I'm with JDE on this. Those who feel DOA could use some improvement in some areas are always going to be met with those who think the game is perfect as is. Nothing fruitful is ever gained from this discussion. I personally think DOA could use improvement in a few areas but I don't care to voice my opinion. For now all I can say is leave it to TN and just play the game.
Oh, come on now...This topic is becoming repetitive to me so I won't voice my opinion about it. However, to be fair, everyone has an opinion of fighters. Even the ones who say "DOA is a great game". No, I'm not saying it's bad, just saying that opinions are opinions. My main thing with the community right now is the majority of them don't take the game seriously & don't care to actually learn how fighting games actually work. Not just DOA. It's any game.
For an example, I bet you 75% of the community doesn't even know what neutral game is, what makes or breaks a character, & how their character AND the game itself is supposed to be played. It's not a diss to anyone & it's not intended to piss people off. It's just the honest truth.
Were I in better standing, I would also use this argument to quell the stigma surrounding tag. But seeing as I am who I am...What is the major aspect of the mechanics that people talk about? Combos. Juggles. Not ground game, not neutral game. Not what's safe & unsafe aka how to keep them safe while fighting. Not even frame advantage. Just how cool & life threatening combos are. They can't tell you how, why, when, or where a tool is supposed to be used because they are not trying to figure it out. An advantage of a tool on hit or on block. How to breakdown a character. They only care about the cool combos & how it looks winning against people.
Some people are just born with skill. That's the only explanation I can give for that.News flash (Wake up call): Juggling really doesn't mean a damn thing if you don't know how to actually "fight". These are important things to know that lead to juggling. If you don't know when to apply a whiff punish, then how are you scoring damage? Because you're sure as hell not going to get it just by doing a raw launcher. If don't know when to crush or when to apply an interrupting counterhit, then how are you going to get off anything? How are you going to get off a good guaranteed combo if you don't know when to apply it? These type of things. How are you beating good players when you're not actually putting the time & effort into it? Please, tell me. I want to know.
A means of escaping a stun quickly without using holds.What is stagger escape?
With practice, you can buffer into high crushes when anticipating a throw during stun when your opponent thinks you will use a hold. However, some unholdables are difficult to escape from, and in some instances you have no choice but to guess a hold to get out of certain setups.What are its pros & cons?
That's easy, it's a shortened term for okizeme, which is a broadened term used for strategy involved while the opponent is getting up from a knockdown.What is oki?
You could force the opponent to guess on wakeup, but if you predict what the opponent does wrongly, the tide can turn against you.What are the positives & negatives of oki?
Ground game centers around force techs, ground throws, hard knockdowns, and positioning for frame advantage on wakeup. Usually when you try to set up such things, you may risk maximum damage from a juggle in exchange for positioning force techs. Some down attacks however, allow the opponent to get up however he/she wishes, so knowing when and how to use them can benefit for you or against you.What does ground game do & how can it be a positive & negative thing?
Basically what a strike does on normal, counter hit and hi counter. It can vary on stun types, types of knockdowns, stun extensions, stun resets, bounds, hell, even guard breaking on block.What is an attack vector? What does an attack vector do for you?
An essay isn't what I had in mind, but I enjoyed the game of 20 Questions nonetheless.What are a character's strengths & weaknesses?
No... that's just crazy talk.These types of things. You don't know why I often get upset with people here? This is why, because while I want to take the game serious & I love the game, the company around me except like 25% of you don't. Plain & simple. I would rather be exposed as either a bad or experienced player in a 100-man tournament even than place Top 8 in a 12 to 30 man event. That's just real talk.
You don't have to tell me more than 10 times.EDIT: Another thing is that people need to stop just worrying about the online netcode & netcode only. There are more aspects of the game too. Not just the netcode. Yes, it needs work, but people really need to start digging deeper into the game than just online. Learn the difference on & offline... By breaking down the game & the character that you like.
Tempest said:I'd rather the tutorial be too long then too short and miss important mechanics. When I bought Blazeblue: continuum shift II for the PSP back in the day it had pretty much everything you needed in the tutorial, from basic movement to spacing, anti-air and wake-up game. It went in depth on how to play all 18 of its characters. DOA's tutorial is very lacking in comparison, it only teaches mechanics and fails to help a new player develop any real strategies.
Sidestepping isn't inconsistent, its difficult. Inconsistent would mean that things happen differently in the same situation. What's happening is that DOA has a very large number of moves and strings, and many of them re-track. Unless you're on point with your sidesteps (something that will be very rewarding on a good read) you'll get hit. You could argue that retracking might need to be toned town a bit, but that would be subjective.
Don't get me wrong, I love Soul Calibur, but the series as a whole has had issues being "solid" from Soul Calibur 2 and its silly wall and ground game, 3 and its many game breaking bugs and general balance problems, and 4 had Hilde among other things. I really liked 5's game play until they ruined the movement with a patch. @@Rikuto can probably put it into words better than I can but in its current state solid isn't what I'd use to describe it.
