You never traveled for DoA4 and supported that game when you THOUGHT you liked it
However you had people that disliked the game and traveled for it. Traveled to it's 30 man majors while you claimed to like the game
Again you insist on making things up. When did I ever claim to like DOA4? Even though I didn't completely comprehend that game's flaws at the time, I always felt that something was off. For a while, I thought it was just my inexperience but it turned out that the game is actually flawed and now I feel burned for wasting any time on it.
Even then though, I tried to do local stuff. I went to Dead of Winter once, which we have crossed paths at once, I couldn't attend the one the year after due to scheduling at work but I tried to help out a fellow DOA member going to that event by picking them up from the airport when someone else got held up. I've even played casuals with JO at one point, though never again since he stole from me. Lately I've played some casuals in 3.1, 4 and 5 with Kobayashi.
Traveling is expensive, and since I'm not good enough to the point where I can get sponsored and paid to travel, I'd like DOA to get good enough and have a big enough scene so I can have a great local scene. Being a teenager with only a part-time retail job and trying to pay for full time college also hindered things but despite having regular work now, I still can't travel. I'm in the process of losing my home. Are you going to point the finger at me for that too? I would have loved to have gone to DiD last year and meet TN, a $500+ roundtrip ticket hindered that. I was supposed to go to Japan this year too but a $1500 ticket hindered that as well. I
would like to travel for DOA but it's hard to justify traveling for a game that's never been really seen in a good light or had great turn-outs. How can I justify spending $X when only a handful of other people
might show up? Especially when money's tight?
Even when I allegedly "loved" DOA4, I didn't fully comprehend why but I saw that other people weren't happy with the game and I thought it could be salvaged. Over four years ago, I went and (with some help) tried to mod DOA4 to be more playable and worked on this on and off for over two years and spent a fair amount of money trying to accomplish this. In the end, I gave up on the project because even if I could fix the game, I would have no platform to distribute it to other people.
What does that have to do with DoA5? You claim you don't want to support a game you don't like when you didn't support a game you did like. Congratz bro
Your entire argument is based on information you made up. "Congratz bro" right back at you. Granted, even if DOA5 ends up being the best and most solid fighting game ever, I probably wouldn't be able to travel or travel to much but I would like support it in other ways. Like putting together an informative podcast for instance... but I would really love to have some local stuff going on so I could play decent people offline. "
If I at least had some regular local stuff going then I'd be set."
They have addressed the holds frequency just not as much as we wanted. You speak as if there aren't any changes to the game what so ever.
Again, not true. Almost every single time I've argued, I opened up with "Don't get me wrong, DOA5 is definitely an improvement over DOA4 and Dimensions
but..." The hold has absolutely been improved, there's no question. You must be
really dunce to think that I'm not aware of that. I just don't think Team Ninja has gone far enough to fix it and that's what all my comments revolve around. I'm constantly pushing for more change that will positively affect the game.
2. Can't hold in limbo stun
Just nit-picking but this hasn't actually been tested so we don't know for sure.
What exactly would you know about a games' flaws without someone telling you?
I'm sorry, you figured out everything you ever knew without someone explaining anything to you? Get real. I've made no attempt to hide the fact that I'm terrible at fighting games, which you seem to be implying the opposite of.
I've specifically stated on these forums and on my podcasts multiple times that I'm not that great a player and I'm dependent on better ones breaking down the game. I'm not alone, otherwise we wouldn't have people talking strats, combos, etc. We wouldn't need this forum specifically to talk about those things if we were all like
Black "I figured out everything on my own" Mamba.
You haven't even played DOA5 yet, so how would you know anything about how the hold system works?
I've played the Alpha demo, like many people here. I've ever shared all the information I could about the game by finding and posting the actual hold numbers and other items. What have you done exactly to inform people on DOA5?
A little bit of more recovery has been added to holds. Though it is a very very small change, it still made a world of difference.
Not really and here's why...
For people who choose to counter out of every stun, they now risk being punished with something like, lets say, a launch.
The best form of punishment is still the throw. Recovery on a whiffed hold isn't like recovery on a blocked move. There's no visual clue as to when recovery starts on a whiffed hold, so when you throw out an attack you're still risking getting held during the active frames on the hold. When you block an attack, you clearly see your character's blocking animation and, if you have your frame data memorized, you'll know whether your opponent is plus or minus if you can punish.
Countering is not the best option out of stuns anymore. They put themselves at a legit risk now.
In the Alpha demo, the hold was 0/18/17 for most situations and more recently it's 0/17/13. How well can you read the whiffed hold animation so that you can avoid those 17 active frames and use a launcher that comes out in 13 frames or less? Or are you better off running in and throwing since you have a 30 frame window for that? 30 frames, that sounds familiar... 0/22/8 has been the standard for high/mid holds since DOA1 and that lasts a total of 30 frames. That's basically the same risk in DOA5 as it was in 1 through 4. As much as things changes, they still stay the same and, in this instance, throwing is still your best option. So before you tell me that I don't know how to play and I can't figure anything out on my own, you might want to reevaluate yourself because I just completely countered (pun intended) your argument with solid facts and numbers.
Even when you successfully counter an attack now, it's not even that much damage anymore.
The damage the hold put out was always an issue but it was just the extra slap in the face, while that's been amended, the real issue that the hold lets you easily escape so many situations that should be dangerous still remains. Though, again, some small strides have been made in that regard.
Also you got uncounterable stuns.
Which still don't guarantee a follow-up since you can stagger escape so easily and block. The Critical Burst is the exception to this but you already had to play the stun guessing game to get to that point. Again, I'll reiterate that I do feel this is an improvement, I just don't think it's going far enough is all. You people keep missing that point whenever I make it.
Then again, even after you get your hands on the game, you wouldn't even know how to play it properly or muster up a decent opinion on the game.
I've already addressed these ridiculous statements in this post so I won't again, I'll just point out what a fool you are.