Dead or Alive 5

Glad I ordered the collectors edition now.

http://i3.kym-cdn.com/entries/icons/original/000/005/365/awwyea.jpg

Nice. Thanks! Sophos is usually pretty good at spotting viruses. I guess something is up with their site.

Haha. I agree. So worth it. When I am at gamestop I always have to make sure I have the collectors edition.

Alright, after some thinking I’m gonna upgrade to collector edition. Its mostly because of how much more I’m gonna get for paying only $20 more. Also helped with me liking with what they did with the swimsuits. Also note, these are not ALL the swimsuits since some Female characters are not revealed yet.

There has to be a beach stage…

Edit: Also Here is the Tina Swimsuit since i did not see that one posted in here or front page.

Looks like a standard WWE Divas match to me, only with skill. Oh and like Hitomi you can see ab definition.

For some reason, the Tina one didn’t get uploaded to Imgur.

Hopefully some of you DOA pros will be able to answer these questions.

  1. When you free cancel a move, how does it change the frame advantage/disadvantage? I know most moves in DOA are unsafe, but does it give the safe moves more + frames? Even if you can’t answer for 5, seeing how it isn’t out yet, what about for 4 and 3?

  2. I know there are at least two different builds of DOA5, but when you side step a move, can characters go for guaranteed damage?

  3. Are Lei-Fang and Kasumi the only characters with guaranteed damage from a parry? Did Gen-Fu ever have guaranteed damage from his parry?

  4. When you reverse/hold a move in DOA, do the different levels of holds have different properties other than damage? It seemed like in DOA3 characters took longer to tech roll hi-counters.

  5. In old DOA games you could only get a hi-counter with a strike if you hit someone performing a throw. Did they change that?

  6. Can you still do the 180 step in DOA5?

(1) The frame disadvantage/advantage is not applied until the end of the moves recovery animation. It doesn’t give more + frames, but basically it does provide a faux-pressure because you can’t instantly punish as the opponent could initiate the follow up string. All free cancelling does is make sure the string ends immediately, all other frame disadvantage/advantage affected.

(2) When you side step a move you typically are stuck in a big recovery state but you could come out of a side step with a canned punch or kick animation which can be used to gain a faster stun. This includes a back-turned stun possibility which in DOA5 has been returned to its DOA3 speed. You also can free step some linear attacks and all air/jumping attacks, but are still susceptible to the semi-circle/full-circle attack rule.

(3) Gen Fu had guaranteed damage from his punch parries in DOA2/DOA3. Either a standing K or an 8P. If on water you could also get a good stun off of 6P. Basically it was just more pressure stun mix-up games but he was always good at maximizing guaranteed damage from throws. He and Jann Lee are considered god tier in DOA3.

(4) I do not know how DOA5 will handle this, but in the past there has been higher frame advantage given on hi-counter holds that provide frame advantage as a bonus. Otherwise it affects the juggle damage off of launching holds via juggle revision.

(5) That or hitting someone who is backdashing.

(6) Unknown at this time.

I always thought Hayate and Bass were god tier in DOA3, at least in the Japanese version.

Gen-Fu is always good, but I don’t understand Jann Lee being god tier. 66K is pretty annoying, and he has some safe pokes, but I didn’t think he was that good. I remember his dragon kick was unsafe on hit, and you could get hi-counter blows on him when he went for the foot throw.

I always thought that Gen-Fu, Ninjas, and Jann were top, everyone else was mid, and Leon was bottom. I didn’t exactly play DOA3 competitively, so I don’t know much.

As of the E3 build…

  1. Getting hi-counter on frame advantage throws didn’t have an impact on the frame advantage.

  2. Yes, on a slippery surface. It’s pretty much exactly how it was in DOA4.

It’s worth noting that Shimbori CLAIMS this was changed later on down the road via his twitter comments. For example he said that Bayman’s 44H+P connect into the neck swing on high counter, but would only connect with his regular 5 frame back throw on normal.