Tenryuga said:I'm with JDE on this. Those who feel DOA could use some improvement in some areas are always going to be met with those who think the game is perfect as is. Nothing fruitful is ever gained from this discussion. I personally think DOA could use improvement in a few areas but I don't care to voice my opinion. For now all I can say is leave it to TN and just play the game.
-Ugh. Well I must say that SS in DOA5 is no where near as bad as some are saying. SS like in VF have a distinct ruleset that must be respected. Their are either moves that track(which cannot be evaded), or moves that do not track(can be evaded). IlVF's SS Is just far more simpler than that of DOA5's and is being confused as it being superior. A skilled player will be able to evade according to wether the incoming attack is either circular, or half circular...which all can be done visually by watching your opponents incoming attacks. It also help that the majority of attacks/strings can be evaded due to them being linear attacks...with a the far minority being either circular or half-circular!
-DOA5 do not have such luxery in that a player must know exactly when attacks/strings are either tracking, or non tracking. This is compounded by needing to know which part of a string can actually be evaded, or double evaded!!! This actually requires a player to know exactly which defensive manuever is best suited for the given situation! Lets not forget, unlike those other fighters mentioned, DOA5 have very strong defensive options available pretty much at all times!!! So with that said, it shows that DOA5(variants) provide a significant amount of depth when dealing with defense options, and that you simply cannot use everysingle option just because. There must be a specific rhyme and reason for its use(SS).
-Yes, for the most part. SS was never meant to be in the same Vein as it was/is in the VF series. This is also true as in how Defensive holding plays a more intricate part in competitive DOA5 play as opposed to the meager reversal system found within the VF series. It also should be noted that in higher levels of play, SS actually has more given options. Yes DOA5 is very string heavy, however, its usage gets reduced significantly due to most strings being negative on block. Meaning players are going to cut strings short....enabling the usage of SS!!!So essentially in essence you're saying that SS is going to be utilized less often in DOA5 than in the other 3D fighters like VF because of its relatively limited usage being reduced to just avoiding specific single strikes, or the final linear strike being used from a string? This more or less seems about right, though a large aspect of 3D fighters IMO is the ability manoevre the ring in a 3D manner.
Multi hit strings can stuff Step attack; Not Sidestep. Like if you try to sidestep attack a good portion of the time you will lose to Hitomi's 6PK. If you do a regular side step you pick up frame advantage instead. Some moves with + frames when stepped become throw punishable. I'm not gonna go into detail on what I think could use improvement on other areas in the game but I will say that I think the SS is fine and works as intended. What actually needs to be toned down IMO is the level of innate tracking in the game because some characters legit don't have to make reads on step because the anti step is just built in everywhere on their movelist which is pretty stupid. I understand step killing as a strength. Not step REMOVAL(This is an exaggeration but really there are some characters in this game you might as well forget SS exists against IMO).
I would say characters like Ein and Kokoro have just about the amount of tracking the average character should have with some one like Kasumi being on the list of step killers as well as Hayate when he is at + frames.
Real talk Kokoro players; Your character doesn't get raped by step. She just can't autopilot to blow it up like most of the cast and actually has to make reads on it/ discourage it with conditioning which is honestly how it should be for some others in the cast IMO.
However to accomplish this would be unrealistic because it would require strings to be redesigned. So I just accept it as is. Maybe DOA6. Or never. NBD to me.
On the subject of VF steps this is the way I see it.
VF step is designed to beat poking/strings and escape frame traps and punish high recovery moves.
DOA step is designed to beat pokes, escape frame traps and punish at specific strikes or points in a string with step attack. As it already is going deep into strings in DOA is a highly unsafe method of attack so sitting there and blocking then trying to retaliate or interrupt is a better response than step at that point anyway IMO unless the string ender is pretty common and easy to step / beat with step attack. The first 2-3 hits of strings are handled fine with just a regular or double step and well placed step attacks.
I mI personally don't agree with the sidestep mechanic since side walking in this game is very very strong and you can't really do that in other fighters, you can actually sidewalk up back which is a very strong tool.
In dead or alive one issue this game has is to establish a neutral ground imo. I literally feel like there is no neutral in this game at times and it's very frustrating(personal complaint, inb4 long article of git gud). Certain characters end up getting royally fucked over due to other ones simply because of the advantage as a player no matter who i'm using i shouldn't feel suffocated right at the start of the round.
