DOA3 seemed like the fastest to me when playing it myself years ago. But going off of general speed in videos I watch it looks a bit slower than 2 and 4.
...interesting. Would points 2 and 3 would mesh well, in the aftermath?After 3 months of DOA5, this is what I would change:1. Give al characters some moves with frame advantage, same as the VF characters. Lack of safety is a drag...2. I have no problem with holds from neutral, but I think holds from stun should either do less damage (I didnt play DOA4 so please dont tell me they do less damage now) or no damage at all, like combo breakers. This rewards the attacker and still gives the defender options.3. The main source of guessing in DOA is the stun game. Guessing should be reduced. There should be less attacks that stun, so it becomes a game of adv/disadv. When there is a stun, critical burst should be reached in 2-3 hits instead of 4.All of this will probably not happen but that's my opinion...
Yes, the guessing stun game definitely needs to be reduced, it's one of my biggest issues and the DOA characters not having any frame advantage is so embarrassing.After 3 months of DOA5, this is what I would change:
1. Give al characters some moves with frame advantage, same as the VF characters. Lack of safety is a drag...
2. I have no problem with holds from neutral, but I think holds from stun should either do less damage (I didnt play DOA4 so please dont tell me they do less damage now) or no damage at all, like combo breakers. This rewards the attacker and still gives the defender options.
3. The main source of guessing in DOA is the stun game. Guessing should be reduced. There should be less attacks that stun, so it becomes a game of adv/disadv. When there is a stun, critical burst should be reached in 2-3 hits instead of 4.
All of this will probably not happen but that's my opinion...
I would like moves to have generally more pushback on block.
Because the defender needs more options.
I thought it would give the defending player fewer options.Because the defender needs more options.
Now speaking about attacking player. When your string is blocked do you generally want more or less pushback?
Now speaking about attacking player. When your string is blocked do you generally want more or less pushback?
Two way street, while more pushback makes punishing harder, it also makes piling on pressure harder. The thing is however, the defensive player doesn't need to punish to turn the game in his favor. Simply being able to stop pressure and return things to neutral can be enough.I thought it would give the defending player fewer options.
If the opponent is pushed further away from the attacker, throw-punishing becomes almost non-existent. This makes moves that are -9 safe attacks. Which means, the formerly defending player, now has to begin their offence with a strike or an OH from further away. Opening themselves up to holds and hi counter throws just to be able to retaliate.
Depending on how far the defender has been pushed away, some attacks will outright whiff. Thereby forcing players to use attacks with longer startup frames, which are easier to see coming and therefore easier to hold, crush, or sidestep.
If I'm attacking I don't want to be pushed away at all. The defender has more options as it is. 99% chance they'll be at advantage after the string ends ...
Since they have advantage after the string ends why would you want to be right next to them?
Since they have advantage after the string ends why would you want to be right next to them?
Push you closer to a wall, partition, etc. . . or even when you have advantage they can mitigate that with push block. No way should the defender get that type of option.
Push blocking is a completely different thing. I'm talking about the distance set for every move that is created on block, you cannot increase or decrease it on will.