Shit We Lost

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TRI Mike

Well-Known Member
I didn't say I didn't want it shortened. I said I'm in peace with the fact that it won't since I almost never use it anyway.
 

David Gregg

Well-Known Member
I'm going to be the biggest hypocrite by saying this but I've finally realized that the solution to our concerns is patience. The mechanics may (or may not) suffer in its initial release. TN will have enough time between September and winter (?) to hear feedback so that they can make the first set of gameplay tweaks in order to have it ready for arcade play. At that point, if the arcade version really catches on, TN will hear the second round of feedback (leading to another patch) and we may finally get our "ultimate" doa 5 after all.
 

MajesticBlue

Active Member
I remember when not only was it not +9, but it was unsafe on block despite being a guard break.

I wept at the loss of +9, but not nearly as hard as I wept during the entirety of DOA 4's version of it.

It was fun while it lasted for sure. PP6K in Doa 4 was sooo bad. My god.The yomi system you had to have developed.
Pure insanity. Trying to work my way there. It just sucks that you have to work with very little to master the nothing you have so you can push yourself to that kinda level. Intense.
 

synce

Well-Known Member
That's not so bad, try a -60 GB that gives opponent free HCH juggle... Although I hear it may be safe in 5U, I've also heard many characters are losing GBs.

I'm totally pulling this out of my ass but maybe TN is making it so there's no unsafe GB's in 5U. I agree the concept is stupid and confusing.
 

Matt Ponton

Founder
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Bass only has one negative gb and it's -4. Doesn't really matter because even if he were at neutral +0 he at default is -4 due to his speed. Mother fucker needs to be full of guard advantage to make up for his speed. You guarded his slow ass attack without holding it and you should pay by being in disadvantage. Mochi told me in one of the pre 5 beta builds his 66p+k was +9... fffff
 

crapoZK

Well-Known Member
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Zack has about what 4 GB's.
:H+K: which has like +3
:6::6::P+K: which has like +7
SS :K: +3
:3::3::K::P: which is +6
They're good, but ALL GB attacks should at least guarantee :P::P: or something. In DOA5V, there was barely any good GB's apart from PB on block.
 

crapoZK

Well-Known Member
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A guaranteed throw after GB would be great for grapplers. So that GB is unshakeable and not a stun. You are just in many negative frames that you CAN be thrown in.
 
Ya know, it's unfortunate that all these changes came about after I really started to get a feel for this game and get a hang of the combo system. Looking grap3fruitman's video compilation of all the"shit we lost" makes me weep and worry about how things will turn out initially upon DOA5U's release.

I understand the game will likely be patched but even so it'll be a tough wait for those whose mains took a beating with the nerf bat.
 
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