I normally have my sidestep set to the 2/8 h+p+k input but i find the simple 22/88 more intuitive, so i've tried playing with the 22/88 sidestep recently and i find that when i kdb with this method of sidesteping i end up sidesteping in ALOT of situations where im trying to kbd. I was wondering if this happens to anyone else or is it just me, maybe im kdbing too fast or there's someway to kbd consistently while having the 22/88 sidestep active
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KBD'ing with 22/88 sidestep active
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Details of the Weight Classes and the Launcher Heights
Different characters have different Weight Classes. Because of this, a juggle combo might work on a lighter character, but not on a heavier one.
Here's a list of each Launcher Height from the heaviest to the lightest. The long number represents in meters how high each character got launched in the air with a specific attack, which helps dividing characters into different Weight Classes. The + number is the in-game move details' frame advantage part that shows how much time the characters...
Details of the Weight Classes and the Launcher Heights
Here's a list of each Launcher Height from the heaviest to the lightest. The long number represents in meters how high each character got launched in the air with a specific attack, which helps dividing characters into different Weight Classes. The + number is the in-game move details' frame advantage part that shows how much time the characters...
Details of the Weight Classes and the Launcher Heights
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Grabs and ground game
I think that all grabs (throws, holds, offensive holds, and attacks that play grab animation) that cause opponent to play any animation that doesn't leave him standing, leave him zero ground invincibility frames and limit his techroll option to either "away from opponent" (which allows for unholdables) or nothing at all - all this given that you don't interrupt this animation with another one by doing a juggle.
This includes airborne throws (e.g.
![Press 41236 - Half Circle Forward :41236: :41236:]()
...
Grabs and ground game
This includes airborne throws (e.g.




Grabs and ground game
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Free Step Dash Cancel Bug
UPDATE: this is not limited to
/![Press 2 - Down :2: :2:]()
, and works with almost every move that has "Followup interval"
I've finally managed to consistently reproduce the free step dash cancel bug, that I've seen long time ago (DOA5LR steam version 1.10C).
It seems that if you buffer dash (![Press 4 - Back :4: :4:]()
or ![Press 6 - Forward :6: :6:]()
), then input
on the idle frame (or actually 1 frame before that, so that the game displays it on the...
Free Step Dash Cancel Bug



I've finally managed to consistently reproduce the free step dash cancel bug, that I've seen long time ago (DOA5LR steam version 1.10C).
It seems that if you buffer dash (





Free Step Dash Cancel Bug
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Blackburry's DOA5LR Tier List
SS: ![Gen Fu :genfu: :genfu:]()
S:
,
,
,
,
, ![Rig :rig: :rig:]()
A:
,
,
,
,
,
,
, ![Ayane :ayane: :ayane:]()
B:
,
,
,
,
,
,
,
,
,![Kokoro :kokoro: :kokoro:]()
C:
,
,
,
, ![Brad Wong :bradwong: :bradwong:]()
D:
,
,
,
, ![Cyborg Raidou :cyborg: :cyborg:]()
E:![Ein :ein: :ein:]()
I briefly discuss why I think each character is where they are on my twitch: twitch.tv/blackburrychaos
Sorry if I didn't...
Blackburry's DOA5LR Tier List

S:






A:








B:










C:





D:





E:

I briefly discuss why I think each character is where they are on my twitch: twitch.tv/blackburrychaos
Sorry if I didn't...
Blackburry's DOA5LR Tier List
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Need Help Dealing with Pressure
I'm a new player to DOA (and this board), and I'm having a good time. I play many other fighting games, and while I'm not a great player, I understand the mechanics of them and at least understand why I win or lose. I'm having a bit of a hard time in DOA though.
A buddy of mine introduced me to the game, and I've been learning it since. I understand how to use the triangle system and how the game works overall. He plays Kasumi mostly, and is a rushdown type of player. I can generally win...
Need Help Dealing with Pressure
A buddy of mine introduced me to the game, and I've been learning it since. I understand how to use the triangle system and how the game works overall. He plays Kasumi mostly, and is a rushdown type of player. I can generally win...
Need Help Dealing with Pressure
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Opinion: Who Will Win EVO?
Like any other sport, you predict winners of tournaments for entertainment purposes, and I know there are some that probably view these as popularity contests or something else, but with competitive play comes competitive analysis. The few times I predict wrong, or the hundreds of times I've been right -- it adds to the excitement to me. Also:
- What are you opinions of the newly awoken Free Step Dash Cancel?...
Opinion: Who Will Win EVO?
- What are you opinions of the newly awoken Free Step Dash Cancel?...
Opinion: Who Will Win EVO?
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DOA5LR flawed mechanics
The majority of these mechanics/bugs have existed in every DOA as far as I know. I just wanted to get these out of my head, I don't really expect anyone to sit down and read everything + the references. This is just my boring "wish list" for muh dream DOA5LR patch/DOA6 system changes aimed to the devs, so here we go.
1. Counter Hit while Back Dashing
Characters should not be punished with a Counter Hit while Back Dashing, as it discourages spacing.
SOLUTION:...
DOA5LR flawed mechanics
1. Counter Hit while Back Dashing
Characters should not be punished with a Counter Hit while Back Dashing, as it discourages spacing.
SOLUTION:...
DOA5LR flawed mechanics
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Unblockables list
Can someone give full list of unblockable attacks?
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The return of Rapid Step
It appears that the so called Rapid Step, an old DOA5 technique with a very short life span, has actually been virtually possible for this whole time. Thanks to the recent PC release, it has been possible to execute it again but tool-assisted this time.
It seems to be a severe exploit.
Link to the video
It seems to be a severe exploit.
Link to the video
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Standing VS Grounded input delay
The game intentionally delays the start of your attacks by 1 frame in order to properly add leniency to multi-button moves (such as 2H+P+K aka the Side Step command). But this is not always true. This delay gets "bypassed" in 2 common scenarios:
- the actual attack blocking function (H) activates 1 frame earlier than the blocking animation does, which is why inputting a frame perfect Hold at an incoming attack will Block it instead of Holding it;
- wake up actions executed while lying on the...
Standing VS Grounded input delay
- the actual attack blocking function (H) activates 1 frame earlier than the blocking animation does, which is why inputting a frame perfect Hold at an incoming attack will Block it instead of Holding it;
- wake up actions executed while lying on the...
Standing VS Grounded input delay
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DOA5 SURVIVAL and TEAM FIGHT BUG!
Yo men. ANyone knows how to fix latest DOA5 versions bug - new characters coming to arena in SURVIVAL and TEAM FIGHT - don't tell anything! But they do earlier!
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any low that doesn't involve 2?
EDIT: problem solved thanks for the replies, I had enough examples to fiddle with
Is there any attack in the entire game that puts the user into crouching status on the 1st frame and that doesn't involve pressing Down anywhere during the input? "Down" includes 1 2 and 3. It can be a strike/throw/hold/OH or anything.
I'm trying to explore a weird glitch regarding unholdables.
Is there any attack in the entire game that puts the user into crouching status on the 1st frame and that doesn't involve pressing Down anywhere during the input? "Down" includes 1 2 and 3. It can be a strike/throw/hold/OH or anything.
I'm trying to explore a weird glitch regarding unholdables.
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Timing of combo throws
Here are some tips to help you improve the timing of your combo throws/holds. They apply to both the escapable and inescapable ones.
This is how the first 6 frames of a "combo throw/hold followup window" look like when viewed frame by frame:
To connect or break a combo hold/throw as soon as possible, you have to input the last command 2 frames before the blue or green text shows up. Keep in mind that 2...
Timing of combo throws
This is how the first 6 frames of a "combo throw/hold followup window" look like when viewed frame by frame:


