What would you like to see in DOA6?

Fantailler

Well-Known Member
I can understand that, although in fighting games I feel stages should be varied and such. Like in Tekken Lili wouldn't realistically fight in a stage like this XD
View attachment 25399

But it's a cool map that stands out from the others. But the throw down is sort of generic since it kinda looks like the bottom level of the streets stage set at night tbh xD

There's more poetry in this one though :p

I totally see lilly fight here it's easier to focus at least.

Moonlit wilderness wasn't the Best choice Kasumi :) Best place for a duel, don't think feel.

;)
 

KasumiLover

SovereignKnight_
Premium Donor
Triangle Meter System? Juggles build a little meter for both players - grabs build meter exclusively for the player - counters deplete meter against opponent.
That sounds broken imo, the purpose of the break hold is to be able to stop any attack when you need it most, but how would you do that if you have your meter swiped every time your opponent opponent does a counter hit/ counter holds your move? XD
 

KasumiLover

SovereignKnight_
Premium Donor
The mechanics of DOA have to support the meter system, not the other way around.
That still doesn't seem right tho imo, I think the meter should just be a basic one that fills up naturally for all of the cast. I don't feel like it needs to take mechanics into account, since Grapplers in that case would likely benefit from it most since they have throws, grapple throws that can be long, and they have offensive holds already too that are sort of like throws
 

grap3fruitman

Well-Known Member
Standard Donor
Since they've not doing tag in season 1, can we go back to incorporating :H+P+K: into inputs like DOA1 and VF? Maybe make those stronger attacks? Maybe even have them take meter? Like, playing Tina, I hate how WR :4::6::T: gives you a different throw on normal hit versus counter hit. If my opponent mashes a hold on the frame as I'm hitting, I get an entirely different throw animation. It completely screws up my flow and makes throwing random and unpredictable (she has a few of these). If I'm trying to play smart, in a game where the environment and positioning play a crucial role, it completely throws me off all the time and I can't actually make use of the environment effectively because I can't predict which throw I'll get each time. Keep the directional input the same but add one more button so stronger holds are done with :H+P+K: aka the :s:uper button. I'm not opposed to stronger attacks and throws like this taking meter and I think it should be considered. But I do want my inputs to be predictable. I want the buttons to do what I tell them to do. Standing :4::6::T: should be Tina's normal giant swing and :4::6::s: could be the charged version's animation.
Anything that uses meter should have VFX to make it obvious that it uses meter, in addition to the meter glowing in sync. Doesn't just have to be throws... For example Akira's GBOD :3::H+P+K: input from VF could've been kept the same. Then for season 2 just add a seperate damn tag button, I don't care if it's not done with hpk anymore.
 
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NewWestFan

Well-Known Member
Premium Donor
Like, playing Tina, I hate how WR :4::6::T: gives you a different throw on normal hit versus counter hit. If my opponent mashes a hold on the frame as I'm hitting, I get an entirely different throw animation.
I don't think I've ever heard someone complain about landing an M.D.T (Almost 50% Health Throw) with Tina before lmao. Rest of what you're saying sounds fun!
 

Project Bokuho

Lady Helena's Pet
Premium Donor
Since they've not doing tag in season 1, can we go back to incorporating :H+P+K: into inputs like DOA1 and VF? Maybe make those stronger attacks? Maybe even have them take meter? Like, playing Tina, I hate how WR :4::6::T: gives you a different throw on normal hit versus counter hit. If my opponent mashes a hold on the frame as I'm hitting, I get an entirely different throw animation. It completely screws up my flow and makes throwing random and unpredictable (she has a few of these). If I'm trying to play smart, in a game where the environment and positioning play a crucial role, it completely throws me off all the time and I can't actually make use of the environment effectively because I can't predict which throw I'll get each time. Keep the directional input the same but add one more button so stronger holds are done with :H+P+K: aka the :s:uper button. I'm not opposed to stronger attacks and throws like this taking meter and I think it should be considered. But I do want my inputs to be predictable. I want the buttons to do what I tell them to do. Standing :4::6::T: should be Tina's normal giant swing and :4::6::s: could be the charged version's animation.
Anything that uses meter should have VFX to make it obvious that it uses meter, in addition to the meter glowing in sync. Doesn't just have to be throws... For example Akira's GBOD :3::H+P+K: input from VF could've been kept the same. Then for season 2 just add a seperate damn tag button, I don't care if it's not done with hpk anymore.
I'm sure wrestlers might have something unique. We'll just have to wait and see.
 

Leifasumi

Active Member
I would like to see some character specific intro’s like Bayman and Leon. That would make the game more interesting to me.

YES! I remember Leifang had one after beating Gen fu in Ultimate 2 for example, that game was truly a gem. In 5 Kasumi and Ayane don't even have one lol.
 

LethalKasumi

Active Member
I'm hoping for them to put more details into hair structure. I hate it when the hair goes through their body or arms. But anyway:

Kasumi:
  • After the ending scene in DOA5 I'm hoping for Ayane & her to be... cool? I guess.
  • DOA2U costume 3 & 4 please. Why did they even give them to Phase 4?
Ayane:
  • A move or throw that has effects like her Ninja Gaiden ninpo. I think that was very dope.
  • I want a scene of her in a village like Kasumi in DOA5. She doesn't always have to be violent.
Story:
  • A lot of character interactions and long cutscenes for the movie vibe.
  • Flashbacks as scenes. That'd be cool.
  • Characters to actually feel involved in the story. Not appearing in one chapter and then WOOSH.
Game:
  • Just one version... please?
  • Online cross-play. I wish.
  • A lot of unlockable costumes. The DLC for DOA5 was insane. Then again, it's optional and doesn't change gameplay.
  • Character & stage based themes + old OSTs.
  • More Ninja-like costumes for the ninjas.
  • MORE ROMANCE! Come on!
Gosh, I sound so demanding but I'm just a videogame player with wishes lol.
 

Onryoki

Well-Known Member
Standard Donor
Wasn’t Ayane cool with Kasumi since the end of DOA4? Ayane didn’t chase Kasumi in 5, she chased her clone. Kasumi was at Muramasa’s place during the events of 5. The real Kasumi only came in action at the end of 5 when they tried to kill Alpha. When Kasumi and Ayane did meet they weren’t violent with each other nor did she chase her.

I agree with your list though, a lot of valid points and must haves
 

LethalKasumi

Active Member
Wasn’t Ayane cool with Kasumi since the end of DOA4? Ayane didn’t chase Kasumi in 5, she chased her clone. Kasumi was at Muramasa’s place during the events of 5. The real Kasumi only came in action at the end of 5 when they tried to kill Alpha. When Kasumi and Ayane did meet they weren’t violent with each other nor did she chase her.

I agree with your list though, a lot of valid points and must haves

Yeah they were chasing her clone and they killed her but I mean it was only for a short while that they seemed cool. It would be cool to see them team up in the story or something. Tag Team is the only time we see them together. ^^
 

KasumiLover

SovereignKnight_
Premium Donor
Wasn’t Ayane cool with Kasumi since the end of DOA4? Ayane didn’t chase Kasumi in 5, she chased her clone. Kasumi was at Muramasa’s place during the events of 5. The real Kasumi only came in action at the end of 5 when they tried to kill Alpha. When Kasumi and Ayane did meet they weren’t violent with each other nor did she chase her.

I agree with your list though, a lot of valid points and must haves
No Kasumi still isn't completely fine with Kasumi, I think she just tolerates her
 
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