What's the fundamental difference between an “Auto Combo” and any other Natural Combo in a 3D Fighter anyway?
How does something like Hayabusa's H+K,K,K (which you can also perform by just pressing H+K 3 times) or AAs and BBs in SC not meet the definition of Auto Combo?
In all honesty, nothing really. DoA has never been difficult in the input department.
GarryJaune said:
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,
3 way hold wasn't broke in doa3. It worked fine. Neither was the wall game in DoA3. In 4 SE just made the wall game non existent so I dunno how you think it was broke in 4. I don't think FT is unbalanced in either 4 or 5 outside of a small number of characters being able to utilize it in a ridiculous way, but that has more to do with how tech animation locks work, which again is why I'm fine with the approach they are taking in 6 with the ground game. I have nothing against how they work in 4 and 5 in terms of mechanics nor do I think they are broken, I just simply dislike the mechanic.
GarryJaune said:
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.
I kind of can deny it since, ya know opinions are a thing. I still consider DoA3 the better DoA and I consider DoA5 vanilla, with the patch that came out before Ultimate launched to be a superior version of DoA5. I actually didn't like the regressions LR made.
GarryJaune said:
DOA5LR's fighting system does have problems but still,it is the best among all DOA series
Debatable.
GarryJaune said:
So why would KT abandon DOA's core mechanics?like SE like CB in 5 etc
No one really knew SE even existed till DoA4 when its mechanics became obvious. It was around since DoA2 (I dunno about DoA1, but it probably was) but it was hardly a core mechanic in DoA2 or 3. The way it functioned wasn't even the same as it was in 4 and 5, and honestly it was just a bad mechanic. You have the hold system to get out of stuns, SE just negated the neutral game even more by making small stuns like Hitomi's low sweep from being +5 to being -1 with SE. That is dumb.
CB? Who cares at this point? It was just an extra hit that you just basically treat like a launcher and it really didn't have much depth to it. It's purpose was really just to guarantee PB's and I find the new break blow mechanic to be significantly better and more involved than the PB's which are rarely used in high level play.
GarryJaune said:
All these changes as far as I see,is for serving the SSSS auto combo,believe or not,if SE existed,S attack's practicability gonna be much lower than now which I'd like to see in future.
SE would have done nothing to fatal rush because it has its own unique stun that requires meter to escape out of. You're focusing way too hard on this single mechanic which is beyond silly. Most players wont even use the full string. I see most just using the first two hits, free canceling and utilizing the stun to get a guaranteed launcher into a BB combo juggle.
GarryJaune said:
And let's talk about SE,the most useful point of this mechanic is not for sit down stun bro,actually it's for small stuns in neutral game,like lee's P6P,everyone's low sweeps etc.
Which I fundamentally disagree with. Improve your neutral game.
GarryJaune said:
In fact if you're eaten a sit down stun or any deep stuns(over 25 frames)in match,SE might save you lol but it does give high level players one more choice in stun games,which I think it's a watershed of noob&pro.
You had your chance to win the neutral game, you had your chance to hold out of it. The option of SE shouldn't exist to let you get out of those deep stuns.
GarryJaune said:
For auto combo,DOA6 just remove it without a hesitate,and the outcome is,high level players now share same choices with noobs,if you're stun ,then hold. well that's just back to my opinion again,campare with DOA5,DOA6 is much more superficial
Again, you're giving too much to the FR which isn't all that strong from what we know about them.
If anyone wants to take a look at Marie-Rose's new strings.
lol interesting animation for a SS attack.