Just been trying to play online with a friend with a lobby of just the 2 of us and it`s just lagging all the time. Don`t know whats going of really as DOA ultimate played perfect when playing against one another, but now it`s nothing but lag. We have both tried disconnecting from our pc`s but still no joy. And it`s not like i have a slow connection either with a 5 meg DL and 600K upload. Gutted.
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Originally posted by Goemon
The training would have benefited from having a default indication (like in VF) to tell you where each hit of an attack hits - Low, Mid or High. I spend most of my time thinking ?Is that a High or a Mid hit!?? at which point I?m getting chinned!Go into training mode, press start and change the "Log display" to "Attack Attribute". Or just click the left anolog stick in to activate from command input to attack attribute.
Originally posted by EvilBorisThe hold moves actually vary between characters
most characters have the same commands, but others have slighty different combonations
For those not to sure, remember that the following counter commands stop the following High\Medium\Low attacks.
Fwd + Counter = Medium Kick, jumping kicks
Back + Counter = Medium Punch, Jumping punches
Up\Back + Counter= High Punches\High Kicks
Down\Back + Counter = Low Punches\Low Kicks
Realised yesterday morning that my brother had been downloading stuff all night off the net, no wonder I was lagging. Knew i should of gone and checked. Sos. >_<;; Looks like I gotta play catch up with some of you guys to get to a good level...cant believe I aint had a good proper set online.
Still enjoying the game. Cant believe im saying that about a DOA game.Anyone gonna be on this morning? ;p
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T&A in a spartan suit would be scary, so it looks just like Chief. Plays a lot like Leon from DOA:U. All power moves (some of which come out surprisingly quick) and throws (sticky grenade is excellent when hit as a counter throw). However, bob all combos that use low attacks, so she is easier to counter than most.
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Originally posted by jassi singhIts in there dude! Think you must of missed it in my big ass postGo into training mode, press start and change the "Log display" to "Attack Attribute". Or just click the left anolog stick in to activate from command input to attack attribute.
This will make things better for sure!
Are there generics to moves to make countering easier?
e.g. are standard P,P,P and K,K,K (without any direction) combos always high, or does it vary on character?
Or moves where characters are in the air, are they generically always high or always mid?
I'm just wondering if there is quicker recognition of what's coming by how a move/combo starts...
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Originally posted by Goemone.g. are standard P,P,P and K,K,K (without any direction) combos always high, or does it vary on character?
Originally posted by GoemonOr moves where characters are in the air, are they generically always high or always mid?
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Back and Counter mate.
Same with his teleport to punch move, Back and Counter. To avoid his teleport throw,all you got to do is duck or be moving down or up (8 way run).
I cant remember what to do against his teleport and dash kick though, might be down\back and counter.
Best way to beat a Hayabusa character that is just relying on spam moves is not to go towards him at all. Once you counter that head spin attack a few times, it should make him fear using it ever again. Takes off atleast 1/4 of his health if you manage it, so its worth getting the timing down for its pretty simple as you can see it coming from a mile off.
He has 2 ways that let him launch into it. One where he flips back, and one where he does a sort of a crouching stance and shouts "HUHMMMM"
@Goeman: That training option I said earlier will tell you exactly where some PPPPP or KKKK combos hit. Some change between mid to high, but you can always counter inbetween the hits if you hit the right counter. But yeah, usually high for standard PPPP combos.
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