And if it wasn’t a fighting game, that would be exactly right. There’s no way in hell a average Joe professional wrestler would be able to beat a demon slaying, warship-destroying (from OG NG) superhuman with a magic sword and powers.
But since it IS a fighting game, maybe he should let go of that. It’s not really fair when you know without a shadow of a doubt that the ninja are going to be the best characters no matter what.
Well sense Hayabusa holds back on everyone. . . .I’m still waiting on him to shoot fireballs in DOA5. . . .
anyone that would like to use Spartan in DOA4 . . . http://www.doacentral.com/forum/viewforum.php?f=226 . . .her section on DOAC . . . . .I went out of my way to get rid of almost all the bullshit posts and all the threads . . . . . .
After launching, his basic combo is just: p, p, 6p, k
Others are: p, p, p /or/ 3p, 6k,k
His launchers are: 33k; WSk; 3p; 9p*; 4f+k*; 9k; 4k**
*=leaves you backturned, so your combo from here would be-> 1k, 6p, k
**=Best done on CH
Ground bounce launchers are: 3f+k; 8k; and the last hit of the following string- 4p, p, p
Ceiling bounce launcher is 7k.
And that’s pretty much it for the combo/juggle basics. I don’t mind going into more depth if need be, but keep in mind that Ein is the simplest character in the game; so he’s very good to start with, and he’s also very fun to use
Hmnn, I wanna know what his best pokes, interupters and stuns are. I’ve been using 3p alot and 4k after block(after a laggy move). Any other moves I should use instead of 3p. OTG=?
It’s official, then: By DOA5, the Ninjas will equal the Big Four in sheer brokenness. It’s only a matter of time before they start shooting fireballs, teleporting all over the place, destroying zeppelins, etc.
That’s the Ein Strategy forum. Scroll down to my post if you want indepth info on his ground game.
As for the former part of your post; use 6p+f, alot It’s actually unsafe on block, however it’s a very good punisher (it has good range) and gets you a nice deep stun.
A very good interrupter is 4k. It gives you a nice launch height (on CH), has distance and can beat a nice amount of moves thanks to it’s low-to-high transition and it’s nice speed.
2p is a nice interrupter, but used to be better before the silly patch. I can go over any more things later on if you want, but keep in mind I don’t have access to the game (since November ).
Thanks, so far the information on that site was real good but now I’m a bit confused.
7P and 4F+K (turn around)
CH 3P, PP6PK (light/mid) PP6PK (heavy)
HCH 6K, PP6PK (7P only light/mid) 3P, 6KK (heavy)
4f+k is back f+k right? Just like how 7p should be ub p. The thing is 7p is a charge and doesn’t launch so I’m assuming he meant 9p. Even then I can’t connect 3p pp6p since he is now backturned. Wouldn’t the best juggle be 1k6pk. it gives 53 damage on CH. And also what are some good untechables you recommened(or if there are any :).
What should I do at the start? Block or attempt to ?
For bt combos I already said you should do 1k,6pk–however if you launch them high enough, you actually have time to tunr around and do pp,6kp.
Here’s a video of Ein’s untechable (not made by me): [media=youtube]KcTr4RGskzk&eurl=http%3A%2F%2Fwww%2Edoacentral%2Ecom%2Fforum%2Fviewtopic%2Ephp%3Ft%3D16280[/media]
Try them out to see if they work or not, since I ain’t 100% sure that they all work.
Usually untechables aren’t that worth it, especially since they reduce damage. I think if your character can do a good amount of damage without sacrificing that much, and a good safe uncounterable followup afterwards, THEN it’s worth it.