lol that is not my point
Auto combos was already addressed, force tech may not be complete yet as another person posted, and another person said it might require two hits to force tech.I think KT probably cares too much about new comers,they are making DOA a superficial game.
Firstly auto combo plays a important role in system while not ever a single serious fighting game dare to,well that's fine ,we're unique.
secondly cutting of SE which used to be a watershed of noob&pro,well that's fine too because that's good for my palmaris‘ health(ok~ok~)
now literally removing force-tech....
Well,I can't excuse this anymore,this making the game ugly.
but in tekken7 these auto combos are useless,like KOF14 etc.
while DOA6 literally making these auto combos into core fighting system,you will see this button mash combos in pro matches
1,actually played it already in TGSAuto combos was already addressed, force tech may not be complete yet as another person posted, and another person said it might require two hits to force tech.
Just like how it was for the games I listed. People hear one or two things without actually playing the game in depth or even know what they are talking about and they start to say it is "a superficial game".
All high's, all slow at around 20i, all super unsafe on block and the damage they do is awful. I REALLLY don't see the issue with them.
I'm not saying you can instant-win with button mashing bro,my point is DOA6 is getting superficial,pro players can always win noobs as usual,but in high-level matches you won't see mind games as deep as beforePeople seem to forget that auto combos come with several drawbacks if you use them. Case in point: what @Raansu said.
It's not an instant-win button, but yet people think it is.
I'm not saying you can instant-win with button mashing bro,my point is DOA6 is getting superficial,pro players can always win noobs as usual,but in high-level matches you won't see mind games as deep as before
did you see DOA6 matches today? literally “DOA5”matches lol cause people seldom used S attacks and meters,we will see in future and of cause me myself gonna work hard in this gameYes you will....Everything we have seen DoA6 is still very much DoA. Fatal Rush does not change up the approach at all. Its basically just a critical burst.
Because the meter doesn't actually do anything. Lolliterally “DOA5”matches lol cause people seldom used S attacks and meters
You're not listening, as usual.Yes you will....Everything we have seen DoA6 is still very much DoA. Fatal Rush does not change up the approach at all. Its basically just a critical burst.
3 way holds shouldn't be a problem I believe,meanwhile we have rules in matchesthe problem is not the implementation. auto combos are unsafe and predictable. you're not likely to get anywhere far with them.
the problem is its existence. it's hard to take a fighting game seriously when it allows such a crutch.
3 way holds need to go as well.
reasons why I'm kinda disappoint
-fake tracking moves are gone,like zack 6PK,honoka PK etc. that SS attack still strong as hell.what is read-hold ,fuck off
-basically force-techs are gone,like tekken,opponent can lie on floor safely but tekken's WUKs are not invincible
-no,you can't hold in sit down stun,and no stagger escape,so DOA6's stun game is like guessing S attack or sit down stun,which is really funny .I would say that charaters without straight sit down stun moves gonna be really wick in stun game
-launchers' height are almost same and no need to use high moves,because well we got auto combos.in DOA5 CBs can not replace mid in stun games in some degrees while DOA6's S attack can literally replace high launchers
You're not listening, as usual.
Not many people are going to use 3-Way Holds since it's mostly used for beginners. 4-Way Holds are tournament standard.
Not to mention, DOA3 and DOAD had them, but it was implemented differently.
You are literally doing what people did for all the games I listed. Hear about auto combos, try it out "without actually playing the game in depth", and started to say the game is superficial.1,actually played it already in TGS
2,yes.a superficial game ,for now. KT might perfect it in future but who knows?
3,auto combo is just one reason of superficiality,DOA6 gives up too many things,many mind games are fucked up due to this auto combo which used to be deep.
4,meters are easily fullfilled as hell,and basically no differences between characters.when doubted,press 4S lol
5,I love this game just like you guys,I spent over 3000hs in DOA5(online) I may not a pro player but I think at least I'm a knowledgeable player,so my conclusions are not coming out from "hear one or two things"bro
Guess its a 3D fighter community mindset but the auto combo = "hard to take a fighting game seriously" is weird. DOA6 still plays like DOA but they just added a flashy auto combo. Other games have auto combos and people still take them seriously.the problem is not the implementation. auto combos are unsafe and predictable. you're not likely to get anywhere far with them.
the problem is its existence. it's hard to take a fighting game seriously when it allows such a crutch.
3 way holds need to go as well.
The new mechanics will be bad while the ones from the previous game was better.
well I think this "return to older DoA "is a mistake,clearly DOA series' mechanics were perfecting in these recent years,in older DOA we saw too many broke mechanics like 3way hold,like wall game in 3&4,like unbalanced FT in 4 etc,the point is,DOA5LR became one of the most balanced fighting games among all FTGs,and THE most balanced version in DOA series,you can't deny that bro.DOA5LR's fighting system does have problems but still,it is the best among all DOA series- Those moves shouldn't be "tracking" to begin with. SS being good is a good thing.
-This is a personal preference, but I despise how FT works in 4 and 5 given how DoA treats a tech rolling player basically putting them in an animation lock. FT's only further made that situation awful. Its why Helena's blender in 4 and vanilla 5 was so broken.
-How is this a bad thing? Hold before you get put into a sit down stun. Stagger escape is also a terrible mechanic and the very reason that sit down stuns became worthless for the majority of the cast in doa5. SE is also the reason why the wall game in DoA4 was completely pointless. SE in general has just been a crap mechanic in the last 2 iterations of the game.
-This is a return to older DoA games. I don't see how this is a bad thing. Can focus more on the neutral game and less on playing RPS stun games. From what we have seen, a threshold is still there (albeit thankfully lower than in 5) and you need to reach mach threshold to still get max juggle damage.
How am I not listening? Everything we have seen shows that DoA6 still plays like DoA. A slow, high attack that's super unsafe on block and does horrible damage isn't going to drastically change how the core game plays. Meters have also shown to have little impact outside of basically stopping FR's. Comboing BB's into your juggle is basically just a PB in DoA5. Damage is relatively the same. The only major difference is the BB is a sabaki, but it seems pretty easy to avoid.
SE is gone, allowing deep stuns like sit downs to be more threatening, launch height and stun game is closer to doa3 focusing more on the neutral game, I just in general don't see the issues Garry is having. All I see is a game that is closer to DoA3 than the last 2 doa games and that is nothing but a good thing in my mind.