![]() By performing the right hold at the right time, you can counter any of your opponent’s moves, stop their combo, and deal damage. "Holds are Dead or Alive’s counter system. It felt really good, and it made me want to learn more of the game, and execute better. Dead or alive 6 review how to#I’d recognized what was coming, known how to counter it, and pulled off the timing. And in that little moment, I had done it. When you pull off the clutch hold or the great Critical Stun combo or hit that juggle just right or manage to extend a combo with a wall hit. That’s the kind of moment when Dead or Alive is at its best: when all of its systems come together. I put down my controller, watched Hitomi’s victory video, and exhaled. ![]() Hitomi caught the punch, flipped my opponent over her shoulder, and punched him square in the face, which won me the round and the match. The next move would be a mid punch, so I executed a mid hold. Then something happened: I recognized the combo my opponent was doing. I’d been playing well and I was blowing it. It was just a match against a computer, but I was still upset. ![]() Worse, I’ve been playing as Hitomi, one of my favorite characters, and someone I wanted to do well with. It was upsetting I’d been playing well for most of the match, landing combos I’d practiced in training, using Critical Stuns and Fatal Stuns to extend them, hitting my Fatal Rushes, and using the stage to my advantage. ![]() My holds were off, I was trying to throw at the wrong time, and I wasn’t blocking enough. After jumping out to an early lead, I’d lost my health advantage to a flurry of combos I had no answer for. ![]()
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