Dopo Sarah è la volta di Christie, sempre dalla build del Gamescom (quindi qualcosa potrebbe cambiare nella versione finale). EmperorCOW ci fa vedere le mosse che si possono sfruttare nella nuova stance evasiva (quella in cui scatta accucciata) con ottimi risultati
Adesso che è uscito in america cominciano a venire fuori molti video, ecco ad esempio un unboxing della CE e uno showcase dei costumi al suo interno, con in più il set delle bunny angels del preordine
Video
Intanto è stato confermato che appena comprate il gioco dovrete scaricare una patch che aggiusta un po' il bilanciamento e vari problemi che sono stati riscontrati all'ultimo momento nella versione finale. E' stato anche segnalato un bug della versione ps3 per quanto riguarda i match offline se si abilitano i Throwdowns, infatti in questo caso il gioco va in pausa da solo, per raggirarlo, finchè non esce una patch, è meglio disabilitarli
Qua c'è una lista dei cambiamenti della Day 1 patch che riguardano personaggi e modalità di gioco
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Akira
• Mid K while sidestepping: Hitting a character with this while their back is turned downs them. • 66P: Hitting a character with this as a normal back hit causes a small stagger • 46P,43P,64T: Increased input time
Ayane
• Expert mid P hold: Changed damage: 25 -> 5 • 2P,1P, back-turned 2P,back-turned 1P,back-turned PP2P: Changed to stagger on back-turned hi counter and back-turned low hi counter • 66K, back-turned PP6K: Changed damage reaction to small when landing as a normal hit
Eliot
• 236P: Change frame advantage on guard to +2 (guard break) • 4P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits
Helena
• 4P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits
Kasumi
• PP6P6KK,6P6K,9K: Changed behavior to a jump hold when held • 4P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits
Christie
• Tag throw when partnered with Hitomi: Changed damage: 10+20+70 -> 10+20+40 • Tag throw when partnered with Helena: Changed damage: 50+50 -> 35+35 • Back-turned P: Changed damage reaction to small when landing as a normal hit, same as landing as a counter hit • Back-turned 2P: Hitting a character with this as a normal back hit causes a small stagger • 1K6K while in Jakeiho: Changed damage reaction to crumple stun when landing as a low counter or hi counter hit • H+KK: Changed stagger reaction to small when landing as a normal hit, same as landing as a hi counter hit
Gen-Fu
• 1P+K (when not triggering a Power Blow): Changed damage reaction to launch when landing as a low normal hit
Kokoro
• 236T: Increased recovery on unsuccessful grab by 4 frames. • Back-turned PP: Changed damage reaction when landing as a low counter or hi counter hit from the back-turned reaction to front-facing reaction Changed damage reaction when landing as a back-turned low counter or hi counter hit from the front facing reaction to back turned reaction • 3P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits • PK: Changed to damage reaction on back-turned low hi counter from the front-facing reaction to the back-turned reaction
Sarah
• 9K: Changed behavior to a parry when held • 4PK: Changed initial frames: 19 -> 18 • 9H+KKK: Changed initial frames: 24 -> 20 Change wall-hit distance to 1.5m • 4P+K: Changed damage reaction to crumple stagger when landing as a hi counter hit • 1P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits
Jann Lee
• H+K: Changed damage reaction on low hi counter hits to a large sit-down stun, just like with hi counter hits. Changed damage reaction on back-turned low hi counter hits from front-facing reaction to back-turned reaction
Tina
• 46P,46T: Increased direction input time
Bass
• PPK: Changed damage reaction on normal hit to stagger • 4P,4PP: Changed stagger on low normal hit to small • 7P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits • 7PT,3P+KT: Changed damage: 20+43-> 20+35 • Back-turned 6T: Changed damage: 35 -> 50
Pai
• Back-turned 9K: Changed to make it guardable. • Basic Tag Throw: Changed so opponent cannot tech roll after being thrown. • 2P,3P, back-turned 2P: Changed damage reaction on back-turned hi counter and low hi counter hits to stagger • H+KP during Meishouho: Changed damage reaction on back-turned hi counter hit to stagger, same as on back-turned normal hit • PP4P, P4P during Bokutai: Changed attribute from mid to high • PPP7K: Changed damage reaction on counter and high counter hits to stagger, same as normal hit • 6KP7K: Changed damage reaction on low counter and hi counter hits to stagger, same as on low normal hit • 1P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits • 9K: Changed damage reaction on back-turned normal hit to small stagger, same as back-turned hi counter hits.
