DOA5 Demo: Consolidated Feedback

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
And for what I honestly think is the first time in this series, the 'invisible' threshold meter.
 

Chris Harris

Well-Known Member
What the game needs is more NH launchers and for moves to be stronger in general. Right now the entire game revolves around getting a stun and playing within a mix up to get more damage.

Having the launch height at maximum no matter what the stun is would be great. It would give a reason to not play with the stun game as much which would mean if you get stunned you get 1-2 guesses at most. The problem still lays that you get to guess while being hit which is probably what people hate the most. In all fighters once you get hit that's usually it unless they can't get a combo from whatever poke they were using or they drop the combo. In DoA hits don't normally knock you down unless you go for a single attack and they don't CH crumple so the only way to truly get a combo is to stun your opponent while standing so you can go for a launcher/throw set up.

If there were certain attacks that left the opponent standing in a stunned state (something like Hitomi's 6p+k) that led to a free launcher or stun mix up game would be nice.

Back to the stun height being maxed no matter the stun is great IMO. In that situation it makes it sorta like a 50/50 but not really because you usually have 2 different launchers (one being mid and one being high). Though high launchers usually don't give as much height which is fine because it's still another option to mix up. It will give some kind of finality in that specific situation which hurt DoA4 the most IMO. Having to hit someone not only one time but 2-3 additional times just to make sure you do some good damage to justify getting a hit.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
What the game needs is more NH launchers and for moves to be stronger in general. Right now the entire game revolves around getting a stun and playing within a mix up to get more damage.

Having the launch height at maximum no matter what the stun is would be great. It would give a reason to not play with the stun game as much which would mean if you get stunned you get 1-2 guesses at most. The problem still lays that you get to guess while being hit which is probably what people hate the most. In all fighters once you get hit that's usually it unless they can't get a combo from whatever poke they were using or they drop the combo. In DoA hits don't normally knock you down unless you go for a single attack and they don't CH crumple so the only way to truly get a combo is to stun your opponent while standing so you can go for a launcher/throw set up.

If there were certain attacks that left the opponent standing in a stunned state (something like Hitomi's 6p+k) that led to a free launcher or stun mix up game would be nice.

Back to the stun height being maxed no matter the stun is great IMO. In that situation it makes it sorta like a 50/50 but not really because you usually have 2 different launchers (one being mid and one being high). Though high launchers usually don't give as much height which is fine because it's still another option to mix up. It will give some kind of finality in that specific situation which hurt DoA4 the most IMO. Having to hit someone not only one time but 2-3 additional times just to make sure you do some good damage to justify getting a hit.
-LMAO, it is so funny that you say this. This was all in Doa3.1. It is just a shame that we had to deal with the bullshit of Doa4.
 

The HuBBs

Active Member
WE ARE WAY OFF TOPIC HERE PEOPLE! I'm going to clean house and move all off topic discussion to a new thread and or delete them is they aren't able to fit into one.

Please stay on topic and keep all other game based discussion out of this thread.
 

MrMoon360

Well-Known Member
If DOA was just VF's system + ground hits + environment interaction + universal DOA1 counters I'd be thrilled.

Me too. That would be sick

But you can't throw someone who's in frame disadvantage, so how is that my "pretty much guaranteed safe option?" I'm guessing that they're going to hold here and if I throw and they attack then I lost. Another guessing scenario.

I thought the same. I have the premium demo and this is the case. There's a few windows for guaranteed grabs, but only after blocking certain attacks. ( Hayabusa's :9: :K: is punishable by low grab)
 

Jefffcore

Well-Known Member
He means while they're in a critical or guard break; they can't be thrown in those states. There are attacks that give frame advantage without guard breaking though.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
@Mr. Wah: When I first read that it almost sounded like you said "blockazuka", and that just sounded kinda funny because I thought you had given her move a funny terminology or something lol. Is "blockakusa" the actual name of it?

Missed this from earlier. Makoto users call the tactic the "blockakusa" this is becauase it's a block stun tactic that is utilized with the Karakusa move.

He means while they're in a critical or guard break; they can't be thrown in those states. There are attacks that give frame advantage without guard breaking though.

They can't be thrown if they're in a guard stun of frame advantage. I.E. if the attacker is at +35 after their attack is guarded, and they attempt to throw the person guarding with their 12 frame throw, the throw will go right through them and not connect.
 

Jefffcore

Well-Known Member
Didn't know that.

So then wouldn't it only act like an unholdable if they throw connected on the start-up of the hold? That would take timing, which isn't possible to guarantee.... Outside of stuns that wouldn't allow you to hold for a certain amount of time or teching.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Didn't know that.

