of Contents.
...​

Newbie to Advanced Player guide.

camera side switching?

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Something i've begun noticing when I fight alot of higher level players these days is that whenever the round starts and they start dancing around me, or they combo me near a wall ('specially vs helena, hayate, and kokoro), somehow the camera switches sides, and whatever input i was gonna do ends up being reversed. it's kinda like a 3d fighting game cross up. am i crazy or have other people been experiencing this as well?

How to be disrespectful without being dumb (when playing DOA of course)

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So some background

I've been having long sets with a couple of high ranking players recently, and all these guys have made the same comment on my play style. they say i play too respectfully and i need to disrespect more. like a dum ass i didn't ask what exactly they meant by that so im turning to you guys and gals on this site.

How do you be disrespectful without putting yourself in a crappy situation? Because when I think of someone playing disrespectfully, im thinking of hitting...

How to be disrespectful without being dumb (when playing DOA of course)

Frame Data Explained

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This is always a topic of confusion for people that often gets dismissed because it isn't easily understood. I hope that this post can help you better understand the values behind frame data.

Let's use Akira's :6::6::P: as an example. The data behind this move is: 12(2)23. So what does this mean?
The first number is the start up frames, the parenthesis value is the amount of frames your move is active, and the final number is your recovery frames. Let's break that down using :6::6::P:....

Frame Data Explained

Rig's fastest kick of 9f

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Did you know that Rig's :K: from his Bending Stance is as fast as Christie's :P:? (Steam Ver.1.07)
The game says it's 1 frame slower, but it's not true, because for some reason moves from Bending stance do not take 1 initial extra frame, unlike all the other moves I know (e.g. including Brad Wong's :P: from his Dokuritsu-Ho / Flamingo stance)

The Christie's jab with frame data of 9 (2) 13 takes 1 initial extra frame + 9 frames of windup and so becomes active on the next two frames -...

Rig's fastest kick of 9f

What's a true mid?

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What's the definition of "true mid" exactly? I've seen it being thrown around in various discussions but I've never understood it. The wiki's DOA terminology page defines it as:
... which seems poorly worded. Highs AND lows? I can only think of a few attacks that fit such odd requirements right now, and those would be Hayabusa's Ongyoin teleport strikes and the headbutt lol.

TL;DR: title

Mai Shiranui - Movelist with framedata (visualised & interactive)

What determines which move wins in a trade?

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Like the title says, i'm curious to figure this out, cause if im using two moves that have the exact same start up frames to trade with my opponent, why is it that one of my moves wins the trade every time and the other one loses everytime, despite both moves having the same start up? In this situation im specifically refering to nyos' 6p and 2p, in situations where im +5~4 and im trying to stuff the fastest mid or low my opponent can do, nyo's 6p will win the trade, but her 2p will lose...

What determines which move wins in a trade?

Frame Perfect Block System Idea and Discussion

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I think it would be a good idea for DOA to add in a frame perfect block system that rewards the player with advantage in comparison to how a frame perfect counter rewards the player with damage. Perfect in gold would appear on the top left of the screen indicating the block. Player would be rewarded +2 advantage corresponding to the move details of a characters commands and resets the opposing player into a neutral state.
What are your opinions?

Non-playable characters showcase, Tag manipulation

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Here's an indepth video showcasing various details of DOA5LR's Story mode non-playable characters, a glitched "headless Kasumi" and Tag manipulation.


You can explore these characters too by yourself through the Character Unlocker tool I've made. A download link and more information can be found here: http://www.freestepdodge.com/threads/doa5lr-toolbox.6559/

How many frames does it takes to sidestep

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Hello there, i have been searching through the forums but i couldn't find just how many frames does it takes to perform a sidestep, and is there a sidestep list like who has the best and the worst sidestep in the game?

Boosting damage of sidestep followups

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Many of you know that some chargeable moves deal more damage the longer you charge them. However, I've just accidentally noticed that if you cancel power blow charge into a sidestep attack, it will also deal greater damage.
What's interesting, is that this damage multiplier affects entire string, if there's any - for example, Hitomi's [Sidestep]:K::K::K:. This happens in addition to counter/hi counter multiplier, so mentioned string can deal ridiculous 112 damage on hi counter...

Boosting damage of sidestep followups

The Throw Punish Megathread

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This thread is dedicated to creating a global punishment list to be used universally with any character in the game. If you find any errors and/or inconsistencies, please point them out so they can be addressed.

This idea was originally from the Bass throw punish thread I created years ago starting from original DOA5 and finished a few months ago and it still bothered me that people were still not throwing...

The Throw Punish Megathread
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