DOA5U New Combo & Swimsuit Trailer

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Deleted member 473

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Lol ppl complaining... They finally get something they want and still complain. -hence why TN doesn't show us anything-. Be grateful instead of acting like a complete idiot. My 2 cents.

Im grateful about TN showing us the bikini's but please can we see gameplay?
 

David Gregg

Well-Known Member
I think some people are just afraid of change (and I understand b/c bounds have never been used this extensively before with the exception of DOA 1 and the danger zone). Don't worry guys, if every character received equal treatment with bounds this is going to only improve DOA gameplay.
 

Brute

Well-Known Member
Standard Donor
They're already in DOA4/DOA5, just now more prevalent and better animated.
A lot of silly things are in the game. Doesn't mean I want more of 'em.
"Better animated" is a stretch.

Brute is gonna complain no matter what. Don't worry.
I feed upon this delicious bounty of irony.

Lol ppl complaining... They finally get something they want and still complain.
What am I getting that I wanted?
 

Project Bokuho

Lady Helena's Pet
Premium Donor
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Brute

Well-Known Member
Standard Donor
Not sure what the issue is. More ways to combo and extend damage means better rewards for the attacker.
Kicking into the air randomly and having a mysterious magnetic field make the opponent rise into the air. Think about that.

Yes, this is in a game where 100 lb Asian chicks can throw a huge ass wrestler 30 feet in the air, but at least try to make it look like they're fighting instead of calling upon some bored telekinetics hiding behind the curtains and just dancing in the air randomly.

Want to hit your opponent for guaranteed damage? Actually hit them. Want them to stay in the air? Hit up. Or at least vertical. Or at least hit them at all.

If the animations don't match the hit detection, why even bother with them? Just make it battle of the telekinetics. And yes, I know there are some atrocities in DOA5 (Leifang's 1P+K hit detection is about twice the length of her actual arms). But the idea is to get better with that kind of thing, not make it worse.
 

DR2K

Well-Known Member
Kicking into the air randomly and having a mysterious magnetic field make the opponent rise into the air. Think about that.

Yes, this is in a game where 100 lb Asian chicks can throw a huge ass wrestler 30 feet in the air, but at least try to make it look like they're fighting instead of calling upon some bored telekinetics hiding behind the curtains and just dancing in the air randomly.

Want to hit your opponent for guaranteed damage? Actually hit them. Want them to stay in the air? Hit up. Or at least vertical. Or at least hit them at all.

If the animations don't match the hit detection, why even bother with them? Just make it battle of the telekinetics. And yes, I know there are some atrocities in DOA5 (Leifang's 1P+K hit detection is about twice the length of her actual arms). But the idea is to get better with that kind of thing, not make it worse.

So the aesthetics are what bothers you? If you hit hard enough to break buildings and shit then you can hit hard enough to make people bounce like basketballs.
 

Rikuto

P-P-P-P-P-P-POWER!
Why is Helena getting new crap? Because FT's have been nerfed and she was FT centered.

It's not so much that her FT game was too damn good, it's that it gave her continuous offense in combination with other things.

Stun once from a normal hit, unreactable/barely reactable low, smack around a bit, launch into force tech or throw into another free stun, go again, and again, and again, and again....

Pai does the same shit with less emphasis on force techs. It's all about that continuous offense that never gives you a reasonable chance to recover from anything. Force Techs are a means to an end for Helena, but it isn't the one singular thing that makes her good and I do wish people would stop repeating that.

Primarily it's a combination of the normal hit low stuns, throw resets and obscene mid-string tracking that makes it difficult to either passively or actively defend.

For Pai, its the same thing but instead of tracking add frame advantage and speed.

Eliot can do similar nonsense as well, but he is maybe a step below those two.
 

Awesmic

Well-Known Member
Standard Donor
I bet if Brute knew that one of Leon's moves rebounded once from an aerial juggle and again from his air grab, he wouldn't mind any of these aestetics one bit. Nope... Not. One. Bit.

