Yeah that's fair. You got me! lmao It was just my opinion on the game obviously. That and the removal of so many veteran characters. Even if their movesets were still there it didn't feel right.
Zasalamel no presence in SC5 was sad.
This is an extremely fair point. In an earlier post I said that stagnation is death to fighting games, and I still believe that to be true. However the change needs to be implemented correctly... Namco did not implement change correctly in SCV Lmfao Ho my god they didn't implement it correctly Hahahaha That game is an absolute train wreck from start to finish.
When it comes to DOA adding a meter mechanic, I don't outright think this is a bad change, and really I don't think their ideas for it are bad themselves. They just need to alter how the meter mechanics function a bit and they can definitely add some depth to the Meta of DOA without subtracting from the quality gameplay we expect from the franchise.
Break Blows need to basically be supers and treated as such. The simple input is fine but they should take the armor off and make them fully snuffable if you throw them out raw, make them essentially a once a round (Maybe even match) thing by slowing the meter build rate significantly. Slowing the meter build rate down that much would also make Break Holds a special occurrence as well and they could get away with making them take half a meter which would force you to choose between defense or offense. Now obviously they have the meter build rate jacked up to try and keep escape routes for FA open but... As I've said before... The training wheels (Fatal Stun) need to be pulled off from FA. It's already a combo where you only have to mash one button and can finish it with Break Blow (Possibly even into a stage hazard) for very okay damage. It doesn't need to be any more new player friendly than that.
General problem with game design here.
It does not suffice to improve only by addition of fatal rush to use meter.
Aspects of fatal rush would need change too.
At E3 fatal rush is like combo string, but has extra property of fatal stun. If only remove fatal stun, it behaves same as any other combo string as it may knock back if stun too high, or launch. If no fatal stun though, it is just a strange combo string. If fatal stun decides that each "S" in fatal rush will not be catched by hold, it can become problem to use only one "S" and free cancel to launch for free combo. Like DoA5 CB but no requirements of previous stun. If play like this, opponent become forced to waste meter on break hold, or more often opponent has no meter for break hold. It is considerably DoA5 but worse.
Idea to remedy this is fatal rush "S" = full combo instead of "SSSS", and it uses 1/2 meter. It may free cancel
after S1, S2, or S3, but if full meter and S4 connect then auto-use break blow.
"S" full fatal rush = 1/2 gauge
Break Blow after Fatal Rush S4 = 1/2 gauge
Break Blow without Fatal Rush = 1 whole gauge
Break Hold = 1/2 gauge
Sidestep blow = 1/2 gauge
[----------1/2----------][----------2/2----------]
this way it cost meter to achieve fatal stun, as DoA5 CB cost requirement of previous stuns. Regardless of how many "S" attack connect, it will cost 1/2 meter. This offers player choice of risking full fatal rush combo completion against potential break hold, or waste meter with
to reap fatal stun for own creative combo, but also no over-usage of fatal stun as current E3 meterless single "S" press.
With more usage for meter, break blow may be seen less often.
It is difficult to know health values from E3, but many technique and combo seem too much damage. It may only be as DoA4 normal health setting instead of DoA5=DoA4Largest.
Yet many easy fatal rush combo setup in dark alley stage with spectator dangerzone create 60+% damage. This might be 80+% or even 100% if played by hardcore player knowing mechanics and combos rather than "SSSS", or idea that break blow may combo after launch. Too huge damage.
If meter is spent as suggested, there will be reduction in damage to be fair.
Fatal rush is not necessary to be "new player" mechanic. If combo string delay is returned to DoA4 style, this is already default easy new player combos. It is not mind-destroying for player to press
instead of
.
DoA combos are not difficult enough that
is needed for new player.
@DestructionBomb has offered new interview link from Shimbori
https://wccftech.com/e3-2018-dead-or-alive-6-interview/
It seems fatal rush is intended to beat sidestep as fatal rush is always tracking. I wonder how valuable it is if fatal rush attacks are not very fast, as sidestep blow is quick enough to get around jab. I do not understand Shimbori's intent.