Hayate is arguably the best in the Japanese version if we count the banned Cartwheel. However, removing that move from the equation drops him down below Gen Fu and Jann Lee. You could still argue the following:

S class: Gen Fu, Jann lee, Hayate, Ayane, Bass
A class: Hayabusa, Bayman, Tina, Kasumi, Leifang, Helena, Leon, Hitomi, Ein, Christie, Zack
B class: Brad Wong

Even in the above case, any A class player could technically take down an S class player, it’s just the S class are have far more damaging options that the A class have to avoid more than the S class would. If you wanted to split it up a bit more I’d suggest:

S class: Gen Fu, Jann Lee
A class: Hayate, Ayane, Bass, Hayabusa, Bayman
B class: Tina, Kasumi, Leifang, Helena, Leon, Hitomi, Ein, Christie, Zack
C class: Brad Wong

And Tina-Ein are all technically even and could even win matches against the A class but gets more difficult with the S class.

The point is that Gen Fu and Jann Lee have very devastating options that grant major damage between the two. Gen Fu can play a stun heavy mix-up mind game, has parries that cover all high and mid punch and kick attacks that grant guaranteed stun damage, has throws that can grant 50-100% depending on environment and hi-counter, has throws that grant guaranteed back turned attacks with environment (66F+P6F+P at wall), has natural combos that cause knockback AND are safe on block, has crushing attacks that grant guaranteed throws (3P) on normal hit and give frame advantage on block (3P+K +2) that also launch granting juggles, has an air throw that gives frame advantage and totally removes any ground game option for the opponent to back off. Lastly, he has what is arguably the best side stepping attack in the game: 22_88P which not only V cuts around most attacks, but also guard breaks making it safe on block if the stagger escape meter isn’t filled by the opponent. Really, the only area that Gen Fu doesn’t excel at is in defensive holds and he lacks catch throws, but his parries make up for them (he can’t parry in stun but DOA3 wasn’t a stun based game).

Jann Lee is another beast altogether. He is a man of extreme pressure filled with frame advantage on guard, solid mix-ups that guarantee devastating damage, and an extremely good wall game. With the wall being so important in DOA3, this makes him an exceptional opponent. For example, his three strings 66K, P2PK, and 6PK all are end in the same attack that is +1 on guard, causes knockback into a wall granting a free launcher, and can continue pressure from each of the strings as the P2PK starts with the second fastest attack in the game (i11, making it i10 after being +1 where it will trade only with Kasumi, Zack, and Christie and counter hit stun anyone else) he can legitimately mix get in with 6PK or 66K then mix you up between a high P2PK or mid 6PK. Granted, if he tries free cancelling 6P then he’s -11 and is free to be throw punished so you have to hold the follow up K. However, if you are guessing instead of reacting he can utilize many of his throw options including 6F+P which is a catch throw and will go through attacks that don’t reach active hit frame before 6F+P reaches its active hit frame. The 6F+P grants him a free 66K which again causes knockback into wall and grants free juggle damage. If that’s not bad enough, he has a standing 4F+P throw against the wall which does amazing damage plus wall explosion damage even without taking hi-counter throw into the equation. Did I mention that 4F+P near wall also grants a free 6P when the opponent is falling to the ground? It being free means it’s NH but the player is put into the same 50-50 mixup game of either Jann Lee doing 6PK (granting devastating wall damage) or 6P f-cancel 4F+P (and the cycle continues). In addition to all that, he gets a guaranteed 236P or WR 46P from either of his mid holds. Lastly, he deals big damage in general, has a good stun game with 3P and F+K which can allow for the 180 FSD or a limbo stun with ease.

[media=youtube]MdHc7n9xRLs[/media]

The rest of the above A class has just as devastating options, but these two are good in so many areas one could argue that they are slightly above the rest. It certainly is a difficult fight.

