Arcadia Fighters

Dead or Alive 5 Ultimate/Core Fighters : Discusión General

Foro dedicado a estas dos sagas que se han conocido con DOA5.

Dead or Alive 5 Ultimate/Core Fighters : Discusión General

Notapor Sir Le Korp » Lun Sep 23, 2013 2:19 pm

Abro el hilo de discusión de Dead or alive 5 Ultimate, para ir debatiendo acerca del juego.

Iré actualizándolo, poniendo información acerca de esta nueva versión, si podéis aportar información vosotros pues genial, así completamos el hilo poco a poco.

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Novedades

- 5 nuevos personajes:

Momiji
Ein
Leon
Rachel
Jacky Bryant

- Nuevos modos de juego:

Modo online de 2vs2
Reto de combos( challanges )
Combate por equipos
Añadido de items en el modo survival

- Caracteristicas extra

Añadido power launch
Musica de anteriores entregas
Revisión del modo online ( netcode mejorado )

Trailer de Dead or alive 5 Ultimate :



También en el mismo hilo, abro el apartado del Core fighters, la versión free que saldrá en la store eur el día 25 de septiembre.

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Los modos que incluye son :

Training
Versus
Arcade
Contrarreloj
supervivencia
combate en equipo
Extras(álbum,vídeos,títulos,espectador,registro de combates)
Modo online

En esta versión incluye 4 personajes jugables:

Kasumi
Ayane
Hayate
Hayabusa

Cada cierto tiempo irán desbloqueando un par de personajes para poder probarlos durante un periodo de tiempo.

Aqui el trailer :



Actualizaciones Core Fighters (a medida que se saque una actualización o desbloqueen algún personaje se irá actualizando)


1.02

-Improved the matchmaking system to make it easier to match with an opponent when there are many players online.

-Costume unlock conditions for DOA5U: Core Fighters changed to match the full version.

-Costumes that were previously only unlocked the first time an Arcade, Time Attack, or Survival course was cleared can now be unlocked even by completing previously cleared courses.

-Fixed an issue that sometimes prevented progress when searching for a lobby.

-Fixed an issue that sometimes prevented progress after fighting in a lobby match.

-Fixed an issue that caused players to fly in unexpected directions when hit with certain attacks. Previously, this also caused issues with saving replay data; this has also been fixed for future matches.

1.03

-New/changed features
-New stage “Haunted Lorelei” added. PS3™/Xbox360®
-New music “Imps' Ball” and “Ghouls' Ball” added. PS3™/Xbox360®
-“Fights” and “Wins” information no longer displayed when an opponent is found for Ranked Matches. PS3™/Xbox360®
-“Searching for opponents” message added when searching for a Throwdown opponent. PS3™/Xbox360®
-Settings except for lobby names now remembered when creating and searching for lobbies. PS3™/Xbox360®
-Lobby chat character limit increased from 20 to 100. PS3™/Xbox360®
-Added numbers to differentiate between stages of the same name in Movies. PS3™/Xbox360®
-Updated the way replay data is saved to be compatible with the changes in Ver. 1.03. Replays saved in 1.03 will not be playable in earlier versions of DOA5U. PS3™/Xbox360®

Bug fixes:

