Greetings FSD.
I've been mulling over the state of DOA with DOA5U and have been incredibly impressed by how far DOA has come since DOA4 in terms of its status in the competitive community. The game went from being a broken piece of shit with DOA4 to being a pretty damn good fighter in DOA5. TN's support for DOA5 has also been awesome with them assisting in providing $8000+ pot bonuses to two consecutive annual TFC events along with supporting the awesome Road to TFC series in 2014. Yeah, the focus on fanservice does hurt the series' image a bit, especially to potential newcomers, but once you see DOA5U in action, you quickly see how much potential the series has in the FGC.
As you could probably guess, I want DOA to cement its status as a competitive fighter as much as possible as I feel the series deserves to have its time in the limelight. However, there are some mechanical aspects to the gameplay along with some design choices that I feel hold DOA5 back from being a completely solid 3D fighter:
1. The Sidestep mechanic needs serious improving.
I play some SCV, VF5:FS and have dabbled with TTT2 and I can say with confidence that their sidestep mechanics are MILES better than DOA5U's sidestep mechanics. DOA5U's sidestep feels almost tacked on in comparison and always feels riskier than it should be. In contrast, in VF5:FS you can sidestep pretty much any linear move (with very few exceptions) without much risk of being counterhit by a so-called "linear" move retracking into you. In SCV you can sidestep all linear, "vertical" moves. Well as long as you sidestep to the correct side of course (in SCV, or SC in general, you need to SS to the left or right dependent on where the attack originated from or toward your opponent character's "weak side" such as their left usually). The frustrations with DOA5's SS mechanic lead into my next point:
2. Linear moves need to stop tracking and act, well, linear.
To compound the frustration with DOA5's SS system is the game's insistence on the follow-up attacks of strings to retrack. This is the primary issue that makes SS's more riskier than it should be. It's bad enough having to deal with a faster character in your face but, not being able to SS their pokes because their strings end up retracking into you is the most frustrating shit ever. In SCV, and VF5:FS (and TTT2 I think), linear strings don't fucking retrack, you get to step the whole string then punish accordingly! In VF5:FS there is retracking properties but usually if a move is delayed a bit in some way. Though it's not enough tracking to undermine the usefulness of SS. In SCV you can easily SS, then launch punish linear strings (I'm pretty sure you can in TTT2 & VF5:FS now that I think about it). In DOA5, that is much more difficult to do than it should be. This is compounded a little by my next point:
3. The movement at the start of rounds needs to be removed
I know that DOA is very environmentally focused, but I feel that the movement at the start of rounds heavily undermines spacing characters right to space, since close range pressure characters can stay in their at R1F and stay there most of the match. I find that this severely undermines DOA5's excellent spacing and footsies capabilities by making matches seem like a RPS mashfest at R1F. In SCV, close range characters like Natsu or Pyrrha need to work to get in on spacing characters like Ivy or Nightmare. In DOA5, GenFu, Christie or Kasumi don't need to work to get in your face.
To further facilitate this, both characters should have no dangerzones behind them (either move the DZ's perpendicular to them at R1F) or both have an equivalent dangerzone behind them.
There are a couple other aspects that could use tweaking such as corner orientations being a bit more solid and the oki game could be improved a little bit (i.e. fewer invincibility frames for downed opponents). IMHO, the stun system is pretty good where it is, especially if you learn how to SE. The hold system is also fine for the most part because the risk of hi-counter throws keeps it in check. WUK's are also fine due to the numerous ways to deal with them (CH WUK's still hurt quite a lot though however in terms of potential damage).
I'm only voicing these proposed improvements because I really think DOA is very close to being a complete competitive fighter and if these issues got tweaked, that would seal the deal for me. DOA's not just the "Fanservice Fighter" anymore, and people will eventually take notice of it as a solid competitive fighter. Plus you can find fanservice in almost every fighter now. How do you view DOA5's current standing as a competitive fighter?
