Dead or Alive 5: Remaining Issues

Rikuto

P-P-P-P-P-P-POWER!
It just seems like so many people here just want to do away with counter holds in general, almost like they want it to be very risky, have little reward, not be user friendly, and not be used to control the opponent's offense. This is Dead or Alive. I understand many people on here are scared to DEATH of overpowered holds, but jeez, guys. Stop beating them. They need to be removed from stun, and they need to have the recovery window expanded. That's about it. Come on now.

Holds are still far more useful than they are in every other fighting game, and completely universal.

When at least the former changes, they will have been nerfed enough to matter. Not before.
 

DrDogg

Well-Known Member
Then you have getting hit out of a back dash being a high counter blow makes me feel like they are much larger risks. I remember talking about the movment buff, If those options are viable (and have healthy risk vs. reward) then awesome.

Just like BDC (KBD) in Tekken, you can block from back dash. I didn't test what happens if you actually get hit during a back dash, but that really shouldn't happen very often.
 

Matt Ponton

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Just like BDC (KBD) in Tekken, you can block from back dash. I didn't test what happens if you actually get hit during a back dash, but that really shouldn't happen very often.

You get critical hit or hi-counter blown for being hit while back dashing. However backdashing turns into a guarding back stepping animation after the back dash, and pressing :h: while still holding back will make a slower back stepping animation. So it goes Back dash > stepping > slow step. As far as I can tell, there's no difference in guarding during the stepping or slow step versions. The only issue is you get hi-counter hit or critical hit (i forget which) if you're hit while in back dash. Since you cancel the back dash cancels the back dash stepping you are practically in back dash until you stop, thus you're susceptible of being hit.

Note, it's normal hit if you're free stepping or forward dashing (not sure about fwd dashing), but it's hi-counter in previous DOAs for being hit while back dashing.
 

Russian-chiropractic19

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not gonna get into all that,but i saw this post on FB and thought yall would like to see it:
"Shoutout to legit side stepping! Shit works like gold, September can't get here soon enough!" guy who played at Otakon apparently.
 

DrDogg

Well-Known Member
BDC with block only has the block work at the end of the Back Dash animation, at least in all the previous DOAs.

In the E3 build it cancels the BD immediately. I prefer using 33 to BDC since it's faster, but if you only need to space for a single attack, BDC with block worked just as well depending on the character.

not gonna get into all that,but i saw this post on FB and thought yall would like to see it:
"Shoutout to legit side stepping! Shit works like gold, September can't get here soon enough!" guy who played at Otakon apparently.

Otakon was the E3 build. Supposedly it's been improved even more since then, so we'll see.
 

Codemaster92163

Well-Known Member
I'm just hoping that (though I doubt it will happen) you can't side-step practically everything. I get the feeling that that would turn this game into something on the annoying side.
 

AKNova7

Active Member
Holds are still far more useful than they are in every other fighting game, and completely universal.

When at least the former changes, they will have been nerfed enough to matter. Not before.

Maybe making them just more useful instead of far more useful be possible and viable if you couldn't delay strings for 25 years. Personally, those issues both need to be fixed at the same time if you ask me. But there are definitely other games that break the norm in strength of mechanic too. Like VF and their 85% of moves in game are sidestepping ratio, which is kind of hilarious.

Anyway, I think we've gotten pretty off topic, and it's time to get back on topic.

Anybody have anything that should be added or subtracted from the list? Does the competitive community approve?

Three things. . . .

1. This:

Those list you are constructing, AkNova7, great. Though because TN feels this way, you are doing it just to be doing it. Dragging out a discussion to an eye that is blind to it. Helps no one.

You're probably right, however, instead of whining to them about it, I'm trying to speak their language. Satisfied people = Money, and we'd be people looking to be satisfied who all came together to scold them at once. It's worth a shot, IMO.
-----------------------------------------------​