-Xbox360 online fights fixed to display animations more smoothly. Xbox360®
-Changed the error message for clarity that displays when the player attempts to join a tag partner in a lobby where a match is already underway. PS3™/Xbox360®
-Fixed the information bar location within lobbies. PS3™/Xbox360®
-Fixed the display of the red recovery portion of the health gauge for spectators viewing tag matches in lobbies. PS3™/Xbox360®
-Settings except for lobby names now remembered when creating and searching for lobbies. PS3™
-Fixed issue with Survival tag matches that prevented tag changes immediately after an opponent was defeated. PS3™/Xbox360®
-Jacky now correctly guards high punches in Free Training mode when selected as the COM opponent and “Standing Guard” or “Guard All” are chosen as his COM reactions. PS3™/Xbox360®
-Fixed demonstrations that were playing incorrectly in Command Training. PS3™/Xbox360®
-Fixed an issue when viewing victory and defeat animations in Movies that prevented progress when certain costumes were selected. PS3™/Xbox360®
-Fixed an issue when viewing victory and defeat animations in Movies that displayed all selectable costumes as Zack's costumes and prevented progress. PS3™/Xbox360®
-Corrected the error message that displayed when attempting to upload a YouTube™ video in Spectator mode on an account with chat restrictions. PS3™
-Values for “Command Training Completed” and “Combo Challenges Completed” in the Fight Log fixed so as not to exceed 100%. PS3™/Xbox360®
-Added subtitles to Hayabusa's “Justice wins!” victory quote. PS3™/Xbox360®
-Fixed Jann Lee's subtitles to correctly match the spoken lines. PS3™/Xbox360®
-Fixed an issue that prevented Leon's entrance animation from playing correctly and caused the camera to become player-controlled in matches against Bayman. PS3™/Xbox360®
-Added missing commands to Command List. PS3™/Xbox360®
-Corrected some Move Details. PS3™/Xbox360®
-Fixed an issue when players turned fight messages on or off in the pause menu that prevented the change from being applied until the next round. PS3™/Xbox360®
-Fixed so that the Move Details page turn sound effect no longer plays when pressing the left and right directional keys in Tutorial, Combo Challenge, and other modes. PS3™/Xbox360®
-Fixed to correctly count fight records transferred from DOA5 toward title unlock requirements. Please carry over save data from DOA5 after applying this patch in order for fight records to be counted.
-The following title unlock requirements were effected:
”Fight X times online”
 ”Win X times online”
 ”Use [character] X times”
 ”Win X times online with [character]” PS3™/Xbox360®
-Fixed the description for the “Streak Breaker” title. PS3™/Xbox360®
-Corrected the following trophy/achievement descriptions from “Clear all courses” to “Clear 1 course” to match the actual unlock conditions in-game PS3™/Xbox360®:
 Arcade (Tag) Cleared
 Time Attack (Tag) Cleared
 Survival (Tag) Cleared
-Fixed an issue with Leifang's display after performing multiple Power Launchers in Free Training and other modes. PS3™/Xbox360®
-Fixed an issue with the “Fuel” stage so that characters are no longer able to go outside the stage. PS3™/Xbox360®
-Fixed the camera behavior during certain throws when performed near a wall. PS3™/Xbox360®
-Fixed an issue that allowed players to cancel the recovery time for certain strikes. PS3™/Xbox360®
-Fixed the timing of the Power Blow charge-up animation, which was previously off by 1 frame. PS3™/Xbox360®
-Fixed an issue with the damage after certain staggers in tag matches. PS3™/Xbox360®
-Fixed an issue in Story mode in the second fight of Chapter 70 that prevented progress after a successful Force Out. PS3™/Xbox360®
-Fixed Leon's air throws to register correctly as wall hits against certain objects. PS3™/Xbox360®
-Fixed to allow tech rolls after being staggered in midair. PS3™/Xbox360®
-Fixed an issue preventing followup combo throws after Rachel's 214P+K hits a launched opponent. PS3™/Xbox360®
-Fixed an issue after a throw escape from Zack's Ducking T, Hitomi's 236T, etc. that caused some characters to hold even without any player input. PS3™/Xbox360®
-Fixed the bounce animation when landing from certain staggers in midair. PS3™/Xbox360®
-Fixed the timing that tag changes are disabled after a Force Out. PS3™/Xbox360®
-Adjusted the system criteria so that all hits that look like wall hits are counted as such. PS3™/Xbox360®
-Changed part of the combo in Pai's “Tag Combo (from Pai)” Combo Challenge that used an unintended feature changed in this patch. PS3™/Xbox360®
-Fixed Pai's 66P+K to prevent it from being read as 466P+K after a back dash, etc. PS3™/Xbox360®

Balance Changes

Rachel

66K: Recovery increased by 4 frames. PS3™/Xbox360®
1PP, 214P: Advantage on block increased from -12 to -15 frames. PS3™/Xbox360®
Light ground attack: Initial frames increased from 17 to 22, whiff recovery increased to 12 frames. Damage on hit changed to 4+2+2+7. PS3™/Xbox360®
4PP: Initial frames changed from 16 to 19. PS3™/Xbox360®

Momiji

66PP: Pushback on guard changed to the same as for 236P. PS3™/Xbox360®
1PP: Advantage on block changed from -10 to -13 frames. PS3™/Xbox360®
Tenku K: Landing recovery time increased by 5 frames. PS3™/Xbox360®

Alpha-152

66P, 6KP, 6KKP, 6KKKP: No longer guard breaks. Advantage on block changed to -3 frames. PS3™/Xbox360®
7K, KK7K, KKKK7K, etc.: Fixed an issue that allowed the landing animation to be cancelled. Landing recovery increased by 10 frames. PS3™/Xbox360®

---

Added Lorelei stage. Pretty big (5 floors, 2 starting locations). Only Halloween version. No normal mode toggle. Two "special" danger zone for power blows at the chained door and at the enclosed era on the floor below the main pumpkin area if you fall off the ledge facing directly opposite the stairs (spawns bats).

