Competitive balance: DOA5U mechanics changes

Tenryuga

Well-Known Member
I vouch for a slight increase in strike damage across the board. Many people got unnecessary damage nerfs and this neuters their damage output due to the extra 30 points of life in addition to the strike damage nerfs.

Other than that I think 300 health is fine. If they bought it back to 270 they would have to reduce 12i throw damage because grapplers would have a field day since they only need two Hi-counter throws to kill somebody. They would also reduce the damage done by wallsplats and the enviornment and that defeats the purpose of DOA which is to use the environment to rack up additional damage.

Characters like Ein that hit hard would be even more of a threat. Do you really want me to take over 40 percent of your health without even having to play the stun game?
 

StrikerSashi

Well-Known Member
Premium Donor
Yeah, lots of my matches are ending with a tiny sliver of health left and it becomes a game of "Will he 2P?" Definitely would rather less health.

Also, buff Kokoro's 214T. As far as I know, everyone's 12f throw has been buffed EXCEPT for her 3 part throw. I mean, just why would Ayane's throw do more than Kokoro's?
 

Russian-chiropractic19

Well-Known Member
Standard Donor
Other than that I think 300 health is fine. If they bought it back to 270 they would have to reduce 12i throw damage because grapplers would have a field day since they only need two Hi-counter throws to kill somebody.

two hi-counter DDTs do you realize how rare those are? i did it once to some new player in my entire time playing
 

Force_of_Nature

Well-Known Member
Standard Donor
I vouch for a slight increase in strike damage across the board. Many people got unnecessary damage nerfs and this neuters their damage output due to the extra 30 points of life in addition to the strike damage nerfs.

Other than that I think 300 health is fine. If they bought it back to 270 they would have to reduce 12i throw damage because grapplers would have a field day since they only need two Hi-counter throws to kill somebody. They would also reduce the damage done by wallsplats and the enviornment and that defeats the purpose of DOA which is to use the environment to rack up additional damage.

Characters like Ein that hit hard would be even more of a threat. Do you really want me to take over 40 percent of your health without even having to play the stun game?

If you get hit by 2 hi-counter i12 throws by grapplers, you deserve to be Ko'ed. If I get hit by one of Tina's 50% or so throws, I tell myself, "I better not get hit by that shit again".

StrikerSashi said:
Also, buff Kokoro's 214T. As far as I know, everyone's 12f throw has been buffed EXCEPT for her 3 part throw. I mean, just why would Ayane's throw do more than Kokoro's?

Because Ayane's got that swag :cool:
 

StrikerSashi

Well-Known Member
Premium Donor
If you get hit by two of those in one round, you really deserved to lose that round. Critical holding against a grappler a second time after they proved they know how to punish it the first time? Why. High level mind games.
 

Brute

Well-Known Member
Standard Donor
Even after the Izuna buffs, it takes more HiC Izunas to drop someone in 5U with the life increase than it did before in Vanilla. With his guard break pressure reduced, Izunas are really what you're looking at for your best damage, and yet that's now worse off, too.

So yeah, back to 270. Holds are a very powerful tool, but if you're tossing them out there out of turn, you deserve to be punished bad, especially by grappler characters who typically have to work hard to open you up for those situations.

Then there's Alpha, but don't get me started.
 

iHajinShinobi

Well-Known Member
Standard Donor
The damage buffs to throws, holds, environmental hits and in general compensate for 300 HP. 300 is fine and is not actually making matches longer.

Tournament play is still the same, 60 seconds and 3 rounds with normal life settings. Most characters are able to deal 30-40% damage without Critical Burst or reaching level 2.3 or level 3 within' the Critical stun threshold. Some are able to deal 30-40% without much access to the Critical stun threshold (looking at Genfu and Ayane, for example).

How the hell are most of you playing this game, lol?
 

StrikerSashi

Well-Known Member
Premium Donor
Did you know that Kokoro can do 3 HiCH three part throws successfully and still have them survive? I mean, obviously this would be near impossible in a real game 'cause there would be pokes thrown in, but I get pretty upset when I get two throws and then they survive on a sliver of health.

EDIT: I actually end up in situations like this very often, 'cause Kokoro can't guarantee a real launch off of anything other than high punches and stuns where you fall to the ground anymore. So I end up playing tick throw games for a lot of my damage.
 
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iHajinShinobi

Well-Known Member
Standard Donor
Did you know that Kokoro can do 3 HiCH three part throws successfully and still have them survive? I mean, obviously this would be near impossible in a real game 'cause there would be pokes thrown in, but I get pretty upset when I get two throws and then they survive on a sliver of health.

EDIT: I actually end up in situations like this very often, 'cause Kokoro can't guarantee a real launch off of anything other than high punches and stuns where you fall to the ground anymore. So I end up playing tick throw games for a lot of my damage.

Then you need to make your throws really count where it really matters. It's fine to do the throws for good damage but that's all there good for. You are supposed to make your set ups really damaging when someone's health is relatively low enough to beat them.

Otherwise, you need to be chipping off as much health as you can without more risks of being held out of something or attempting to condition players for throws so often.
 

StrikerSashi

Well-Known Member
Premium Donor
What do you mean? I mean, Kokoro can still do damage perfectly fine if the other guy doesn't hold. It's just that some elementary Kokoro knowledge makes it fairly simple to predict what Kokoro will extend stun with if she really wants to do a combo. She doesn't have her good sitdown stun stuff anymore, so it's a fair amount of guesses before the launch, and you can pretty much bet that if there's a high punch squeezed between every two non-high-punch strikes and a high punch before the launch or CB. It's basically a guess on whether they'll try to slow escape or hold. Or secret option number 3 of doing a mediocre combos with un-slow-escapable strikes on levels the opponent isn't used to that does 60% of the damage from a real combo.

I don't know what you mean by having throws really count when it really matters, though. Could you elaborate?
 

iHajinShinobi

Well-Known Member
Standard Donor
Using throws after conditioning players to hold or block something when you've forced them to. If a player has slow reaction speed, you can throw them near the end of a round (if their HP is relatively low) for the kill. Otherwise it's best to keep a good offense against a player with faster reaction speeds, unless you are forcfully making them hold out of Critical stun (there you will be launching more than usual).

You can throw a player this way if you are actually reacting to their holds instead of doing it on a whim.
 
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