Current List Copy. Any changes necessary?​
Requested Changelist: DOA5
1. The game requires more poke moves. While negative on block, or positive on block (preferably positive on block if the movement supports it,) the game needs more moves that are safe on punishment on block.​
Solution: Either (ONE of the following options)​
A) Add more moves to the game that are +0 to -4 on block, to encourage movement of some kind instead of just countering stuff.​
B) Add poke moves to the game that are positive on block slightly (+1 - +2) to encourage landing pokes into offense instead of just string delays.​
Since you introduced the Virtua Fighter characters into the game, this makes a lot of sense, because both options are used in Virtua Fighter, the difference would be that there are varying levels of punishment in DOA depending on how much of a risk one takes.​
2. String Delay is, while an interesting mechanic, very hard to methodically deal with at any level. And while, at this point, it's hard to remove, part of the largest pain is the combination of string delay and free canceling together. Both these things take away from the potential of the game, and make it hard for a player to effectively play defense, regardless of having one of the best defensive moves of all time, the defensive counter.​
Solution: Either (ONE of the following options)​
A) Reduce the amount of time in general characters have to delay attacks, and make free canceling slower.​
B) Adjust the frame data so if moves are delayed at all, they're unsafe on block, and make free canceling slower.​
C) Adjust the frame data so if moves are delayed at all, they're negative on hit (so people can't follow up with anything else) and disallow stuns and combos from delayed moves (because with the window there is, it's almost impossible to react to these at a competitive level).​
3. Arcade Stick Compatibility Issues per Consolidated Feedback
A) There are features in the demo that require the Right Analog Stick. Some arcade sticks do not have a Right Analog Stick, making these features difficult or impossible to use. Please provide other ways to access these features.​
B) Some other fighting games require the use of specific buttons for various features (text chat in Soul Calibur 5 is done by pressing L1). Some arcade stick owners only have 6-button sticks, or remove the last two buttons from their 8-button sticks. This makes it difficult/impossible to use features like this. Please allow players to change the button config of options like this.​
4. The Low Hold
The low hold is an anomaly, and one of the worst things to happen recently to DOA. The low hold is a move that holds low moves and dodges high moves, essentially a 0 frame 2 in one.​
Solution: Either (ONE of the following options)​
A) Have the character lean slightly forward, and extend their hands downward, both palms up, with the hand placement being around the knee. This would be considered a standing movement, because they're just barely still in level to be hit by highs.​
B) Have the same low animation, but have it not be considered a tech crouch.​
We prefer solution A), but, even though ugly, if it's impossible to change the animation at this point, B) would be a solid alternative.​
5. Wake-Up Kick: Issues per Consolidated Feedback
Decrease the hitbox and remove stun from Wakeup kicks. All wakeup kicks should be unsafe or disadvantage on block. Refine ability to sidestep, duck, or hop over with the right moves. (IE: Making the wake-up mid kick side-steppable.)​
6. Blocking Low Issues per Consolidated Feedback
It seems as though there's a delay in blocking low. When I try to block low, I get hit. When I try to counter low and I'm late, I get a block instead. If blocking low is not instant, that definitely needs to be changed.​
7. (Bonus): The Stun System​
While it is not practical to do at this time in the game development, possibly for a patch, or the next Dead or Alive game, assuming it is made, there has been massive support for a complete overhaul of the stun system. The fact that getting stuns is as easy as drawing counter-hits advocates a system where the entire game becomes very hard to use logic to defeat an enemy.​
Our request is that for future iterations of DOA (not necessarily 5), the stun system gets reworked, so getting stuns is all about using the right moves, and countering in stuns is removed. To compensate for this, the juggleswould be reworked and adjusted in damage as necessary. What we want is a DOA where you can actually play somewhat of a traditional fighting game, but that the game can also be played in many, many ways.​
Stunning on Counter-Blow/Hit regarding almost everything, having no presence on most normal hits, and being able to delay every string and cancel out of every string without warning, many things being very punishable on block, being able to hold out of stun combos, all these things make this game so very hard to play with any fundamentals. We don't want a game that is fundamental dominant, per say, but we'd at least like to every so often be able to use a fundamental or two to help fight the opponent.​
Consider us well, Team Ninja.​
- FreeStepDodge​
 

Allan Paris

Well-Known Member
Well that's just stupid. There's never a +0 or -0 mathematically, 0 is 0 it's nothing. Nevermind me though, I am just talking to be talking.
 

Rikuto

P-P-P-P-P-P-POWER!
Well that's just stupid. There's never a +0 or -0 mathematically, 0 is 0 it's nothing. Nevermind me though, I am just talking to be talking.

I could actually explain why you are wrong, but that would also involve explaining how a person theoretically divides by zero and that would probably make your head explode.
 

Allan Paris

Well-Known Member
Pm me then. I am all for knowledge. That really makes no sense, and if you can make logical sense out of how you can get +0 or -0 I am all ears.

I could actually explain why you are wrong, but that would also involve explaining how a person theoretically divides by zero and that would probably make your head explode.

Edit: Still Pm me if you have the theory. Sitting here and thinking about it. I believe I know how this theory would work. 0 is an even integer, although it is neither negative or positive. This theory deals with physics, I presume.
 

Darrell

Well-Known Member
just noticed Hayabusa's :6::6::K: can't be followed up from crap. This move doesn't have any hit detection on it.
 

Rikuto

P-P-P-P-P-P-POWER!
Pm me then. I am all for knowledge. That really makes no sense, and if you can make logical sense out of how you can get +0 or -0 I am all ears.



Edit: Still Pm me if you have the theory. Sitting here and thinking about it. I believe I know how this theory would work. 0 is an even integer, although it is neither negative or positive. This theory deals with physics, I presume.

I'll say it here because the thread depresses me and it feels better to sidetrack it slightly.

I'll give you some brief examples and let your imagination take over, because the mathematical formula can't actually be written down for obvious reasons.

You always get the opposite effect of whatever side of the table you started at. Dividing a negative number results in addition, dividing a positive number results in subtraction.

When you divide -11, you end up with -5.5. What you have actually accomplished is adding +5.5 to -11 however.

When you divide +11, you end up with 5.5. What you have actually accomplished is adding -5.5 to +11 however.

When you multiply 0 by 0 its just 0 on a calculator. When you divide, its undefined... rather, the calculator has no way of actually giving you the real number.

Nothing allows you to divide by zero. Why? Because apart from making your calculator explode, dividing by zero is the act of taking nothing and creating something new -- infinity. Or rather, half of infinity as the actual formula would dictate if it was even possible to write it down. It's basically a god act.

Half of infinity however results in a positive number, and to get a positive number from division you require a negative number to start with. So zero is, in actuality, a negative number.

In order for zero to actually be "just zero", you would actually get two numbers when you divided it. Half of infinity, and negative half of infinity. But then when you put them together you would simply end up at zero again, and there would be no reason the calculator would display it as undefined

Therefore the only plausible explanation is that zero is, in fact, a negative number. Dividing by zero is also the mathematical formula to how "god" or any other theoretical divine being created a seemingly boundless universe that still seems to be missing its spiritual realm/counter-part (ie the other half of infinity).

Have fun with that.
 

Dr. Teeth

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Rikuto

P-P-P-P-P-P-POWER!
You can do anything you like. I won't be responsible for any uptight professors beating you over the head with a cane though.
 
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