---

1.04

General Changes:
-Improved the input feel of 33T command for certain characters.
-Improved the input feel for certain moves with changing recovery.
-Certain moves that could not be done from a crouching state can now be done.
-For Criticals from from back-turn, fixed issue where after turning around, Holds could not be performed from a standing state.
-Backdraft danger zone are now easier to use in combos.
-After connecting with certain strike from back-turn that force knockdown, opponent is downed closer.
-Fixed issue where the frame advantage of certain low attacks on normal hit had a difference in foot position.
Akira
-Crouching walk, back-turn walk speed adjusted.
-2P: Recovery when the move does not hit reduced by 2F.
-33P: Recovery when the move does not hit reduced by 9F.
-46P: Recovery when the move does not hit reduced by 3F.
-214P: Recovery when the move does not hit reduced by 5F.
-33P: Start-up reduced from 18 to 17F, active frames increased from 3 to 4F.
-246P: Damage increased from 52 to 58, knockback distance changed to 2m.
-466P+K, Back P+K: Damage increased from 55 to 60.
-2K: Normal Hit advantage changed from -7 to -3.
-T on rear-facing opponent: Camera angle end timing adjusted.
Alpha-152
-66T: Command changed to 6T.
-9K: Start-up stance changed.
-K, KK, PK, PKK, etc.: Delayable frames reduced.
-236236T: Motion recovery increased from 13 to 23F.
-9H, 3H: Strikes on success have 8F faster start-up, Guard Back changed from +17 to +12F.
-KK, KKKK, PKK, PKKKK, etc.: Fixed bug that caused abnomal damage effect on back-turn crouching opponents.
Ayane
-4P, Back 4P, Back PP6P: Float on Critical Level 1 changed.
-Mid K Hold: Brushed up the design of the motion.
-6P: Damage reduced from 22 to 18.
-6PK, PP6PK: Damage increased from 26 to 30.
-8KK: Guard advantage changed from +18 to +20F.
-3P: Delayable frames adjusted.
-3PP: Normal hit advantage changed from -9 to -3.
-4P·K, Back 4P·K, Back PP6P·K: Wall knockback distance increased from 3 to 4m.
-236K: Wall knockback distance increased from 4 to 5 (4.8)m.
-2H+K, 6K2K, PP6K2K, 3PK, 33P2K: Counter Hit and above advantage changed from +23 to +18F.
-Back PP6K: Guard advantage changed from -11 to -16F, no longer is continuous guard.
-2K: Normal hit advantage changed from -6 to -2F.
Bass
-236P+K command changed to 44+K
-3P+K commanded changed to While Standing 4P+K
-2K: Normal hit advantage changed from -7 to 0F.
-Back T: Normal hit advantage changed from +21 to +15.
-While Standing 4P+K: Damage increased from 30 to 32. Guard advantage changed from GB(-5) to GB(0).
-While Standing 4P+KP: Start-up increased from 33 to 44F.
-4P+K, While Standing 4P+KP, Back 4+PK: Damage increased from 28+15 to 38+15.
Bayman
-Mid K Expert Hold: Damage increased from 75 to 80.
-4T: Camera changed.
Brad Wong
-236P: Damage increased from 38 to 40. Close Hit distance adjusted.
-6H+K, 6KK: Guard advantage changed from -6 to -5.
Christie
-2H+KP, PP2KP: Counter Hit and above advantage changed from +27 to +22F.
-2PP: Ends in standing state.
-2K: Normal hit advantage changed from -9 to -4F.
-Crouching state hurtbox adjusted.
-Jakeiho P: Hurtbox adjusted.
-Jakeiho 2KK: Guard advantage changed from GB(+4) to -3F.
-2H+KT, PP2KT, 3P+KT: No longer knocks into the wall.
Ein
-214214H+P+Kor4APL: Added “Koi!” taunt
-4P+K: Start-up changed from 38-71 to 33-48F. Damage increased from 40-60 to 50-70.
-1K: Advantage on normal hit changed from -7 to -8F.
-T: Damage increased from 46 to 48
-6T: Damage increased from 53 to 55. Wall 6T: Damage increased from 63 to 65.
-214T: Damage increased from 63 to 65.
-33T: Damage increased from 66 to 70.
-Wall 33t: Damage increased from 76 to 80.
-2T: Damage increased from 52 to 55.
-T on rear-facing opponent: Damage increased from 57 to 58.
-2T on rear-facing opponent: Damage increased from 62 to 65.
-High P, High K, Mid P, Mid K, Low P, Low K Holds: Damage increased from 55 to 58.
-Jump P, Jump K Holds: Damage increased from 60 to 63.
-66T: Damage increased from 35 to 40.
-3T: Damage increased from 45 to 50.
-33T: Hit sound effect changed.
-Fixed issue where the frames for stand/crouch were slower than other characters.
Eliot
-6P+K: Changed to backside bound on hit. Guard advantage changed from -6 to -11F.
-4K: Guard advantage changed from -10 to -6F.
-PP2P, etc.: Counter Hit and above advantage changed from +29 to +19F
-2K: Normal hit advantage changed from -5 to -2F.
