synce said:
Grape you need to look at DOA5 and this series as a whole as something you casually fuck around with, don't take it too seriously. If you want real competition there's Tekken and VF
-Why must people belittle the game/series and not accept it for being a competitive fighter? People from other fighters thought they could jump in doa4 and kick ass to win some free money(with it being the most shallow Doa...probably current gen fighter), yet got their asses handed to them on a silver platter. This backward thinking really need to stop. Doa has proven to be a valid contender, with Doa5 showcasing solid competitve play. Those that dont like the game need to move on, and let those that do continue to enjoy!
-There are a few other things I would like to address. Doa5 do not need doa2/3's stun~launch height. The stun~launch height in Doa5 is lower, however, you can continue to juggle your opponent below knee level for some decent damage. Also, doa5 have ground bounce that provide even more juggle potential...with 5u adding more with VF5 style heavy bounds and not to forget danger zone juggles. This is far more juggle potential than that of Doa2/3.
-We have not been totally clear with Team Ninja. We do not want less stuns in the series. We need/want less staggers. Half the stagger states need to be replaced with hit stuns...upwards of +10(or charater specific jab guarantee). This will still allow a stun heavy game, but it will allow all their hard work with the implimentation of the universal side step to be appreciated. In fact, it will still allow players to defensive hold, but giving the players an option to use more advanced techniques(something they planned with the creation of Doa5).
-Last but not least. I do feel having a few attacks on block having + frames per charachter would be great. But lets not pretend it is the end of the world for not having them. Remember our beloved Doa2U!??!! That game have virtually the same negative on block gameplay as Doa5, yet players were able to excel, with whiff punishing, fuzzy guarding and simply better play to negate the negative frames. The same could be easily done with Doa5, infact even better with the use of guard breaks, throws and holds with frame advantage and the fact you can negate being at disadvantage by side stepping afterwards....blurring the lines between having frame advantage and being disadvantage.
-Btw, the ground effect is considered vf's heavy bound. It look like they also added Vf's head over heels knock down, spinning knock down. Oh and for the record, both flops and slams been in doa since doa2 so those are not new. You can find the vf info here:
http://virtuafighter.com/wiki/hit-effects/