Hahahahaha, they nerfed Kokoro's throw.
EDIT: Sabaki 44P is a guaranteed CB now apparently, though, so I'm okay with it.
EDIT: Sabaki 44P is a guaranteed CB now apparently, though, so I'm okay with it.
Hahahahaha, they nerfed Kokoro's throw.
EDIT: Sabaki 44P is a guaranteed CB now apparently, though, so I'm okay with it.
Oh, you mean they want to fix the issue where they would no longer be in stun after a successful sabaki if they hold? That would make more sense.
How about: "No"It's about not being able to use the same type of stun (in a row),
Or maybe you're more wrong than you realize.That's a really old post... My recent critique is getting good height from critical stun level 1. What is wrong with not being able to use the same stun in a row anyway? Oh, wait, I can answer that for you. It's because you want the game to be a cheap stun fest. Keeping the game the way it is now, people will continue to talk trash about it and not take it seriously, including me. In every video, when I see newbies play DOA, they always complain about the stun system and not being able to block. They don't even know how to play, but they're more right than they realize.
Ok, tell me why you think I'm wrong.Or maybe you're more wrong than you realize.
Well, in case you hadn't noticed, almost everyone's P and PP creates the same stun effect when used inside stun. So if you can't use the same stun type twice in a row, you could no longer use PP unless from neutral, otherwise the opponent would simply fall to the ground.Ok, tell me why you think I'm wrong.
Character balance. No reason for Christie to be a midweight. Remove weird weight classes like Helena and Genfu, who I think should be in the light weight class as well. Balance weight class by advantages, not asthetics.
I think there should be 5 weight categories: feather, light, mid, heavy,super heavy (Genra only).how would this look in your opinion because going by that would open more "wounds" than there already are! Everyone has positives and negatives.
Alpha for example: Wouldn't she already be balanced? Crazy ass offense, no defense! The lightest in the game! However, by your logic, what are you saying? She was never heavy, so I doubt they'll do that. Let go in the opposite direction with (Nyo)Tengu. He's heavy, so he's less advantageous I'm just curious!
Balance is something that is very hard to do! I think they took a step further when they reduced the weight categories. Eight was too much!
I did notice that. Here's an easy fix: jabs are light attacks, so you can do that stun twice, instead of heavier attacks, like stunning with Hitomi's 3P, then doing 9P. But hold on, most jabs don't stun deep, unless it's HC. If it's hi-counter, you only need one jab anyway. The stun that jabs cause on counter hit is not a critical stun. You can block the rest of the strings after them, so they wouldn't fall after two jabs. You follow me? It just takes bit of thinking outside the box.Well, in case you hadn't noticed, almost everyone's P and PP creates the same stun effect when used inside stun. So if you can't use the same stun type twice in a row, you could no longer use PP unless from neutral, otherwise the opponent would simply fall to the ground.
That's just one of the many reasons why such a proposal is inane. Others deal with some characters having weak neutral but good stun-chaining rewards once they get in to compensate for that, others deal with certain characters having limited stun-type variation and relying on different hit-levels but inflicting the same stun type, others deal with mix-ups and having multiple ways to enter a good scenario.
These are ideas for DOA5LR and the future of DOA... At least mine are.@Brute I don't think DOA5U will be getting anymore patches so there's no longer any use for this thread. Feel free to lock it.
An easier fix would be to leave the stuns as they are for the multitude of other reasons I mentioned briefly.I did notice that. Here's an easy fix: jabs are light attacks, so you can do that stun twice, instead of heavier attacks, like stunning with Hitomi's 3P, then doing 9P.
I am well aware of this, which is why I said they create "the same stun effect when used inside stun." So, say you land a 6P on CH and get access to a +12 or more stun. Then you hit P. It will create the same deep stun type as the following P will from here, just as they would from landing on HiC.But hold on, most jabs don't stun deep, unless it's HC. If it's hi-counter, you only need one jab anyway. The stun that jabs cause on counter hit is not a critical stun. You can block the rest of the strings after them, so they wouldn't fall after two jabs. You follow me? It just takes bit of thinking outside the box.