Gen Fu
-Power Launcher (44P+K) command changed to 7P+K.
Hayabusa
-While Standing H+K: Command reception adjusted.
-66K: Hitbox adjusted.
-33P: Hurtbox and re-float height adjusted.
-2K: Normal hit advantage changed from -6 to -2F.
-P+K: Hurtbox adjusted.
-2H+K: Hitbox adjusted.
-4H+K9P, Sidestep K9P, While Standing 4K9P: To prevent accidental input, command reception adjusted.
-Ongyoin P, Back P+K: Damage increased from 15 to 18.
-Ongyoin PP, Back P+KP: Damage reduced from 18 to 15.
-33T: Start-up increased from 10 to 12F.
-8T: Damage increased from 40 to 45. 8T on rear-facing opponent: Damage increased from 50 to 55. Wall 8T:
-Damage increased from 55 to 60. Wall 8T on rear-facing opponent: Damage increased from 60 to 65.
Hayate
-2 or 8P+KP: Damage reduced from 32 to 24.
-3H+K: Delayable frames adjusted.
-PP6P4, 6P4, 66P4: Commands changed to PP6P44, 6P44, 66P44.
-H+KK, PPKK: Guard advantage changed from -11 to -4F.
-2K: Normal hit advantage changed from -6 to -3.
Helena
-2H+K, etc.: Counter Hit and above Critical changed.
-44PP2P, etc.: Delayable frames adjusted.
-P+K Hurtbox adjusted.
-44P+K Hurtbox adjusted.
-K: Damage reduced from 26 to 24.
-3KK: Effect on hit now the same as KKK.
-PK: Damage reduced from 26 to 24.
-K, KK, PK, PKK, 3K, 3KK: Delayable frames adjusted.
-Back 4P+K: Guard advantage changed from -10 to -4F.
-3PP4, 6P4: Fixed issue that caused an off-axis when turning, resulting in front attacks.
-66H+K: Guard advantage changed from -16 to -5F.
-H+K2: To prevent accidental input, delayable time adjusted.
-Crouching state hurtbox adjusted.
Hitomi
-PP4PPP, Back PP4PPP, 4PPP: Damage effect changed.
-236K, 66KKK, Back 8K, PP6PK, 8P2K6PK, 1K6PK, 66PK: Guard advantage changed from -1 to -5F.
-4P+K: Damage changed from 50~68 to 48`68, Start-up changed from 37~47 to 32~47.
-8PPP: On normal hit, causes bound.
-66K: Critical on hit changed.
-6T: Damage reduced from 35 to 32.
-33T: Damage reduced from 68 to 66. Wall 33T: Damage reduced from 78 to 76.
Jacky
-3K: Command reception adjusted.
-Crouching walk, back-turn walk speed adjusted.
-2P: Recovery when the move does not hit reduced by 2F.
-8P+KP: Recovery when the move does not hit reduced by 3F.
-Slide Shuffle P: start-up reduced by 2F.
-6P: Guard advantage changed from -5 to -7F, Normal hit advantage changed from 0 to -6F.
-4P: Guard advanatage changed from -1 to -3.
-4P2K: start-up changed to 21F.
-1P+K: Damage increased from 16 to 18.
-1P+KP: Damage increased from 13 to 16.
-1P+KPP: Damage increased from 20 to 23.
-1P+KPK: Damage increased from 23 to 26.
-1P+KK: Damage increase from 22 to 24.
-7K: Damage increased from 45 to 50.
-2_3P: Damage reduced from 20 to 19.
-6K: Damage increased from 20 to 21.
-Mid P Hold: Damage increased from 38 to 40.
-While in neutral, being caught by an OH (Offensive Hold) now causes a Counter Hit instead of a Hi Counter Hit. (Adjusted due to Jacky entering Pakusao while in front-facing neutral, which has Hold properties)
-1F after returning to netural, Pakusao reception begins.
-When hit during Side Slide Shuffle, fixed bug that cause the attack to hit behind.
Jann Lee
-6P: Start-up reduced from 12 to 11F.
-2P: Normal hit advantage changed from 0 to -1F.
-2K, PP2K: Counter Hit and above advantage changed from +23 to +18F.
-214T: Damage increased from 58 to 60. Wall 214T: Damage increased from 68 to 70.
Kasumi
-Power Launcher (236P+K) command changed to 7P+K.
-P+K, P6P, SSP: Hitbox adjusted.
-1P: Changed to half-rise state after completion of the move. Counter Hit and above advantage changed from +24 to +19F.
-6K, PP6K: Hitbox adjusted.
-4KP, 3PKP, PPPKP: Float height increased, damage reduced from 35 to 30.
-Back 4P: Float height increased.
-46T: Damage increased from 20 to 25.
-33T: Start-up increased from 12 to 17F, damage increased from 65 to 68.
Leifang
-PP6PP, P2PP, 3P2PP, 3PP6PP, 6PP, Back 2PPP, 66P: Guard advantage changed from -8 to -7F.
-2K: Changed to standing state. Normal hit advantage changed from -6 to -3.
-2H+K: Command reception adjusted.
-6T: Near the wall, knocks opponent into the wall.
Kokoro
-6PPP: Recovery reduced from 33 to 30F.
-66P+K: 4th hit damage effect changed, follow attacks can be Held.
-1KK2P: Like 3K2P, ends in crouching state.
-33P: Damage reduced from 28 to 22.
-214T·4T: Damage reduced from 15 to 12.
-44P: On a successful read, cannot be Held.
-1P: Counter Hit and above advantage changed from +26 to +21F.