I disagree ssing in this game needs improving.after watching tournament footage with high levels getting slammed into the wall. I Never seen 1 able 2 wakeup n successfully ss any string to get off that wall.y is that?am i wrong?please direct me to the media.... where is the proof ssng works .cause you rarely see this in high level tournament play.I never seen this work when a person is pinned against a wall.except ohs from Bayman,Mila and MR special movements. Or it was designed not to work when you ideally would need it. no need 2 attempt flaming just direct me to the proof. Tournament media only,cause when good players dont even use this not even alphas.....IMO its need improvingSorry. This is just a thread that is showing players still have a lot to learn with this game (Me included). It's sad how long DOA5 been out, and the player base is still so far behind. I'm sure if people did less time bitching, and suggesting what they "think" need improvements and did more understanding the mechanic and characters, that maybe they would see why what you suggested Force isn't a problem with the game. Advance stuff is strongly over looked. Seeing that there is no neutral game just hurts. And I'm not going to go through everything that is wrong with what I just read. Sigh. This makes me sad =(
um...I think the only way to make the netcode not shit is to somehow supply all players with fiberoptic nasa level landline connections.Agree with all 3 points and would add to the list - make the netcode not shit, get rid of about 90% CH stuns, and make holds require timing (eg Tekken's low parry, SF3 parry etc)
This topic is becoming repetitive to me so I won't voice my opinion about it. However, to be fair, everyone has an opinion of fighters. Even the ones who say "DOA is a great game". No, I'm not saying it's bad, just saying that opinions are opinions. To say that "this is your opinion, not a fact" when you're arguing the same thing with an opinion of your own that's against other's is rhetorical. My main thing with the community right now is the majority of them don't take the game seriously & don't care to actually learn how fighting games actually work. Not just DOA. It's any game. So they'll diss all of the other games or come out with posts to people that are sideways about them.
For an example, I bet you 75% of the community doesn't even know what neutral game is, what makes or breaks a character, & how their character AND the game itself is supposed to be played. It's not a diss to anyone & it's not intended to piss people off. It's just the honest truth. What is the major aspect of the mechanics that people talk about? Combos. Juggles. Not ground game, not neutral game. Not what's safe & unsafe aka how to keep them safe while fighting. Not even frame advantage. Just how cool & life threatening combos are. They can't tell you how, why, when, or where a tool is supposed to be used because they are not trying to figure it out. An advantage of a tool on hit or on block. How to breakdown a character. They only care about the cool combos & how it looks winning against people.
News flash (Wake up call): Juggling really doesn't mean a damn thing if you don't know how to actually "fight". These are important things to know that lead to juggling. If you don't know when to apply a whiff punish, then how are you scoring damage? Because you're sure as hell not going to get it just by doing a raw launcher. If don't know when to crush or when to apply an interrupting counterhit, then how are you going to get off anything? How are you going to get off a good guaranteed combo if you don't know when to apply it? These type of things. How are you beating good players when you're not actually putting the time & effort into it? Please, tell me. I want to know.
What is stagger escape? What are its pros & cons? What is oki? What are the positives & negatives of oki? What does ground game do & how can it be a positive & negative thing? What is an attack vector? What does an attack vector do for you? What are a character's strengths & weaknesses? These types of things. You don't know why I sometimes get frustrated with people here? This is why, because while I want to take the game serious & I love the game, the company around me except like 25% of you don't. Plain & simple. I would rather be exposed as either a bad or an inexperienced player in a 100-man tournament event than place Top 16 or Top 8 in a 12 to 30 man event. That's just real talk.
EDIT: Another thing is that people need to stop just worrying about the online netcode & netcode only. There are more aspects of the game too. Not just the netcode. Yes, it needs work, but people really need to start digging deeper into the game than just online. Learn the difference on & offline... By breaking down the game & the character that you like.
Exactly. That's why I get irritated at all the vids for fighters just being combo/juggle tutorials, and why I get irritated when I come across people who only know how to do combos/juggles they've looked up on youtube, but don't actually know how to use any of their characters tools in an actual fight, or see that they are on such a "Juggle reliance autopilot" that they can't adapt, they are helpless if they can't get their launchers off.It's not to say "juggles aren't important". They are a very important thing in fighters, just if you're not taking the time to learn the game, then more than likely, you're going to go lose 80% of the time to players who are either learning the game or understand the game (& said character). The juggling execution barrier is how you go about dishing out damage or penalizing the player who isn't either learning the game properly or being unsafe. Then of course it can be you making a good read. It's a reward for all aspects of the mechanics. You're supposed to learn the game & break down your character before going into the combo barriers.
-Lmao. Trust, It is very much possible. I have done this years before there was a proper Side Stepping system in the series! Look at the name of the very site that you are currently browsing....FREE STEP DODGE(FSD)! That Technique was far more technical and precision based than the Current Side Stepping System, and virtually had the same exact gameplay application!!! Players simply need to not see SS as your lower end defensive technique(as in VF), but more as an advanced technique seeing how players are required(forced) to have a good understanding of their opponents Evade-able Single Strikes and String-Variants.....at the end of the day there is alot more room for its use than many players think.um...I think the only way to make the netcode not shit is to somehow supply all players with fiberoptic nasa level landline connections.
that said, they do need to fix the whole "strings tracking" bs. I still see nonsense like characters retracking in full 180degrees in mid string, and thats retarded.
On the topic of "ss is fine you just need to have perfect timing, read, and ss each individual strike in a string", horse shit. Good luck pulling THAT off against the billion jabs a second characters like Ayane and Christie, who are virtually gods online.