Dead or Alive: Fighter Chronicles (Part 1) from IGN is out:

[media=youtube]GPqHNQgolZA[/media]

IIRC in DOA2 666F+K was guaranteed from Jann lee’s 6+F+P but the timing was really strict. In DOA3 they gave him the 66K follow-up which was easier and more damage, but the DOA2 666F+K follow-up had a semi mix-up. 66K was a move I saw used a lot in DOA3, but I didn’t know his 4F+P had stuff guaranteed against the wall. Too bad DOA3 wasn’t online, I would have definitely played it.

I don’t know the frame data, so I’m assuming Brad’s is pretty terrible for him to be dead last, but why is Leon not in bottom tier? His moves have poor range, and even though his launcher leads to big damage, he doesn’t have a way to set you up for it. His lows suck, and he’s basically a dumbed down Bayman. Everything he does, another character does it better.

So if I am using: Kasumi, Hayate, Lei Fang, and Hitomi, there are all high tier characters?

The game looks soooooo promising so far. I can’t wait to play it. Hey so do you guys think this will be a good tourney game?

I’m considering purchasing the collector’s edition myself. I can’t decide if I should get it on Xbox or PS3. What do you guys think I should get it on?

First of all, in DOA2 it was 66F+K ;).

Second, yes, I too wish there was an online version of 3.1.

Third, Leon does amazing damage and always finds a way to throw you into the wall. He has many guard breaks and guard crushes and can punish a random holder extremely well. The man finds walls with all of his throws, and they all hurt. He also has frame advantage on a lot of his good mix-ups and natural combos that provide great stun hold delay or frame advantage on guard. Lastly he has a good crouch dash mix-up game. The only thing he lacks is speed but he makes up for it if he has a bit of range or scores a guard break/crush.

Fourth, Brad Wong is low tier just because he has too much animation. He has to rely on pure gimmicks and string delay, terrible juggle capabilities, and no way to really press much advantage or score any damage off the wall.

I imagine Xbox? i mean DoA4(most recent not counting DoD)was xbox exclusive and is safe to say the “community” getting xbox is safe bet

Could you give me an example of Leon’s ncs and guard breaks? Hearing Leon is good is hard for me to believe. Even though he’s a heavy character his range isn’t good. I remember Tina having more range than him. 6P+K has bad range, 46P has ok range, and his longest ranged move is 236P. All mids with a high chance of getting reversed. That forces him to use the tackle. If there’s any distance between you an Leon, you can literally pick Hayabusa and 4P+K, and Leon will get hit of any move. Other characters can zone him out as well. Up close, as you already mentioned, he’s pretty slow. His only saving grace is that throw/air throw usually gets wall damage, but overall, you’re better off picking Gen-Fu, Bass or Hayabusa for throw damage.

It’s been a while since I played DOA3, but I remember the attack throws didn’t just get beat out by faster moves. They also got beat out by slower moves with tech crouch frames. Brad’s 33P among other moves killed attack throws. I get that Brad is gimmicky, and I don’t know anything about his frame data, but in terms of damage, he always struck me as normal, or above average since he had a slope infinite. If he launched with 4PP or 33KF he could do the 6K,6K,1PK juggles and that seemed to be average damage. Off the wall he could go for the same combos. 6P+K, 4PP, 66PP was at least as much if not more damage on the wall than the throw combo you posted in that video. His ss move is a limbo stun. I don’t know what the max damage is, but he can at least fo for a 33KF juggle.

The average wall combo would net 100-150 damage. Brad never seemed to reach that level. For example, off of Jann Lee’s 66K he can do 7K PP6P P2PK or on a light weight 7K PP6P PP4PP. Hayate could do 8PP_F+P 7P PP2KP PP6P7K.

Leon’s natural combos off the top of my head are 66PP and 4P+KP on normal hit, if he counter hit with the 4P+K he got a free ground throw.