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  1. d3v

    Anyone miss DoA5's Power Blow?

    As any meter powered move should have. This is like complaining about getting hit by an invulnerable EX DP or Super/Ultra as a reversal in SF, or any other 2D game with meter. And "one button" has no bearing, we've enough tournament data to show that ease of pulling something off doesn't really...
  2. d3v

    Samurai Spirits/Samurai Shodown

    It's a very specific set of circumstances, Basara with low total health, on top of the Haohmaru player getting a counter hit (+6% damage) while having full stamina and full Rage. That said, SamSho has always been a more footsies focused fighter with high burst damage off single pokes and...
  3. d3v

    Samurai Spirits/Samurai Shodown

    Don't get got m'fers.
  4. d3v

    DoA6 impressions: first week

    DOA6 damage is fine.
  5. d3v

    DOA6 List of bugs to fix and enhancements suggestions for Team Ninja

    Game needs to show which players are frequent disconnecters.
  6. d3v

    Anyone miss DoA5's Power Blow?

    I'd been going for stun-launch combos late in DOA5's life, so there was very little adjustment for me. All I needed was to figure out the best juggle with a ground bounce to give me the option for a BB.
  7. d3v

    Break Hold Assessment

    IMO, distances should be made the same (and frame advantage adjusted) so that BH simply resets to neutral.
  8. d3v

    Anyone miss DoA5's Power Blow?

    Lol at using "spammable" as a negative argument against something. The fact that PBs were limited in use is one of the reasons they're objectively inferior to BBs. They end up being a gimmicky comeback mechanic that doesn't do anything much to affect the match up. PB only somewhat comes into...
  9. d3v

    Anyone miss DoA5's Power Blow?

    The removal of the ability to aim them is likely tied to the fact that most hazards you can send people to now lead to extended combos. If that were still in, then we'd probably see everyone burning meter just to consistently get stuff like car loops on Road Rage.
  10. d3v

    DoA6 vs DoA5

    I approach these games from a mechanical perspective, so of course I find 6 better than 5 in that regard. The stun system being reverted back to something more like games like 2U and 3 is great since we're now back to stun-launch combos, instead of having to play the stun game for max launch...
  11. d3v

    65-75% Online PC Players maining Honoka?

    Maybe the OP doesn't like short girls.
  12. d3v

    Is learning the fundamentals with DOA5 LR practical to transfer my knowledge of DOA basics into DOA6

    The basics are the same, but trying to play 6 like 5 will get you bopped in ranked. The differences go beyond meter and extend to the stun system, and the sidesteps. 5 encourages you to play the stun game, getting higher launches and longer combos, the deeper your opponent is in stun. 6...
  13. d3v

    Anyone miss DoA5's Power Blow?

    You do realize this is the System sub-forum right? Most of this probably belongs in that thread you made in the other section.
  14. d3v

    DoA6 vs DoA5

    If you think it's the same game with a few changes, then you probably don't understand the games enough mechanically.
  15. d3v

    Anyone miss DoA5's Power Blow?

    You can do the same with BBs though up. And their lower damage is balanced out by being able BBC, as well as the amount of environmental damage you can get. Also, in 5 PLs were the better option anyway, since you could get more damage out of them. That said, who wants to play the stun game if...
  16. d3v

    Anyone miss DoA5's Power Blow?

    Considering that they were mostly a half-assed comeback mechanic, one that wasn’t really flexible in terms of use in and out of combos (only one way to hit them in combos, and that required playing tbe stun game, useless outside of them)? No. Same with CB since the only way to use it was to...
  17. d3v

    DOA6 default health value

    Ranked is 300. You can verify by comparing damage in training (where it is also 300), vs ranked.
  18. d3v

    Stage DLC in DOA6

    We're going to have to disagree since I believe Road Rage is one of the better designed stages in the game. Despite being asymmetrical, it's able to leverage the series' environmental interactivity in a way that's balanced for both players. Both player 1 and player 2 need to take note of the...
  19. d3v

    DoA6 impressions: first week

    I've had people try to do that, and then spam sidestep attack. I just end up throwing them a lot.
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