-3K2P, PK2P, 1KK2P, Back 4PK2P: Counter Hit and above advantage changed from +26 to +21F.
-33P+K: Command reception adjusted.
-Heichu P: Counter Hit and above damage effect changed.
-Heichu 2P: Counter Hit and above damage effect changed.
La Mariposa
-Back 6T: Damage reduced from 65 to 60. Back 6T on rear-facing opponent: Damage increased from 65 to 70.
-6P4P, 1KKP: Less likely to be off-axis.
-66PK: Counter Hit and above advantage changed from +28 to +23F.
Leon
-33P: On hit, changed so the opponent isn’t pushed back too far.
-8PP: No longer knocks opponent into the wall.
-41236T: Ukemi timing changed.
-Fixed bug that caused the certain guard advantages to be off for Leon. (Fixed at the release of the arcade version)
-Fixed issue where the frames for stand/crouch were slower than other characters.
Mila
-Crouching walk, back-turn walk speed adjusted.
-6T: Distance after the move adjusted.
-2K, PP2K: Counter Hit and above advantage changed from +24 to +19F.
Momiji
-64H Mid P Hold “Gosho-Guruma” damage increased from 52 to 58.
-P: Guard advantage changed from 0 to -2F.
-6KK: After being guarded, following Tenka P can be guarded by large characters.
-1PP: Motion recovery increased from 22 to 25F.
-Crouching walk, back-turn walk speed adjusted.
-3K: Push distance on guard adjusted.
-2H+K: Hurtbox adjusted.
-Tenku P: Changed to half-rise state after completion of the move. Guard advantage changed from -9 to GB(-1)
-Tenku K: Guard advantage changed from GB(+2) to -2F.
-Tenku T: Changed to half-rise state after completion of the move.
-Tenku P: After avoiding with Sidestep and performing a move, fixed bug where the move wouldn’t release in Momiji’s direction.
-Tenku P, Tenku K: Fixed bug that made it different to hit at the wall.
Pai
-Power Launcher (236P+K) command changed to 7P+K.
-Crouching walk, back-turn walk speed adjusted.
-66P: Critical on Counter Hit changed to stomach stagger.
-2P: Recovery when the move does not hit reduced by 2F.
-2_3P+K: Recovery when the move does not hit reduced by 2F.
-6P: Damage increased from 16 to 17.
-PPPK, Back K, 4H+K: Damage increased from 30 to 35.
-High K Hold: Character distance after completion reduced.
-66H+K: Command reception adjusted.
Rachel
-2or8P+KP: Stance of the motion changed.
-7P: Damage reduced from 22 to 18.
-66T, PPT: Advantage on normal hit changed from +9 to +7F.
-Crouching walk, back-turn walk speed adjusted.
-214P+KT, 3PPP+KT, 4PPPP+KT: Damage increased from 30 to 32.
-66T, PPT: After completion, fixed issue where the opponent could not choose between standing/crouching.
-2K: Advantage on normal hit changed from -5 to 0F.
-2H+K, PP2K: Counter Hit and above advantage changed from +25 to +20.
-214P+KT, 3PPP+KT, 4PPPP+KT: Recovery changed from 18 to 23F. Changed to half-rise state after completion of the move.
-Low Hold: Hurtbox of the catch motion adjusted.
-Light Down Attack: Damage increased from 4+2+2+7 to 4+2+2+10.
-Fixed issue where landing 4P after Sidestep P would cause a Critical Finish.
Rig
-Turn Leg Cut 2K: Normal hit advantage changed from +27 to +22F.
-K: Guard advantage changed from +5 to +3F. Normal hit advantage changed from +7 to +5F.
-2K: Counter Hit and above advantage changed from +26 to +16F.
-6T: Damage increased from 41 to 45.
-41246T: To adjust air combos, damage reduced from 35 to 20.
Sarah
-2P: Recovery when the move does not hit reduced by 2F.
-3PK: Recovery when the move does not hit reduced by 3F.
-Flamingo 1KK, Flamingo KK2KK: Recovery when the move does not hit reduced by 4F.
-2K: Counter Hit and above advantage changed from +25 to +20F, normal hit advantage changed from -6 to -4.
-Crouching walk, back-turn walk speed adjusted.
-Flamingo During 1P+K K: Fixed bug that caused abnormality in the motion, depending on the follow attack timing.
Tina
-4K, 6PK: Guard advantage changed from -6 to -5.
-2k: Normal hit advantage changed from -8 to -5.
-236K, Running K: Hitbox adjusted.
-4K, 6PK: Hitbox adjusted.
-236P: Start-up reduced from 19 to 18F, active frames increased from 4 to 6. Close Hit properties added.
-4P+K, Back P+K: Damage increased from 35 to 42: Rope 4P+K: Damage increased from 45 to 48.
-66T: Damage increased from 38 to 42.
-Back T on rear-facing opponent: Damage increased from 48 to 68.
Zack
-Power Launcher (33P+K) command changed to 7P+K.
-All Fake Rolls: Delayable frames reduced, making it easier to perform moves after ending the roll."

