in DOA the "advantage" is created by the fear of the mixup of continuing the string, delaying it, or free cancelling it. e.g. I dare you to press a button after my 6P which is minus on paper alone, but it can extend to 6PPPP
For that to work you have to be in range.
every 3D fighter has minus-on-hit lows, they're like chip damage, you got your tiny unreactable free damage now it's no longer your turn, it's not an absurd concept ¯\_(ツ)_/¯. And getting hit on NH by highs and mids while standing should never happen in the first place lol, but yeah they should still change them
So we agree.
turtling strong in DOA, are we playing the same game? This is DOA where throws are the fastest moves in the game and are unbreakable
And obviously once again you need to be in the opponent's face to do them, except for a the handful of characters that have throws or OHs for relatively 'long' distance.
run up and throw if you expect them to do nothing or run up and block if you expect them to do something
congratulations, you're in
Easier said than done. Not only is that a 50/50 guess, you're better off being the one letting the opponent do the closing in and keep them at bay using footsies, than being the one charging in. The safest thing is to run up and do an offensive hold if your character has it, which would win out against both a standing attack and blocking and a sidestep. Unless your opponent expects it and makes you eat a throw.
I'm not even kidding, just watch some high level play. That's how MASTER has been ending rounds for decades, that's how Rikuto has been getting in with his slow ass characters
You think I have no watched high level play? Even better, you think I am not a high level player? What a joke.
Master has Hayabusa. He can close the distance at any time in multiple ways, and safe ways.
As for Rikuto, he is not the one getting in most of the time by running in. He allows the opponent to come just close enough for his long range moves to be within range.
How things normally play out is;
a) The one running in whiffs and gets hit in the face.
b) The one running in uses an attack and is now in range of the opponent and at a disadvantage.
c) The one running in stands there and blocks afterwards, and nothing happens.
d) The one running in actually gets a hit/throw in
The odds are against the attacker.
Stop trying to make 7 sound overpowered. It's not going to happen, you're being silly, please stop
Many people don't like the truth. Holding a button (7) should not be superior to double tapping a button (back dash).
If you’re complaining about the bunk backdash, you’re not running in and you don’t know your ranges. It’s stupid and probably shouldn’t even exist but it’s not even close to being broken. Broken is
being able to sprint backwards with 44.
What's the difference? One has a weird animation, but ultimately both have the same effect as sprinting backwards.
Holding 7 is not and will never be broken lmfaoo do you want everything to just connect on hit or block? People are spacing well and whiff punishing you so it’s overpowered? You can run in and just do nothing. You don’t have to attack.
Holding 7 does not constitute as spacing well. But thanks for (accidentally) confirming that running in and attacking is too risky.
Some of you are reading frames on a string that’s half complete, seeing negative numbers and want to say it’s a risk, when you haven’t thought to consider the mixup/possibility of delaying the string, cancelling or completing it. Most of Zack’s moves are minus as shit on block but because there’s always a mixup he may as well be plus, as delayed strings and strings in general are completely uninterruptible for the most part.
Nothing to do with approaching long distance turtles, which is what we're talking about here.
As annoying turtles are, learn to use your engagement options instead of whiffing shit at range 3 (2.7m approx according to DOA’s distance meter) when they’re holding 7. Run. Spam crouchdash. There are so many options to get rid of a turtle this game it’s ridiculous.
Really? Running and spamming crouch dash are considered "many options" to get rid of a spacing turtle? There's a reason I liked Vanilla DOA5. Almost every character had a long distance move that left the attacker with + on block. That by itself made the game much much better, because attacking at a distance was no longer as huge a risk, and it allowed the game to have more flow.
And then everyone was nerfed....
It’s being made out here that turtling is an unbeatable playstyle when it does more harm than good. Your enemy will back themselves into a danger zone at some point. While they move back you move forward.
Just go in. Run.
No one said it's unbeatable. It is more rewarding than it should be, however. All they have to do is change some properties of long range attacks to be either +0 or up to +5 on block. That alone would make the game mechanics much more balanced.