Feedback and Suggestions
1. The community would greatly appreciate it if the controller configuration menus were changed. Currently (Dead or Alive 4), the configuration lists the button which the user must highlight, then scroll left or right to locate the function to assign the button. This takes too long when setting up configurations. Please watch someone who doesn’t know which button is what on the controller try to set their configuration: They have to look down at the controller to see which button they want to change, then scroll through a list that they do not know to find a function they may not be sure they need. Instead, the configuration should list the function and ask the user to press the button they want to assign to this function. The idea is that a player may be using an arcade stick or controller for which they don’t know which buttons the stick buttons are assigned to. This effectively can make the configuration setup less than 2 seconds. Examples of other fighting games that do this: BlazBlue, Super Street Fighter II HD Remix, and Street Fighter III: Third Strike Online Edition.
2. The controller configuration menu should be accessible from the character select screen and/or the pause menu. This saves time from backing out of whatever game mode is being played, changing configurations, and without having to navigate to the Main Menu > Option > Controller Configuration > Main Menu > Game Mode.
3. In Dead or Alive Dimensions, the title forced the player to assign a function to every button including macros. This made it difficult for players who had become accustomed to being able to disable certain buttons from accidentally being pressed or unwanted macros being used. At the maximum, a player should be required to have F, P, and K assigned; macros should not be required – including “F+P”.
4. Dead or Alive 4 and Dead or Alive Dimensions have shown to be very attack heavy, made to force the stun game. This has hurt the grappler class very much because not only do they already have much slower attacks than the strikers, but their throw punishment speeds were increased to make it harder to use throws. In addition, their strings aren’t equally damaging to strikers for juggling. Their air and ground throws were severely damaged due to the height and ground restrictions that in Dead or Alive 2 and Dead or Alive 3 helped balance their lack of attack juggling damage.
5. Many American players feel that the throw system needs to return to the Dead or Alive 2 and Dead or Alive 3 system style: A select few characters have an Offensive Hold instead of all of the characters. Grapplers’ throw speeds allowed easier punishment with throws instead of attacks. The grapplers could rely on grappling due to their low stun-game and string mix-ups, but in Dead or Alive 4 and Dead or Alive Dimensions they are forced to play the stun game which they have to struggle so hard to compete.
6. The attack strings and options all give disadvantage on block, including guard breaks and guard crushes. In Dead or Alive 3.1, the advantage on block given to a character (typically a striker like Hayate or Jann Lee) provided not only a move to keep pressure, but the advantage gained from it allowed for educated guessing that the player will utilize this move a great advantage of the time. This allowed players to create educated guesses against their opponent, and punish those who did not properly learn the attacks and options to avoid it.
7. There needs to be some sort of sidestepping system to step linear and semi-circular attacks. In 3D fighting games, the stepping system is used as a evasion system such as a 2D fighter’s jump system. Due to the lack of an attack sidestepping system, the Dead or Alive series gets a lot of negativity because it doesn’t utilize its stepping system for evasion from the competitor, but instead evasion from the environment.
8. In addition to the sidestepping system, the hitboxes feel too large in Dead or Alive 4 and Dead or Alive Dimensions. Many American players enjoyed the way they could use their evasive stepping to punish opponents just rapidly pressing the buttons.
9. In relation Combo Throws, having Combo Throws breakable by some characters but unbreakable by others is confusing to the users, especially when the unbreakable (typically assigned to non-grapplers) ones provide more options and damage opportunity than the breakable ones (typically assigned to grapplers). If it’s a matter of “some throws look like they should be escapable, or have a way to be escaped” then why not make the guaranteed combo throws non-combo throws and play the entire throw animation?
10. The community did not like that Guard Breaks, Guard Crushes and Wall Crumples are considered “Critical States”. The punishment for not holding the Guard Breaking attack should be a Guard Break on the opponent. Additionally, the frame advantage from the guard break should either make the attack safe from punishment or give enough of an advantage to guarantee an attack or attacks. This allows for character strategy set-ups and keeping the opponent respectful of the attack. Each of these three animation states can still be Slow Escaped as well, but the Wall Crumple should not be allowed to Slow Escape as fast as Dead or Alive 4 allows.