Y para terminar añado que también saldrá en las arcades japonesas, con posibles nuevas incorporaciones, a finales de 2013.

Nuevos personajes que estarán disponible en version arcade y version de consolas:

Marie Rose

Imagen

Disponible por 6.99 €

NyoTengu

Imagen

Fecha por confirmar

Phase 4

Imagen

Disponible a partir del 25 de junio


Configuración arcade stick para dead or alive 5: Ultimate:

(P)(K)(-)(-)
(H)(-)(-)(-)

o esta con macro de grab:

(P)(K)(T)(-)
(H)(-)(-)(-)

updated 10.June.2014.

The current tiers are as following:

S - Gen Fu
A - Christie, Ayane, Sarah, Kasumi, Leifang, Helena, Pai
B - Hayate, Jann Lee, Akira, Jacky, Hayabusa, Momiji, Lisa, Hitomi, Mila, Alpha 152, Bass, Bayman, Rig, Tina, Zack, Marie Rose
C - Ein, Leon, Brad, Rachel, Kokoro
D - Eliot

fuente: http://freestepdodge.com/threads/the-un ... read.3817/
Última edición por Sir Le Korp el Mar Jun 17, 2014 9:32 pm, editado 11 veces en total
ImagenImagen

Spoiler: show
Imagen


SFV: Birdie/Cammy
BBCP:EX : Tager
Killer Instinct : Arbitrer (soon)
Mortal Kombat X : Cassie
DOA5LR: Christie
Avatar de Usuario
Sir Le Korp
Low Tier
 
Mensajes: 474
Registrado: Jue Jul 12, 2012 5:24 pm
Ubicación: Barcelona
CFN: ER K0RPAS
PSNID: ER_K0RPAS
Steam ID: rubenfox

Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Kokorico » Lun Sep 23, 2013 9:39 pm

A alguno se os ha quedado pillado el juego al estar un rato en el bazar? Estaba mirando los dlcs y se congeló la consola...en 360.
Avatar de Usuario
Kokorico
Bottom Tier
 
Mensajes: 39
Registrado: Jue Ago 15, 2013 2:09 pm
CFN: HunkUSF
Steam ID: Kokoricoo

Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Sir Le Korp » Mar Sep 24, 2013 10:37 am

Kokorico escribió:A alguno se os ha quedado pillado el juego al estar un rato en el bazar? Estaba mirando los dlcs y se congeló la consola...en 360.


Yo creo que es un caso mas bien puntual, quizás sea de la propia consola que se a freezeado a lo random, yo tengo la ps3 de 40 gb, y se me freezea cuando le da.
ImagenImagen

Spoiler: show
Imagen


SFV: Birdie/Cammy
BBCP:EX : Tager
Killer Instinct : Arbitrer (soon)
Mortal Kombat X : Cassie
DOA5LR: Christie
Avatar de Usuario
Sir Le Korp
Low Tier
 
Mensajes: 474
Registrado: Jue Jul 12, 2012 5:24 pm
Ubicación: Barcelona
CFN: ER K0RPAS
PSNID: ER_K0RPAS
Steam ID: rubenfox

Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Sir Le Korp » Jue Sep 26, 2013 12:28 am

ya está disponible la versión europea
ImagenImagen

Spoiler: show
Imagen


SFV: Birdie/Cammy
BBCP:EX : Tager
Killer Instinct : Arbitrer (soon)
Mortal Kombat X : Cassie
DOA5LR: Christie
Avatar de Usuario
Sir Le Korp
Low Tier
 
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Shiranui » Jue Sep 26, 2013 9:13 am

Una pregunta así en general a los que lo jugáis online, ¿cómo os va?
A mi al principio la cosa parecía que bien, me salía bastante gente, normalmente de 1 y con bastante lag, pero mucha gente variada y bastante seguida (sólo se podía jugar arcade y esperar partida, entrar en ranked match y buscar rivales desde ahí no se podía.) Pero ahora después del último parche me sale poquísima gente y me tiro muchísimo rato esperando a alguien, ya sea jugando en arcade o desde ranked match. Es tan y tan tedioso que he llegado al punto de abandonar el juego... :|
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Sacred Saber » Jue Sep 26, 2013 9:16 am

Ah! Que se puede esperar partida mientras juegas un Arcade?
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Shiranui » Jue Sep 26, 2013 9:19 am

Es ironia o es que no lo sabías?
Y mientras estás en training y en versus. Apretando botón cuadrado (PS3) seleccionas entre Desactivar, Solo Match y Tag Match (cuando estás en la pantalla de Solo o Tag una vez ya has seleccionado modo de juego).
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Sacred Saber » Jue Sep 26, 2013 9:23 am

No no, no tenia ni idea xD
Yo esperando siempre en el menu que tuve que cambiarle la musica para que se hiciera soportable la espera.
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Shiranui » Jue Sep 26, 2013 9:37 am

a lo mejor es que en el Core Fighters no se puede...
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor nanaya shiki » Jue Sep 26, 2013 9:52 am

en la version free se puede jugar arcade y que te rete la gente.
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Sir Le Korp » Jue Sep 26, 2013 10:14 am

Shiranui escribió:Una pregunta así en general a los que lo jugáis online, ¿cómo os va?
A mi al principio la cosa parecía que bien, me salía bastante gente, normalmente de 1 y con bastante lag, pero mucha gente variada y bastante seguida (sólo se podía jugar arcade y esperar partida, entrar en ranked match y buscar rivales desde ahí no se podía.) Pero ahora después del último parche me sale poquísima gente y me tiro muchísimo rato esperando a alguien, ya sea jugando en arcade o desde ranked match. Es tan y tan tedioso que he llegado al punto de abandonar el juego... :|


Pues se dice que el netcode es de lo mejorcito, quizás las ranked no, pero siempre puedes jugar con nosotros, ayer estuve probando el online con unos amigos de asturias y valencia respectivamente y nos iba fluido, 4 rayas a cada uno.
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Mortal Kombat X : Cassie
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Shiranui » Jue Sep 26, 2013 10:31 am

Cuando encuentras gente de 3 o 4 realmente va bien. Pero a mi me cuesta mucho encontrar gente.. Tengo una mierda de conexión, lo sé, pero lo curioso del caso es que después de tirarme como una hora esperando a ver si me aparece alguien y no me aparece nadie, me pongo el SSFIV y en media hora me salen como 6 personas y todos bastante decentes. En fin, tengo claro que como el online del SSFIV ningún otro se le puede comprar. O será que lo juega mucha más gente.. No sé.


Pues oye, si queréis me invitáis a una de vuestras salas :) Suckeo bastante, os lo advierto. PSN ID: Shiranui_ninja
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Sir Le Korp » Jue Sep 26, 2013 2:14 pm

Shiranui escribió:Cuando encuentras gente de 3 o 4 realmente va bien. Pero a mi me cuesta mucho encontrar gente.. Tengo una mierda de conexión, lo sé, pero lo curioso del caso es que después de tirarme como una hora esperando a ver si me aparece alguien y no me aparece nadie, me pongo el SSFIV y en media hora me salen como 6 personas y todos bastante decentes. En fin, tengo claro que como el online del SSFIV ningún otro se le puede comprar. O será que lo juega mucha más gente.. No sé.


Pues oye, si queréis me invitáis a una de vuestras salas :) Suckeo bastante, os lo advierto. PSN ID: Shiranui_ninja


si te apetece le damos un rato, por cierto pondre tu id en el post de los gt/psn.
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Shiranui » Jue Sep 26, 2013 3:09 pm

Ok, gracias.
Agrégame y miramos cuando podemos jugar o cuando estéis en un sala me avisas ;)
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Dead or Alive 5 Ultimate/Core Fighters : Discusión General

Notapor scrub33 » Jue Sep 26, 2013 4:52 pm

Yo todavía no he jugado ni un solo ranked

En salas hay de todo. A veces va bien, otras...