I've been mulling over the state of DOA with DOA5U and have been incredibly impressed by how far DOA has come since DOA4 in terms of its status in the competitive community. The game went from being a broken piece of shit with DOA4 to being a pretty damn good fighter in DOA5. TN's support for DOA5 has also been awesome with them assisting in providing $8000+ pot bonuses to two consecutive annual TFC events along with supporting the awesome Road to TFC series in 2014. Yeah, the focus on fanservice does hurt the series' image a bit, especially to potential newcomers, but once you see DOA5U in action, you quickly see how much potential the series has in the FGC.
As you could probably guess, I want DOA to cement its status as a competitive fighter as much as possible as I feel the series deserves to have its time in the limelight. However, there are some mechanical aspects to the gameplay along with some design choices that I feel hold DOA5 back from being a completely solid 3D fighter:
1. The Sidestep mechanic needs serious improving.
I play some SCV, VF5:FS and have dabbled with TTT2 and I can say with confidence that their sidestep mechanics are MILES better than DOA5U's sidestep mechanics. DOA5U's sidestep feels almost tacked on in comparison and always feels riskier than it should be. In contrast, in VF5:FS you can sidestep pretty much any linear move (with very few exceptions) without much risk of being counterhit by a so-called "linear" move retracking into you. In SCV you can sidestep all linear, "vertical" moves. Well as long as you sidestep to the correct side of course (in SCV, or SC in general, you need to SS to the left or right dependent on where the attack originated from or toward your opponent character's "weak side" such as their left usually). The frustrations with DOA5's SS mechanic lead into my next point:
2. Linear moves need to stop tracking and act, well, linear.
To compound the frustration with DOA5's SS system is the game's insistence on the follow-up attacks of strings to retrack. This is the primary issue that makes SS's more riskier than it should be. It's bad enough having to deal with a faster character in your face but, not being able to SS their pokes because their strings end up retracking into you is the most frustrating shit ever. In SCV, and VF5:FS (and TTT2 I think), linear strings don't fucking retrack, you get to step the whole string then punish accordingly! In VF5:FS there is retracking properties but usually if a move is delayed a bit in some way. Though it's not enough tracking to undermine the usefulness of SS. In SCV you can easily SS, then launch punish linear strings (I'm pretty sure you can in TTT2 & VF5:FS now that I think about it). In DOA5, that is much more difficult to do than it should be. This is compounded a little by my next point:
3. The movement at the start of rounds needs to be removed
I know that DOA is very environmentally focused, but I feel that the movement at the start of rounds heavily undermines spacing characters right to space, since close range pressure characters can stay in their at R1F and stay there most of the match. I find that this severely undermines DOA5's excellent spacing and footsies capabilities by making matches seem like a RPS mashfest at R1F. In SCV, close range characters like Natsu or Pyrrha need to work to get in on spacing characters like Ivy or Nightmare. In DOA5, GenFu, Christie or Kasumi don't need to work to get in your face.
To further facilitate this, both characters should have no dangerzones behind them (either move the DZ's perpendicular to them at R1F) or both have an equivalent dangerzone behind them.
There are a couple other aspects that could use tweaking such as corner orientations being a bit more solid and the oki game could be improved a little bit (i.e. fewer invincibility frames for downed opponents). IMHO, the stun system is pretty good where it is, especially if you learn how to SE. The hold system is also fine for the most part because the risk of hi-counter throws keeps it in check. WUK's are also fine due to the numerous ways to deal with them (CH WUK's still hurt quite a lot though however in terms of potential damage).
I'm only voicing these proposed improvements because I really think DOA is very close to being a complete competitive fighter and if these issues got tweaked, that would seal the deal for me. DOA's not just the "Fanservice Fighter" anymore, and people will eventually take notice of it as a solid competitive fighter. Plus you can find fanservice in almost every fighter now. How do you view DOA5's current standing as a competitive fighter?
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