Berzerk!
Well-Known Member
Had the opportunity to play a bunch of casuals and two small tournaments with the attendees of CouchWarriors Crossup, which was an FGC major in Australia last weekend. It was a Dragon Ball FighterZ Saga event among other things, and we had the DOAFest build of DOA6 to show the 500 strong crowd.
Going to use this thread to discuss some things that are interesting about the mechanics in the game. Managed to take some video to illustrate some of these things. Also, going to put forward changes I think they should still make to really nail this game down as one of the greats.
Overall the game is really good. Better than DOA5, and man it is beautiful. It runs nicely on 4K screens and has to be seen at full res and speed to really appreciate. Including things like dust kicking off character's feet, there are many nice details, and it is bright and vibrant. Clear heads and shoulders above the pack as far as visuals go.
Videos: DOA6 CWC DOAFest Video Playlist
Upfront questions? Happy to answer them here in this thread, FYI there was a sort of AMA on Facebook you can find here
In the video thread, there's some cool stuff shown like Christie's new moves, Helena's new bokuho sidestep, new combo mechanics, a competitive match on the build and a couple of competitive extended round casuals.
Move Lists
If you want to see move lists of characters we hadn't seen shared to now, they are in this Facebook thread
Launcher Height
The stun system isn't as important to launch heights anymore. It appears ANY stun is enough for a full height launch, what makes the difference is which launcher you use. This is really interesting. I like it because people will start to favour certain launchers and it becomes about their preferences and you can start to read them.
New "Bound" Combos
Have two examples here, one from Hitomi and one from Leifang. It looks like every character has something which will knock down from a combo, cause a bounce with a fall onto their back. If you're quick, this can be combo'd. This includes landing a Break Blow - which in turn means you can CANCEL the break blow, and relaunch the opponent.
Techniques like Fuzzy Guard work well and combine with Sidestep
Check out this video as top player from the CouchWarriors Melbourne scene AlexMD demonstrates with Diego, how you can fuzzy guard after a safe attack to avoid a throw. (Crouch dash then hit back). This allows you to duck a throw and block a mid. In this case we show what's safe vs different speeds of throws also. Then, you can see Diego fuzzy guard, then sidestep, then throw escape - and it works. Wouldn't it be great if we had throw escapes for command throws?
Ground Game isn't in place
There's no ground game in this build. This is illustrated by the video below. If the opponent doesn't tech roll, they stay on the ground, and can't be forced up.
This needs work, as there is no point in doing short combos which hard knockdown. Just go for the full combo. More on this below.
Players are getting used to meter
Getting pretty comfortable with the Break Blow, Break Hold and managing meter. Personally I tend to hold it until really needed for break hold or when I'm clear to land a break blow, but its a big part of the game. Players in the tournament would exchange back and forth with Break Hold, which introduces another level of back and forth.
Stages are beautiful, but limited
The game looks amazing. The stages are fantastic to fight in. But as of this build, they're all pretty small. This isn't necessarily a bad thing, you want danger zones and walls, the environment should be ever present. However, the hope here is that the stages will be larger and have more connected areas. The Lost Playground shows this with its breakable area into a lower area. The Ninja Village stage has an enticing view near the fence and rock wall which looks like it should extend down into another area.
WHAT CAN STILL BE IMPROVED?
Going to use this thread to discuss some things that are interesting about the mechanics in the game. Managed to take some video to illustrate some of these things. Also, going to put forward changes I think they should still make to really nail this game down as one of the greats.
Overall the game is really good. Better than DOA5, and man it is beautiful. It runs nicely on 4K screens and has to be seen at full res and speed to really appreciate. Including things like dust kicking off character's feet, there are many nice details, and it is bright and vibrant. Clear heads and shoulders above the pack as far as visuals go.
Videos: DOA6 CWC DOAFest Video Playlist
Upfront questions? Happy to answer them here in this thread, FYI there was a sort of AMA on Facebook you can find here
In the video thread, there's some cool stuff shown like Christie's new moves, Helena's new bokuho sidestep, new combo mechanics, a competitive match on the build and a couple of competitive extended round casuals.
