CounterTerrorist
Member
A perfect fighting game.
Fast - Fun - Competitive - & friendly - Every other DoA game just stuck players in a boring lobby forcing people to just fight & eventually argue due to lag or some other reason. Tag was viable too
For the majority of people who don't even take DOA seriously on a competitive level-that's more of a reason to come back than anything.
The average time for round completion in DoA5 is 25 seconds. The average time for round completion in DoA4 is 20 seconds. Technically speaking DoA4 moves on average 25% faster than DoA5 despite having less environmental factors & overall moves than DoA5.
Also DoA4 did have a competitive scene lopedo one of the members who streamed last night participated in tournaments.
Master who is now the community leader for DOA also participated in tournaments for CGS
Also free-step dodging in DoA4 was the only solution to dodging an attack so technically the movement had to be faster whereas in DoA5 tracking between players had to be stricter due to the SS
Some of the new DoA characters such as Rig, Mila & the VF characters have very slow side-to-side movement
The training mode for the game was also more intuitive for newer players as players had the option of selecting a string in the CPU's move-list in contrast to DoA5 where the player had to record each string in the CPU's move-list
Can I ask you an honest question- Do you play online more or offline more?
The training mode for the game was also more intuitive for newer players as players had the option of selecting a string in the CPU's move-list in contrast to DoA5 where the player had to record each string in the CPU's move-list
And most high level players adapted by peacing out (unless they got paid to still play it) until some sensible people at TN (Hayashi, Shimbori) listened to their complaints.Dead or Alive 4 is what you get when you want to actually experience the triangle system. Adapt, right? That's what your profile pic is.
You didn't really answer the question but alright-keep talking to yourself
The thing about 4 . . . is it takes playing with someone else to truly appreciate the patience & execution the game requires(The AI is ridiculous). At the highest level the most respectful way to play the game is to go for quick launches - well-timed force techs - & good grab punishes.
. . .
DoA4 worked around whiff punishment and force tech loops because it was the only reliable damage in the game, and even then only a handful of characters could take advantage of force techs because they had setups that guaranteed it.
Despite that, not every character even had reliable throw punishment either. Tengu's fastest command throw was 8 frames, and Bayman's, an intended grappler, was 12 frames lol. 12 frames! And I don't recall which throw it was, but one of Brad's throws guaranteed a free throw from his opponent right after lol.
Of all the bizarre things I've seen people say to praise DOA4's "greatness" over the years, this has go to be the most confusing and objectively wrong one yet.
This just doesn't make any sense. Yes, that is a "feature" that was removed in 5, but it wasn't a useful feature anyway. Simply recording yourself performing the move on your own is a much faster alternative than scrolling through an entire movelist to find the one move/string/throw that you're looking for. Not to mention that if you record it yourself, you can do things that the AI isn't going to, such as delaying certain hits in a string, or following up an attack with another attack, or performing a specific movement option before or after an attack, etc.
Let's also not forget that the option you're referring to didn't even have any character's entire movelist in it. It only had about twenty attacks/strings to choose from, if I remember right.
"Hmm, let me set Tengu to do 2F+K2KKKP. Oh, wait. I can't, because it's not on the list for some reason."
Putting that matter to rest, there's also the fact that DOA4's training mode did not have any of the incredibly important features that were added in DOA5. In 4, you can't make the AI tech roll, preventing you from seeing what ground throws or FT tech options are guaranteed. You can't make the AI stagger escape, disabling you from seeing how effective any of your stuns actually are. You can't set the AI to break combo throws/holds (from what I remember), making it harder to practice getting the timing down, because you can't even tell if you're doing it fast enough to beat the opponent. You can't see frame data, launch height, range, or any of these other vital bits of information. And there's also the fact that DOA4 had an oddity in which the AI's reactions would always be delayed by 1 frame.
DOA4's training mode (and the training mode of every DOA before it) was absolutely terrible and objectively worse than DOA5's, which is probably the best training mode in any fighter to date. All of the few useful things DOA4's had were brought into DOA5, along with a plethora of essential additions, including an actual, detailed tutorial to teach the game's system and mechanics.
Wholesale changes for the better, but wholesale changes nonetheless.Dead or Alive 4 is what you get when you want to actually experience the triangle system. Adapt, right? That's what your profile pic is. Dead or Alive 5 is literally a more broken version of Dead or Alive 4. You want to talk about wholesale changes? DoA5 made the biggest wholesale changes