New DOA5 Balance Suggestion Thread.

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
They wouldn't do that because it would make sense. Prove me wrong Team Ninja.
-Lmao, well Team Ninja haven't fucked up all of their careers. Doa2 being a radical departure from Doa1, which was pretty much VF2 taken into a slightly different direction, was actually ingenious and made perfect sense. Doa3 made perfect sense...Doa4 was the down fall and Team Ninja needed to prove themselves after that game. Doa5 was absolutely going in the most positive direction thanks to Shimbori-San. But had to be curtailed do to the possible alienation of the Japanese player base. This was not a blunder, or some short sightedness by Team Ninja, this was a corporate decision that over rode "Western" Style of play.

-With that said, they are very well capable of creating a great competitive fighting game, but one must wonder if they are going to once again let corporate dictate how the game should be played.
 

Omegan Eckhart

Well-Known Member
Not that we will get a real update to the games engine but fuck it.

* Bring down the maximum stun threshold.

* Give EVERY character viable unholdable stuns.

* Slight increase in hold recovery and slightly less active frames.

* Bring back CH status in water! I don't care if it is removed from EotE but removing it from the entire was overkill. If I get my opponent into that small patch of water I want there to be a reason for it, not just to stand there and get freaked out by the lack of reflections!

* Add more natural combo's, moves with no mix up potential that don't stun on NH like Helena's 1PP should be a natural combo.

* More start up and/or recovery on Jann Lee's Dragon Gunner. He should also be in CH status for longer when it whiff's.

* If Helena's handslaps are meant to be safe make it so she can cancel out of BKO in time to block even if she is still at negative.

* All grappler's should have i11 jab's and no strikers should have a jab slower than i10.

* NO in string low should leave the attacker a negative frames.

* EVERY character should a way of pressuring blocking opponents. More + frames for every character.

* Helena's PP(K) should guard crush just like BT PP(K) and F+K currently do.

* Fix the fucking hit box on Lei Fangs 1P+K! You can't bait and counter or side step it seeing as it is chargeable.

* Remove Helena's PFT and replace it with either: Handslaps + on block creating great frame traps or make them cause a sit down stun on hit.
 

Raansu

Well-Known Member
More start up and/or recovery on Jann Lee's Dragon Gunner. He should also be in CH status for longer when it whiff's.

Will you people shut up about his damn dragon gunner...It's a 20 frame OH. You can duck the damn thing, stand up, and still have time to throw him and get a hi-counter throw out of it.
 

Omegan Eckhart

Well-Known Member
Will you people shut up about his damn dragon gunner...It's a 20 frame OH. You can duck the damn thing, stand up, and still have time to throw him and get a hi-counter throw out of it.
Of course that's why every tournament player is ducking it on reaction... oh wait their not they're getting slapped by it constantly. My bad.
 

Russian-chiropractic19

Well-Known Member
Standard Donor
i remember seeing a VF tournament of pro players i think every single player got hit by Wolfs slowest wind up attack.it was actually pretty funny considering how much flack some of us got for complaining about Jan Lee's kick.

the people who just kept saying "dodge!" reminds me of this vid to be honest
 

Raansu

Well-Known Member
Of course that's why every tournament player is ducking it on reaction... oh wait their not they're getting slapped by it constantly. My bad.

And yet those JL players till haven't won a major yet. You people need to quit crying over a slow ass throw. And just because people do not react to it every single time it's thrown out doesn't magically make it an overpowered move. No one can read their opponent 100% of the time. JL no longer has strong sit down stuns, he no longer has his feint stun, his damage was lowered. He was already an extremely linear character before the nerfs. Are you people just going to keep complaining until every character with a good tool no longer has any tools?


Oh look at that, I had time duck it and still get off a 12f throw within the hi-counter throw window. The dragon gunner is perfectly fine where it is at.
 

NightAntilli

Well-Known Member
Just curious do you have an example?
Well, someone who does this a lot is XXXDA KILLAHXXX. You have a stun, just after you hit him to extend, he holds. When you put out your next move, he can easily block it. If he's expecting a slower move, he can even punch you out of your own move after you just got a stun in. It's harder to do than DOA4, but, it's still possible. Your hard work is nullified completely as the attacker.
 

Omegan Eckhart

Well-Known Member

Oh look at that, I had time duck it and still get off a 12f throw within the hi-counter throw window. The dragon gunner is perfectly fine where it is at.

You used that video as a way to demonstrate that his Dragon Gunner is easy to deal with? Awesome lets all just stand there in match not pressing any buttons and as soon as we any type of animation lets duck and hit grab.

Lets see you do that in an actual match. I'd love to see you recognise the animation of his foot moving and duck and avoid the dragon gunner. Seeing as it is so easy to do.
 

Raansu

Well-Known Member
You used that video as a way to demonstrate that his Dragon Gunner is easy to deal with? Awesome lets all just stand there in match not pressing any buttons and as soon as we any type of animation lets duck and hit grab.

Lets see you do that in an actual match. I'd love to see you recognise the animation of his foot moving and duck and avoid the dragon gunner. Seeing as it is so easy to do.

No, I made the video to point out that the recovery is long enough that you can duck it and still have time to use a 12 frame throw and still get a hi-counter throw out of it because you were complaining about that window being too short when in reality that is just not true considering you can duck it and pretty much 4-12 frame throws are guaranteed to get a hi-counter throw. The active and recovery frames on the DG are perfectly fine. Just because you are incapable of dealing with it doesn't make the ability OP. If you're going to bitch about something, back it up with data, just like whenever I refute something I back it up with legitimate information.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top