Bayman
• 1P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits
Hayate
• 3K: Changed to damage reaction on back-turned low hi counter from the front-facing reaction to the back-turned reaction • P during Tenshin Sen: Changed damage reaction on normal hit to small stagger, same as landing as low hit
Hitomi
• PP6PP,66PP, sidestep P: Changed damage reaction on low counter to crumple stun • 46P,46K: Increased input time
Brad
• Gyoin-Dantai: The properties of “K during Gyomi-Inshusei” and “K during Tenshin-Hiinshu” were different, so we standardized on the first (K during Gyomi-Inshusei). • 4P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits • P during Dokuritsu-Ho: Hitting a character with this as a normal back hit causes a small stagger • 6P in Kasenko: Changed general reaction when landing as a back hit to small stagger • 46P,64P: Increased input time
La Mariposa
• 236K: Changed behavior from a jump hold to a normal hold when held • 4P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits • 64T: Increased input time
Mila
• 4P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits • PP6K: Changed to damage reaction on back-turned low hi counter from the front-facing reaction to the back-turned reaction
Rig
• Back-turned P+K during Bending Stance: Was the same move as H+K, so made it a different move • 4P, back-turned 4P, P in Turn Leg Cut, sidestep P: Changed to damage reaction on back-turned low hi counter from the front-facing reaction to the back-turned reaction • 1P+K (when not triggering a Power Blow): Changed reaction to knock-back on low hi counter and back-turned low hi counter hits • 4P, back-turned 4P, P in Turn Leg Cut, sidestep P: Changed to damage reaction on back-turned normal and hi counter hits from the front-facing reaction to the back-turned reaction • PPK,6P: Changed damage reaction on counter hit to stagger, same as hi counter hit • 66K: Changed reaction to knock-back on back-turned low hi counter hits
Leifang
• Back-turned 4P: Changed damage reaction to stagger when landing as a low normal hit, same as normal hit • 64P,46P: Increased input time
Other Changes
Offline Mode:
• Removed the ability to change the stage models displayed in the background in order to improve load times. • Survival Mode: even if you are unable to clear the course, your points (Results Screen) will be displayed and the World Ranking will be updated.
Online Mode:
• During the pre-battle entrance animation, each character’s Grade and Title will be displayed. • The matchmaking system has been improved so it is easier to find and join a match. • In Lobby Match, the Random filter will display within the client’s settings rather than the host’s. • The cursor location will be remembered in the Character and Stage Select screens. • Added the ability to adjust the Hit Settings (Normal/Counter/High-Counter) in the Online Dojo. • Minor fixes to areas that had the possibility of causing instability within the game.
Overall:
• Slight adjustments to some of the character motions and moves.
Prima 'Infinite Combo' scoperta, se Mila effettua un knockdown vicino a un muro può spammare il suo ground punch (giu + P) all'infinito. Al momento è verificata contro Helena, Tina (mapporc ...) e Kasumi. EDIT: ulteriori test confermano che funziona anche su Kokoro e Bass. SEMBRA che anche altri personaggi possano farlo, anche se l'infinita pare non essere così 'consistente'.
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While I was uploading this video I tested this out on Kokoro and Bass. My guess is that this works on every character.
I just tried to do this with Kasumi and Helena. They can do this exact same thing. Although Helena sometimes punches the opponent away from the wall. Haven't tested all of the other characters yet.
Dai test dell'utente che ha postato il video sembra che l'unico modo per evitare il loop sia quello di effettuare un tech roll dopo il rimbalzo a muro, altrimenti non si può più uscire dall'Infinita.
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Edit: ^ After testing it again, it looks like the only way to dodge this is to try to tech roll after the wall bounce. If you don't tech roll immediately, the infinite starts.
A variation of Korean Back Dashing, you can do this by rapidly alternating between back and down back (or 4, 1, 4, 1... in numeric notation). It's easier to start from a sitting position (down back or 1). According to the fine folks over at FSD, while it's not as fast as traditional Korean Back Dashing, this will automatically block lows, avoid highs and also block mids at a certain point in each rotation.
Be warned however that while technically, every character can do this, only a few characters will move as fast I shown in this video. So far, the ones we know of are: -Pai -Sarah -Akira -Mila -Rig -Brad
Among these, it seems to work best with the VF characters and Mila.
In questo video (relativo ancora alla Alpha Build - quindi alcune funzioni potrebbero essere diventate obsolete - ma comunque meglio di niente) EMPER0RC0W spiega il fondamentale concetto dello Stun in Dead or Alive 5.
Più in generale, questo secondo video ha dei link diretti a tutti i suoi tutorial specifici (sempre relativi alla Alpha Build, quindi prendeteli cum grano salis ; ad esempio nel tutorial delle Holds fa riferimento a un '3-point system' ma nella versione finale questo è diventato un '4-point system' - per effettuare una presa contro Mid-K la mossa è ->+H ) Personalmente trovo estremamente importante la spiegazione del wake-up game, che mi frega sempre...