Rikuto
P-P-P-P-P-P-POWER!
I respect everyone's opinions
And this is why you won't win an argument on the internet, sir.
I respect everyone's opinions
It's good even without taking wake-up kicks into account. Because forced wake-up, if executed successfully, gives major frame advantage to attacker and forces opponent into state in which real damage can be dealt. (You cannot do a lot of damage to grounded opponent.)
And this is why you won't win an argument on the internet, sir.
Which is the point. being grounded is supposed to be the slight relief/breather for the defender. The attack/combo has ended, now the defender has a chance to recover/retaliate. That's supposed to be the point of being grounded.
In any other game, you lose control the moment you get hit. Just sayin'. It means you have to play defense, it means you have to work harder, it means you need to know what their options are, etc, etc. Getting hit in DOA is a slap in a lot of cases, and then you don't know what's gonna happen.
Because if I knock you down, there's no logical reason I should be at disadvantage. If I knock you down stairs, I shouldn't be forced to guess what wake up kick you're gonna do when you're on the ground.
One his is no damage, and promotes more guessing.
Okay, seriously, stop saying "guessing". By your logic any possible action that any attacker or defender could ever take in any fighting game is just "guessing".
Also...if you knock me down, you SHOULD be at a disadvantage. That's the point. Your advantage, which led to me being knocked down, has ended, and you are now at risk because you don't know what the opponent will do from the ground. Hence why the intelligent thing would be to simply back up and let them get up so they can't retaliate properly, or play it risky and stand nearby, with a plan to counter, block or grab as they get up.
No, you want a way out of fucking up that doesn't require the use of intelligent thought.
I want to be rewarded for the neutral game which requires a ton of intelligent thought.
So what your saying is "wah I don't want the opponent to be able to counter me rushing in" ISN'T wanting a way out of fucking up? Because it sure sounds like it.
I want to be rewarded for intelligent thought and tactics. You want to be rewarded for just rushing in without much risk of retaliation.
You want a guaranteed offense (which would defeat the purpose of playing a fighting game). I want a balanced offense and defense. It doesn't get any more cut and dry than that.
No, it means you are now in a worse situation than you were before... because now you are immobile.
Where do you get these silly ideas, anyway?
I have to ask, because I'm really curious. NO SERIOUS FIGHTING GAME works the way you describe.
I had risk during the neutral game when we were both in full control of our characters. I won that engagement and now I expect to be rewarded for it with greater control of the match.
That is how literally every type of game works, except the one you are talking about which does not exist.
dude just edit your posts stop multiposting like thatAnyhoo...less arguing, more discussing, gonna try to stay on topic.
So for that purpose....Do you think it would be better to KEEP Force Techs, or do you think DOA would be better off without them, and going back to the wakeup game?
You were rewarded by WINNING THE ENGAGEMENT. They were knocked down, they lost. How self-entitled do you need to be to expect more reward than that?
The issue here is that you constantly want 2+ rewards for only 1 victory. It should be "1 accomplishment, 1 reward."
You were rewarded by WINNING THE ENGAGEMENT. They were knocked down, they lost. How self-entitled do you need to be to expect more reward than that?
The issue here is that you constantly want 2+ rewards for only 1 victory. It should be "1 accomplishment, 1 reward."
Did you actually play DOA4? There were massive lists of force tech set ups in that game, not pseudo, guaranteed force tech's that were far more dangerous than in this game.I've always enjoyed DOA for being the closest to what a fight is actually like, except 5, as crap like this not only veers even further away from actually fighting, but it's also coddling the ADD rushdown kids who just wanna combocombocombo, and never really have to learn how to outmaneuver their opponent.
Considering that the person on the ground is in a superior state of attack thanks to tons of invincibility frames (which your ideal wakeup game requires) yes, I require much more than that.
I have absolutely no interest in taking a small amount of damage only to put myself in a strategically bad situation. There is more to strategy than lifebar and mixups.