Move Lists
If you want to see move lists of characters we hadn't seen shared to now, they are in this Facebook thread
Launcher Height
The stun system isn't as important to launch heights anymore. It appears ANY stun is enough for a full height launch, what makes the difference is which launcher you use. This is really interesting. I like it because people will start to favour certain launchers and it becomes about their preferences and you can start to read them.
New "Bound" Combos
Have two examples here, one from Hitomi and one from Leifang. It looks like every character has something which will knock down from a combo, cause a bounce with a fall onto their back. If you're quick, this can be combo'd. This includes landing a Break Blow - which in turn means you can CANCEL the break blow, and relaunch the opponent.
Techniques like Fuzzy Guard work well and combine with Sidestep
Check out this video as top player from the CouchWarriors Melbourne scene AlexMD demonstrates with Diego, how you can fuzzy guard after a safe attack to avoid a throw. (Crouch dash then hit back). This allows you to duck a throw and block a mid. In this case we show what's safe vs different speeds of throws also. Then, you can see Diego fuzzy guard, then sidestep, then throw escape - and it works. Wouldn't it be great if we had throw escapes for command throws?
Ground Game isn't in place
There's no ground game in this build. This is illustrated by the video below. If the opponent doesn't tech roll, they stay on the ground, and can't be forced up.
This needs work, as there is no point in doing short combos which hard knockdown. Just go for the full combo. More on this below.
Players are getting used to meter
Getting pretty comfortable with the Break Blow, Break Hold and managing meter. Personally I tend to hold it until really needed for break hold or when I'm clear to land a break blow, but its a big part of the game. Players in the tournament would exchange back and forth with Break Hold, which introduces another level of back and forth.
Stages are beautiful, but limited
The game looks amazing. The stages are fantastic to fight in. But as of this build, they're all pretty small. This isn't necessarily a bad thing, you want danger zones and walls, the environment should be ever present. However, the hope here is that the stages will be larger and have more connected areas. The Lost Playground shows this with its breakable area into a lower area. The Ninja Village stage has an enticing view near the fence and rock wall which looks like it should extend down into another area.
WHAT CAN STILL BE IMPROVED?
- Ground Game
- I don't want vortex but if there's a set move that does a force wakeup and its very clear to attacker and defender thats what's happening, it would be good for the game. At the moment theres no point doing short combos with hard knockdowns, just go for damage. So you have less variety in playstyle and offensive options which will hurt the scope of hype for big comebacks and clever resets
- Example - Lets say I have the opponent down on 40% life as Leifang.
- If I 8K launch them, I can do 9KK, pp6PP to the wall for best damage, but then I have to deal with the opponent's wakeup kick, try to get in to neutral at even advantage, and guess again to try and finish the last 15% approx.
- OR, I can P2P2K, or PPk-H+K, which cause hard knockdown.
- From the hard knockdown, this should guarantee I can use H+K to knock up. The opponent can't do a wakeup kick, but they can block, duck, or attack if they predict a throw.
- But the attacker should have the choice to shorten the combo (less damage), with the option to force up and contrinue with some advantage to try and set up another opening, and hopefully land a combo to finish the opponent, knowing I won't get blown up by a wakeup kick.
- The suggestion here is to introduce something simple and easy to understand. One move at least per character, probably a slow move, which guarantees force wake up after only a HARD KNOCKDOWN. This removes vortex, but creates the ability to go for a reset situation
- Competitive games need situations which provide clear follow up pressure - essentially meaty wakeups.
- Now that we have Break Hold and great Sidesteps, players getting up at this stage have excellent tools in addition to blocking, ducking, and attacking back.
- Command Throw Escapes
- Once more with feeling - as above, it's time for some "brave" big boy fighting game mechanics. This would be relatively simple to implement. And here's how you to it while protecting the Triangle system:
- If a Throw is attempted with a command ending in Forward+Throw (6T), then the Escape should be 6T.
- If you Throw an opponent who is in performing or recovering from a Hold, it should still be unbreakable as part of the triangle system of Throws punishing Holds
- You would be able to buffer the Throw Escape. For example, as you finish a string, hold 6+T and keep it held - a 6T throw punish would be escaped when attempted. The buffer should also be possible to initiate while simply holding the block button (Press H and hold, then press P and hold. Throw escape is buffered while held)
- This adds to the directional mindgame and forces attackers to adapt to using a variety of throws.
