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KBD'ing with 22/88 sidestep active

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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

Details of the Airborne status

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GENERAL STATUSES OVERVIEW:
Before we begin, we're going to list several move properties.

These are all the statuses shown by the in-game move details window along with their internal IDs.
0 Standing
1 Crouching
2 Down
3 Jumping
4 Jump (evade lows)
5 Jump
6 Squatting


And these are the various Throw/OH types.
1 High = hits standing and squatting targets
2 Medium = Throws/OHs don't use this target, so we don't need to care
3 Low = hits crouching and...

Details of the Airborne status

Details of the Weight Classes and the Launcher Heights

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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

the "Free Step Cancel" bug info gathering

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DOA5 has an obscure game-breaking glitch which lets you completely negate the recovery of many moves. I have gathered all the footage scattered around the internet I could find here.

According to @Mr. Wah, Team Ninja is aware of the bug, but even they don't exactly know how it works:
Ah, Shimbori told me something about this glitch awhile ago but said they weren't 100% sure how it happens. It has to do with the Free Step system as best they can figure, and I couldn't...
the "Free Step Cancel" bug info gathering

Grabs and ground game

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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. :rachel: :426::T: :pause...

Grabs and ground game

Blackburry's DOA5LR Tier List

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SS: :genfu:

S: :christie: , :leifang: , :eliot:, :phase4:, :hayabusa:, :rig:

A: :tina: , :mai: , :pai: , :hayate: , :bayman:, :akira: , :helena: , :ayane:

B: :mila: ,:marierose:, :zack:,:rachel:, :kasumi:, :jannlee:,:alpha152:,:lisa:,:sarah:,:kokoro:

C: :hitomi:, :jacky:, :nyotengu:, :bass:, :bradwong:

D: :leon:, :momiji:, :honoka:, :naotora:, :cyborg:

E: :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

Need Help Dealing with Pressure

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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

Free Step Dash Cancel Bug

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UPDATE: this is not limited to :8:/:2::H+K:, 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 ( :4::4: or :6::6: ), then input :2: on the idle frame (or actually 1 frame before that, so that the game displays it on the...

Free Step Dash Cancel Bug

Opinion: Who Will Win EVO?

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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?

Unblockables list

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Can someone give full list of unblockable attacks?

Complete Character Guides & Frame Data

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Hi Everyone! I have been working with the community and my little fighting game media outlet, Arcade Sensei, to create a knowledge bank for everyone who enjoys DOA5LR. We have compiled a full character guide and frame data list. The guides aren't built to give you big damage combos. They're designed to help you get a better understanding of the mechanics and thought process you should have when playing your character at a high level...

Complete Character Guides & Frame Data

The return of Rapid Step

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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

Standing VS Grounded input delay

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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

DOA5 SURVIVAL and TEAM FIGHT BUG!

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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!

any low that doesn't involve 2?

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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.

Timing of combo throws

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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

What's the science behind beating wake up kicks?

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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?
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