usagiZ
Well-Known Member
@Gultigargar Yeah, I'd say a lot of your criticisms are valid - and I do understand how it can come across, to you, as having a lot of DOA4 elements - and, I didn't intend for anything I did to mimic DOA4, other than the added strings. I'm definitely not trying to emulate 4's mechanics...
I DID port tons of DOA4 animations, because there were lots of animation improvements. The DOA4 2P had more range than DOA2's for most characters - which I really think is more useful to characters like Ayane, and Kasumi - though I do notice they have slower recovery, which is an easy fix.
Ein's 1P functions similarly to Tina's 1P, and even Hitomi's 1P. It has slower recovery, though. A "DOA4 1P" is the trip-stun on CH?
Ein's parry is definitely a little much, I'm not sure what to do with it though. It was originally going to be an advanced mid-kick hold, exclusively.
There was a marked effort to make the divide between Ein and Hitomi's movesets much wider.
About the stun-game: Going back to 2 from 3.1 or even from just 3, makes it clear that 2 has a less fleshed out stun-game in comparison, due to lots of hit-reactions being changed in 3 with revised animations. There wasn't a lot of "guessing" in 2, due to the stun game being very light - and that's fine, most people like that sort of thing in a fighter - but every DOA after 2 is more stun-game heavy. Even 3.1 has longer/revised strings to make up for the added focus on stuns.
Also - I saw your DOA3++ thread, I had a few things I wanted to mention, but I thought it'd be best if I stayed in my lane.
You've made pretty useful improvements to the characters with your mod. Good work, as well!
I can probably whip up a quick fix for a few of the issues you've run into - or maybe a quick tutorial on how to fix them - if you're interested.
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At the end of the day, most people really enjoy DOA3.1 and see it as the definition of the DOA series- and If I set out to make 2U like 3.1, I'd be better off just playing 3.1, because it already exists. (I hope that doesn't come across as abrasive. No hard feelings! D: )
Seeing as how It's not *complete* yet, your ideas will help me understand the changes that should be taken into consideration for the "finalized" release - so this is all useful commentary.
I encourage anyone following the thread to test the move-sets, if you can, and give me some feedback on things you do like, or things you don't! It will be extremely helpful to know what works and what doesn't.
Thanks again!
I DID port tons of DOA4 animations, because there were lots of animation improvements. The DOA4 2P had more range than DOA2's for most characters - which I really think is more useful to characters like Ayane, and Kasumi - though I do notice they have slower recovery, which is an easy fix.
Ein's 1P functions similarly to Tina's 1P, and even Hitomi's 1P. It has slower recovery, though. A "DOA4 1P" is the trip-stun on CH?
Ein's parry is definitely a little much, I'm not sure what to do with it though. It was originally going to be an advanced mid-kick hold, exclusively.
There was a marked effort to make the divide between Ein and Hitomi's movesets much wider.
About the stun-game: Going back to 2 from 3.1 or even from just 3, makes it clear that 2 has a less fleshed out stun-game in comparison, due to lots of hit-reactions being changed in 3 with revised animations. There wasn't a lot of "guessing" in 2, due to the stun game being very light - and that's fine, most people like that sort of thing in a fighter - but every DOA after 2 is more stun-game heavy. Even 3.1 has longer/revised strings to make up for the added focus on stuns.
Also - I saw your DOA3++ thread, I had a few things I wanted to mention, but I thought it'd be best if I stayed in my lane.
You've made pretty useful improvements to the characters with your mod. Good work, as well!
I can probably whip up a quick fix for a few of the issues you've run into - or maybe a quick tutorial on how to fix them - if you're interested.
-----------------
At the end of the day, most people really enjoy DOA3.1 and see it as the definition of the DOA series- and If I set out to make 2U like 3.1, I'd be better off just playing 3.1, because it already exists. (I hope that doesn't come across as abrasive. No hard feelings! D: )
Seeing as how It's not *complete* yet, your ideas will help me understand the changes that should be taken into consideration for the "finalized" release - so this is all useful commentary.
I encourage anyone following the thread to test the move-sets, if you can, and give me some feedback on things you do like, or things you don't! It will be extremely helpful to know what works and what doesn't.
Thanks again!