So then wouldn't it only act like an unholdable if they throw connected on the start-up of the hold? That would take timing, which isn't possible to guarantee.... Outside of stuns that wouldn't allow you to hold for a certain amount of time or teching.

Which is the exact scenario I stated. If the guarding player is in 5 frames of stuck animation, and at the same time the attacking player performs a 5 frame throw, then the guarding player is coming out of the guard stun on the 6th frame - the same frame that the first hit frame is coming out on the throw. The point was that if the player is attempting to hold then they have to go through that 1 frame of execution before the hold initiates to active frames - which is that 6th frame if they were mashing hold after the guard stun. The player has not crouched yet if performing a low hold because the animation for the hold has not started. It's the same as an unholdable in DOA4 where the player would force-tech the opponent off the ground in a 50 frame advantage. Performing a move as the opponent is teching back up that hits on the initial frame of recovery makes it unholdable and all the opponent can do is block.
 

grap3fruitman

Well-Known Member
Standard Donor
1) Tone down stuns further (potentially to DOA++ levels)
2) Remove counters from stun
3) Remove ability to delay every single string and limit it to very specific character/moves (Ayane's :4::P::Link::K: for example)
4) Add initial frames to counters
5) Shorten active frames from counters

Boom! Competitive viable DOA5. There's still some minor tweaks (input buffer system) but these are the five major points I would stress to Team Ninja, and am currently trying to.
 

MrMoon360

Well-Known Member
1) Tone down stuns further (potentially to DOA++ levels)
2) Remove counters from stun
3) Remove ability to delay every single string and limit it to very specific character/moves (Ayane's :4::P::Link::K: for example)
4) Add initial frames to counters
5) Shorten active frames from counters

Boom! Competitive viable DOA5. There's still some minor tweaks (input buffer system) but these are the five major points I would stress to Team Ninja, and am currently trying to.

I'm actually content with these suggestions.
 

DriftSlave

Active Member
Shouldn't they change wake up or Okizemi in this game, I mean from what people tell me...wake up kicks in DOA4 had frames of invulnerability....making them rather safe unless you guessed which one it was for a hold counter or blocked it successfully. From what I read earlier those wake up kicks also stun properties as well...It doesn't sound right to be honest. So to get my facts straight, what are all of your universal wake up options in DOA?(VF5 and T6 have alot) so I can full grasp the situation...because people are making it seem that DOA really has bad fundamentals when its comes to alot of things.....it looks like wake up is one of them...because if a rushdown playstyle can't rushdown properly then...we have some problems...same with if a turtle can't turtle up...we got problems.
 

Darrell

Well-Known Member
So you would rather this comeback gimmick be on at all times, instead of going against those that might actually consider using it wisely?
 

DR2K

Well-Known Member
So you would rather this comeback gimmick be on at all times, instead of going against those that might actually consider using it wisely?

Powerblows are not a comeback mechanic. It's not different than how SFIV uses a focus attack. SCV supers are more akin to how SFIV han dles the Ultra mechanic. Invincible, and can be mashed out. (although you shouldn't, but it can be rather effective in SCV)

It's designed for tactical usage, putting a restriction on it would mean that it would never happen. it's a high risk, high reward type of thing. In fact if you couldn't cancel them then I would go on to say that they would be completely useless.
 

DriftSlave

Active Member
No seriously, fuck meter, fuck lopsided comeback gimmicks, SC needs it because almost ever iteration is retardedly broken or unbalanced.
I like how you can get on SC case even though their game is at majors -_-'

SC2 was great game and was a tournament worth game, SC3/4 Decline was maybe due to direct console releases. SC5 however had tons of beta testing and at least they had got their community involved in the game to make it what it is today....you know a game that is at EVO, MLG, etc. Because SC decided to use meter now didn't take anything away from it(Aside from GI spam wars) but it did help it appeal to a broader audience.

DOA doesn't have meter, but the guy who has the same name as me has a point....Power Blows are highly cinematic attacks(it may not cost meter but are still one of the same), and that does draw parallels to Ultra's and Critical Edge's as it is what will draw people to the game. Power blows do work off the mechanics of the game...and it seems that they did put work into it....however unlike the previously mentioned...in a Combo heavy game...you would think at least the ninja's would be able to combo into them...even after a danger zone explosion or have some kind of damage scaling if you do. These are the kind of things


In a game like DOA it doesn't need a quote on quote "comeback mechanic" however what does DOA have that I can't get else where? When you can tell me something positive about DOA then you can talk down to SC until you can....I wouldn't do it.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top