Había un tipo que me agarraba en wake up siempre, masheo ataque al levantarme...y me agarra igual! WTF!
VF5FS - Shun Di - Guardian - 55% win rate
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Sir Le Korp » Jue Sep 26, 2013 4:53 pm

scrub33 escribió:Yo todavía no he jugado ni un solo ranked

En salas hay de todo. A veces va bien, otras...

Había un tipo que me agarraba en wake up siempre, masheo ataque al levantarme...y me agarra igual! WTF!


Quizás es un tipo de agarre especial, ¿que personaje usaba? porque si es un grabler tienen grabs especiales que tienen ventajas a los piños.
ImagenImagen

Spoiler: show
Imagen


SFV: Birdie/Cammy
BBCP:EX : Tager
Killer Instinct : Arbitrer (soon)
Mortal Kombat X : Cassie
DOA5LR: Christie
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Dead or Alive 5 Ultimate/Core Fighters : Discusión General

Notapor scrub33 » Jue Sep 26, 2013 4:58 pm

Sir Le Korp escribió:
scrub33 escribió:Yo todavía no he jugado ni un solo ranked

En salas hay de todo. A veces va bien, otras...

Había un tipo que me agarraba en wake up siempre, masheo ataque al levantarme...y me agarra igual! WTF!


Quizás es un tipo de agarre especial, ¿que personaje usaba? porque si es un grabler tienen grabs especiales que tienen ventajas a los piños.


Era Hayabusa. Que yo sepa no tiene offensive hold. Creo que era un problema de input lag, host advantage lo que sea, pero en wake up o hacia wake up kick o me agarraba hiciera lo que hiciera (o intentara hacer)
VF5FS - Shun Di - Guardian - 55% win rate
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Sir Le Korp » Jue Sep 26, 2013 5:25 pm

scrub33 escribió:
Sir Le Korp escribió:
scrub33 escribió:Yo todavía no he jugado ni un solo ranked

En salas hay de todo. A veces va bien, otras...

Había un tipo que me agarraba en wake up siempre, masheo ataque al levantarme...y me agarra igual! WTF!


Quizás es un tipo de agarre especial, ¿que personaje usaba? porque si es un grabler tienen grabs especiales que tienen ventajas a los piños.


Era Hayabusa. Que yo sepa no tiene offensive hold. Creo que era un problema de input lag, host advantage lo que sea, pero en wake up o hacia wake up kick o me agarraba hiciera lo que hiciera (o intentara hacer)


creo que si te levantas neutral, te puede castigar con un grab, a no ser que techees al caer al suelo
ImagenImagen

Spoiler: show
Imagen


SFV: Birdie/Cammy
BBCP:EX : Tager
Killer Instinct : Arbitrer (soon)
Mortal Kombat X : Cassie
DOA5LR: Christie
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Dead or Alive 5 Ultimate/Core Fighters : Discusión General

Notapor scrub33 » Jue Sep 26, 2013 5:50 pm

Sir Le Korp escribió:
scrub33 escribió:
Sir Le Korp escribió:[quote="scrub33"]Yo todavía no he jugado ni un solo ranked

En salas hay de todo. A veces va bien, otras...

Había un tipo que me agarraba en wake up siempre, masheo ataque al levantarme...y me agarra igual! WTF!


Quizás es un tipo de agarre especial, ¿que personaje usaba? porque si es un grabler tienen grabs especiales que tienen ventajas a los piños.


Era Hayabusa. Que yo sepa no tiene offensive hold. Creo que era un problema de input lag, host advantage lo que sea, pero en wake up o hacia wake up kick o me agarraba hiciera lo que hiciera (o intentara hacer)


creo que si te levantas neutral, te puede castigar con un grab, a no ser que techees al caer al suelo[/quote]

Quieres decir que al levantarse, siempre hay X frames en las que no puedes moverte?

Estas seguro de esto?
VF5FS - Shun Di - Guardian - 55% win rate
DOA5 - Gen Fu - A+ - 55% win rate
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Re: Dead or Alive 5 Ultimate/Core Fighters : Discusión Gener

Notapor Kokorico » Jue Sep 26, 2013 9:00 pm

Alguien que maneje a ayane puede darme algunos consejos? Sobretodo sobre como moverme, porque intento mantener distancias, con los distintos tipos de giros sobre sí misma que tiene y casi siempre me pillan, el posicionamiento lo llevo bastante mal. Intento también usar mucho el salto hacia atrás que hace con :ul: (GGP) para alejarme, pero el problema esque a partir de ahí me bloqueo, nosé si es mejor seguir de espaldas, dar uno de los giros para sorprender o rodar...
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