Balance 240 vs 300 life

StrikerSashi

Well-Known Member
Premium Donor
I'd rather holds do the same amount of damage, but have double the recovery when used during critical stun.
 

TRI Mike

Well-Known Member
Me and @Tulkas recorded a lot of 240 matches with some other friends. They're currently sitting on my PS3's HDD. I have a vacation from work soon because of Christmas so I'll have time to sit down (stun) and watch them to pick the best and upload.

Still, even without the videos to prove it, many people in this thread have already made more than enough solid points as to why 240 should be the standard. Every single character benefits from it. We're even looking at potential danger coming from the likes of Tina, Eliot, Hitomi, etc.
 

iHajinShinobi

Well-Known Member
Standard Donor
The lower life (240 or 270) also makes the stun > launch game more benificial as well (well it's benificial for Ayane no matter what but I mean for the cast itself).
 

TakedaZX

Well-Known Member
@Mr. Wah Well I can see that as a viable reason to change the hold damage but why pull down strike damage with it? (By damage on certain strikes and gravity)

Well anyway, the holding out of stun damage and recovery penalties still stick as well at least. I'll try 240 tomorrow and see what happens.

On another note, that full charge arm grenade hit throw... that's gunna be an issue in this for anyone against Leon.
 
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Dior

Member
I tried some matches with 240HP, it's just amazing, even if the holds can cause a lot of damage, guessing wrong can be deadly, I think the hold recovery should be increased, then the damage will be acceptable.

Btw I just noticed how sloppy my gameplay is, lol, theres no place for mistakes and it's good, every character is dangerous, of course balance must be made, but I can't see it as a problem.
 

TRI Mike

Well-Known Member
Yeah hold damage is the only "negative" thing about playing 240 in Ultimate. But I put it this way: the setting improves the damage on simple stun>launch>juggle combos, even just launching without a stun. This results in less guessing because more damage will be dealt in juggles, wall splats and of course, throws. Those deal decent damage with every character in the game and it allows for better stage interaction. I honestly look more for wall splats, ceilings, wet sections and things like that in 240.

My two more developed characters are very different when it comes to raw damage potential. Tina is like a busty Leon and Helena needs a lot of hits to be scary but I can confirm they both feel just right in 240.
 

Kronin

Well-Known Member
I agree that using lower life setting the gameplay change drastically compared to the standard one. But again I can't see how TN could be able to make adjustment to properties of the characters' moves for a lower life setting, and at the same time keeping the Tag viable :(
 

TakedaZX

Well-Known Member
240 feels really good with Ein. The chunks of health feel very significant for stun to launch combos. Even with CH, 3P, 4K, 6KK that chunk appears large allowing me to feel like I've done something bigger allowing me to play more confident than just defensive.

With Hayate I haven't found my flow yet completely but I caught someone with a stun, stun, launch combo into 8K, 8P, PP6PK. They had a about 40% health left and I was like, "well there's no way I'm getting the kill so what should I do next? I've got 10% health so I should probably back o---" "K.O.!!!!". "Oh! Well shit!"

That honestly felt amazing. @iHajinShinobi, This shit is golden.
 

Berzerk!

Well-Known Member
With 240 health I can literally kill the opponent with only two holds.

Thats why with an official rebalancing to 240 life, they should leave Strike damage as-is, but reduce damage from holds and moderately from throws.

Leave hold recovery times or slightly increase standing hold recovery in stun to match crouching.

Then you just have to fix the movement (sidestep improved and crouch, dashing, etc to be faster) in the game to give defenders additional options to blocking and countering.
 

Brute

Well-Known Member
Standard Donor
Overall, I'm not a fan of big hold damage. I like hold damage low. But, keep in mind that with those holds, it will only do that damage on HiCounter outside stun from a full combo hold input from an expert hold, meaning high/low you have a 50% less chance of landing than normal holds due to the possibility of a high kick interrupting your expert high punch hold. That's a lot of prerequisites, and if the reward isn't high for making that kind of an expert read, there's little incentive to use them. Thus, I'm fine with Ryu's expert holds remaining as they are. They were like that in past games as well, back when the life was 240 AND they were not even expert holds back then. Ryu's expert holds are one of the few areas where he really excels and becomes scary. I say leave them be.
 

RoboJoe

Well-Known Member
Played 240 at casuals today. Hold damage being relatively increased didn't really bother me, because the fear of High Counter throws makes people not throw out a hold unless they're absolutely sure of what's coming. The first time you get 8f thrown for 40% or more, you'll think twice about random holds.
 

Zeo

Well-Known Member
Still haven't had the opportunity to test this game out in 240. Created a smallest lobby on 3 separate occasions and players avoided it like the plague. Not a single person joined that lobby the entire 30 minutes I had it up. Wimps, them all.

Sidenote: There were 3 or 4 packed lobbies set to largest health. Didn't join a one.
 

Tenryuga

Well-Known Member
I can guarantee most players that play on largest health are the players that wanted a game to pick up and play.

The lobbies on PSN sadden me. "No serious people", multiple 5 round lobbies with health at largest AND infinite time! Why would you play on infinite time!?

Anyway I played on 240 and yeah. I don't want to go back to 300. Leave strike and throw damage alone; If any throw needs adjustment it's Hitomi's 6T. 35 damage and a mixup is a bit much on 240. 25 at the least and 30 is ideal for her. Hold damage I don't mind as much because the average hi counter throw is taking 40%. When you see that much red life from one move it makes you start thinking more about countering. So in a way the damage of holds is justified. I wouldn't mind a decrease though. This was just my two cents on hold damage.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Played 240 at casuals today. Hold damage being relatively increased didn't really bother me, because the fear of High Counter throws makes people not throw out a hold unless they're absolutely sure of what's coming. The first time you get 8f thrown for 40% or more, you'll think twice about random holds.

Welcome to the DOA3.1 method of thinking. "Why was DOA3 so good when you had a 3-point hold system!?"
 

Musourenka

Active Member
Still haven't had the opportunity to test this game out in 240. Created a smallest lobby on 3 separate occasions and players avoided it like the plague. Not a single person joined that lobby the entire 30 minutes I had it up. Wimps, them all.

Sidenote: There were 3 or 4 packed lobbies set to largest health. Didn't join a one.

I changed the lobby I was in to Smallest just to try it out after you beat me and the other guy left because he didn't want to face you. Some players showed up afterwards.

Count me in the 240 crowd.
 
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