- Throw escapes are hype and won't affect low level play
- It's incredibly in theme for DOA
- Once more with feeling - as above, it's time for some "brave" big boy fighting game mechanics. This would be relatively simple to implement. And here's how you to it while protecting the Triangle system:
- Restrict movement at start of round (Circle only, not advance up close)
- In a game where some characters have faster jabs than others, being able to walk into the opponents face gives some characters advantage at the start of the round. So lets just stop people moving forward past the starting positions.
- Keep circular movement to position in the environment
- Weaken Wakeup kicks
- Still too dominant! They still have long range and invincibility.
- A small tweak to active frames to be shorter, and give each character a move which blows through standing wakeup kick, and combined with a specific and clear ground game, and we will have reason to sometimes not throw one out.
- Yes, I know holds can punish them. It's still very guess oriented and people just back off from wakeup, which slows down the game and makes it less interesting. Lets see some more options.
- Remove the 3 Way Hold Option
- This will split the user base in online lobbies, making matches harder to find and frustrating the players.
- Teaches bad habits that have to be corrected before tournament play, hurting the pathway to esports acceptance
- 4 Way is easy enough, and teaching TWO systems is much more confusing for new players
- Fuzzy guard from Sidestep
- As demonstrated above, you can sidestep right after a fuzzy. That's pretty cool defensive movement.
- If we can cancel the last frames of Sidestep to reduce vulnerability to slow circulars or delayed linear strings, into a crouch dash fuzzy, you've got some exciting defensive capability.
- Its subtle and advanced, new players won't even notice it, but it will make skilled high level play more intense.
- Specific character improvements - Grapplers stand out as weak right now
- Without getting into a long examination character by character which will change, there remain a few issues with grapplers. Bass is a case in point. He doesn't have a good way to get in and opponents don't fear his strikes - so they won't block long or hold. This means he can't reliably do his throws. In short, every character needs a tool to enable their playstyle.
- Improving the ground game may help, but essentially they need to be willing to give characters at least one strong get-in move, and ground throws need to provide enough advantage to force people to "need" to block.
- If each Grappler gets a good Guard Break move, this would be a welcome addition to the playstyle.
- Sit Down Stuns
- These are less prevalent - Mila 3PP, Hayate 3PP, Leifang 3P4P, this do not SDS on counter hit anymore. Hard to say if a big problem as you can launch from any stun but it's a clear nerf. Inclined to believe ways to create SDS situations should be retained.
- Generally, having situations which are really clear as to when you can and can't respond is good for the game. Sit Down Stun? Can't counter. People appreciate that and it's good for the game.
- Damage adjustment: Life setting lowered and Hold/Throw damage lowered for non grapplers
- This may be controversial but years of experience with high damage fighters like Virtua Fighter tell me the below is the way to go.
- 300 Life is a little high and rounds require a few too many setups, plus matches take a long time.
- Strike damage should be impactful, short combos and pokes should build up as dangerous, to encourage better defence.
- 240-270 life would work better. However, under this setting, Holds already do as much as a well crafted combo as do Throws. These should be adjusted down for strikers.
- Grapplers throws to remain the same so they present a threat - so long as grapplers have tools to open people up.
- Strikers like Kasumi who can threaten with strike speed should not have high damage throws. The opponent is forced to block or hold, so throw punishment is really strong. Reduce the damage of this, it rewards the striker too much, who should get damage from strikes.
- Strike Punishment
- Add little bit of strike punishment with specific moves to guarantee hit after blocking unsafe moves. So there is a pressure build option and not just throw punishment. Again, strategic variety.
- Strike Punishment Example Virtua Fighter “Punishing The Cast” video series
- Wall game
- Wall should instill fear. Low juggle is already very good.
- Add a Wall Slump on second attack into wall, removing Wake Up Kick
- Now that we have Break Hold and great Sidesteps, players getting up at this stage have excellent tools in addition to blocking, ducking, and attacking back.
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