To connect or break a combo hold/throw as soon as possible, you have to input the last command 2 frames before the blue or green text shows up. Keep in mind that 2...
Timing of combo throws
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What's the science behind beating wake up kicks?
Can anyone accurately explain how do wake up kicks work in DOA5? They're weaker compared to previous DOA's.
I'm not referring to the act of simply dodging the attack by jumping it/spacing away/guarding and punishing accordingly. I'm talking about straight up "ignoring" it.
Some facts I have observed:
-WUKs have a certain amount of (mostly) invincibile frames (pretty obvious, but how many frames are invincible?)
-even when a WUK is in the middle of its active frames, it can get crushed with a...
What's the science behind beating wake up kicks?
I'm not referring to the act of simply dodging the attack by jumping it/spacing away/guarding and punishing accordingly. I'm talking about straight up "ignoring" it.
Some facts I have observed:
-WUKs have a certain amount of (mostly) invincibile frames (pretty obvious, but how many frames are invincible?)
-even when a WUK is in the middle of its active frames, it can get crushed with a...
What's the science behind beating wake up kicks?
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DOA5LR Cool Features
Not sure if this is well known.
This works on both PS4 and Xbox One
Go to Options from the Main Menu. While in Options if you simultaneously press
L1+L2+R1+R2 (on PS4)
or
LB+LT+RB+RT (on Xbox One)
This unlocks all in-game costumes (excluding all DLC and costumes for Honoka, Naotora, Mai, and Raidou). You'll hear an unlock chime and the game will start saving.
In Combo Challenge mode, if you select random outfit just above the first outfit, the game will automatically switch the...
DOA5LR Cool Features
This works on both PS4 and Xbox One
Go to Options from the Main Menu. While in Options if you simultaneously press
L1+L2+R1+R2 (on PS4)
or
LB+LT+RB+RT (on Xbox One)
This unlocks all in-game costumes (excluding all DLC and costumes for Honoka, Naotora, Mai, and Raidou). You'll hear an unlock chime and the game will start saving.
In Combo Challenge mode, if you select random outfit just above the first outfit, the game will automatically switch the...
DOA5LR Cool Features
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Back Attack
So, what's the best way tpo face your opponent from the back? I know Ayanbe can do her spinny thing, but I was dicking around on the PC version, and got a really cool back attack with Marie Rose, and was wondering about other characters, whats the best way to face the opponent with your back? (It was the move where she pushes off the ground with her hands, and kickes them in the head)
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Back Attack
So, what's the best way tpo face your opponent from the back? I know Ayanbe can do her spinny thing, but I was dicking around on the PC version, and got a really cool back attack with Marie Rose, and was wondering about other characters, whats the best way to face the opponent with your back? (It was the move where she pushes off the ground with her hands, and kickes them in the head)
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The Official Tier List with Discussion Thread
This is an estimation and discussion thread regarding the tier list of DoA5U, like its spiritual predecessor.
This list contains a combination of the Match-up rating discussion estimates at different corners of our community, and it must be underlined that one do not claim that this is final or something to be slapped as official at its current stage. These are simply estimates that we as a community has put forth thus far, and some with very little discussion or evaluation/second look at...
The Official Tier List with Discussion Thread
This list contains a combination of the Match-up rating discussion estimates at different corners of our community, and it must be underlined that one do not claim that this is final or something to be slapped as official at its current stage. These are simply estimates that we as a community has put forth thus far, and some with very little discussion or evaluation/second look at...
The Official Tier List with Discussion Thread
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Frame Data Explained
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![Press 6 - Forward :6: :6:]()
![Press 6 - Forward :6: :6:]()
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![Press 6 - Forward :6: :6:]()
![Press 6 - Forward :6: :6:]()
...
Frame Data Explained
Let's use Akira's
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
Frame Data Explained
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