In fact, I believe a lot of Leon fans would be ecstatic about such a possibility. He may be as potentially stupid as Bayman in the E3 build.
 

Rikuto

P-P-P-P-P-P-POWER!
I bet if Brute knew that one of Leon's moves rebounded once from an aerial juggle and again from his air grab, he wouldn't mind any of this one bit.

Nope... Not. One. Bit. In fact, I believe a lot of Leon fans would be ecstatic about such a possibility. He may be as potentially stupid as Bayman in the E3 build.

Very strong chance that Leon is my core main in 5U.
 

ninjaguy446

Well-Known Member
It's not so much that her FT game was too damn good, it's that it gave her continuous offense in combination with other things.

Stun once from a normal hit, unreactable/barely reactable low, smack around a bit, launch into force tech or throw into another free stun, go again, and again, and again, and again....

Pai does the same shit with less emphasis on force techs. It's all about that continuous offense that never gives you a reasonable chance to recover from anything. Force Techs are a means to an end for Helena, but it isn't the one singular thing that makes her good and I do wish people would stop repeating that.

Primarily it's a combination of the normal hit low stuns, throw resets and obscene mid-string tracking that makes it difficult to either passively or actively defend.

For Pai, its the same thing but instead of tracking add frame advantage and speed.

Eliot can do similar nonsense as well, but he is maybe a step below those two.
I never really said anything to disagree with any of your points. It is the reason why they're giving her new stuff. They took away what made Helena's loops possible (to an extreme) and to compensate are giving her new tools she did not previously have in DOA5. I pretty much concur with what you said.
 

Rikuto

P-P-P-P-P-P-POWER!
I don't believe that she is really nerfed in any substantial form as long as she has those NH lows and throw resets. From juggles, even if she does not have a force tech, she still has her psuedo. Her psuedo is just as good, so I see nothing changing except she just got a hell of a lot better.

I don't think Team Ninja fully understands that, but then, most people don't seem to either... so... /shrug. Here we are.
 

Brute

Well-Known Member
Standard Donor
I bet if Brute knew that one of Leon's moves rebounded once from an aerial juggle and again from his air grab, he wouldn't mind any of these aestetics one bit. Nope... Not. One. Bit.

In fact, I believe a lot of Leon fans would be ecstatic about such a possibility. He may be as potentially stupid as Bayman in the E3 build.
If he's flailing around in the air and making the opponent move around and take damage without hitting them then yes, that would be aesthetically bothersome.
If he's hitting them and they take damage? Yeah, I'm gung-ho for that.

Pai does the same shit with less emphasis on force techs. It's all about that continuous offense that never gives you a reasonable chance to recover from anything. Force Techs are a means to an end for Helena, but it isn't the one singular thing that makes her good and I do wish people would stop repeating that. [...]

For Pai, its the same thing but instead of tracking add frame advantage and speed.
Pai has the speed advantage on Ryu (and esp. Bayman) tenfold, meaning that starting an offense requires some serious mind-game work, and once her offense starts, it doesn't end (and of course, even her throws and holds just lead into +frame stuns). I was enjoying watching your strategies against Pai the other day, but my only victories against skilled Pais (such as Codemaster's) have to come from high damage holds (Izunas). I honestly haven't found another way.
 

Rikuto

P-P-P-P-P-P-POWER!
"It's like boxing with a tornado".

Understand that every frame trap Pai has tells you on an educated level that you need to block and be patient, but if you do that you're never going to be able to attack. She can just loop the frame advantage indefinitely. Most intelligent players will still tell you to be patient, but logic would dictate you have to.

If we had throw breaks, I would say that maybe it's the smart choice. But we don't.

Against Pai, you HAVE to make a move while at disadvantage, even though probability dictates that you will lose the majority of the time. So when you are saying you had the most success with hold-izunas, you were basically on the right track. To block is to lose -- you are simply delaying the inevitable and not putting yourself in any better of a position to win. You have to hold, step, fuzzyguard, whatever is necessary at that exact point in time. But you can never just block.

To block is to lose.
 
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