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  1. Berzerk!

    Team NINJA is Planning to Reboot Dead or Alive and NINJA Gaiden

    What about guilty gear strive and dbfz, which are 3D models even if the game is viewed from 2d plane?
  2. Berzerk!

    Team NINJA is Planning to Reboot Dead or Alive and NINJA Gaiden

    Alternatively, they may look at the success of Nioh, which led to Wo Long and the upcoming Ronin game, and give it a more western appealing Japanese fantasy approach. DOA works when it plays to the anime / martial arts action movie tropes. It can have the serious fighter approach but be...
  3. Berzerk!

    Leifang Combo Thread

    Sharing some good BnB combos. Shamelessly stealing these from BlackMoonRising's Leifang discord channel. https://discord.gg/bFa5637 Break Blow Cancel: 66K 1PKK (Bound) 46P (Close Hit) 66K 9KK 9KKK 66K 9KK 46P 66K 9KK PP6PP 66K 9KK 3PP6PP (Lightweights) 66K 9KK KH+K 8K 1PKK (Bound) 46P...
  4. Berzerk!

    DOA6 Opinion: Team NINJA's Road Map is Pivotal to DOA6

    There is more to the plan than Team Ninja making a plan. We players in the community need to step up and show we want to play DOA6 at events. If you have anyone playing fighting games locally, turn up, bring the game, and play it. Ask around and encourage other people to play. Offer to be...
  5. Berzerk!

    New Gameplay from Shimbori's January Preview

    They should definitely have an option to switch voices by character, rather than only english/japanese for the whole game
  6. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    I sense the explanation of how we'd like to see force techs hasn't quite been taken on board by this answer. You won't likely get a hard knockdown after a large combo. The whole point is - and this is already in the system - the moves that cause hard knockdown out of juggles tend to be shorten...
  7. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    PRECISELY. The system needs to provide different choices and paths to damage, creating play variety and options to build comebacks off a reset. Juggling an opponent, you can go for full damage combo OR, you can forgo some damage, land a Ground Slam attack which does a Hard KnockDown, and then...
  8. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    Its the same principle. You have to have a way to pressure opponents on the ground or the person that lost a situation and got knocked down has all the power. Especially as Wake up kicks are so strong. In the first post, the proposed ground game asks for a NO VORTEX solution. So knowing it...
  9. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    I really like the thoughts on character variety there. The concept shared in this thread is to have a really clear HARD KNOCKDOWN status, and a really clear FORCE STAND attack for each character. But its persuasive to suggest some characters, especially very mobile characters, could do...
  10. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    Ok let's talk wall and especially Ground Game / Oki This is a good point, however I thing having two different wall splats doesn't wholly go against the philosophy of making decisions clear. Stagger escape was very ambiguous. Whereas having two wall hits, is not too much of a leap to learn...
  11. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    Yes, sort of. Has always been positioned as Unbreakable During Holds. Kind of misrepresenting the original post here. Will talk about throws at neutral below. Retaining Throws as Hold punishment is a key part of the push to get Directional Throw Breaks implemented in DOA. It would even improve...
  12. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    It won't be VF, its still intrinsically DOA. But you might as well say "I don't want a game that uses three buttons which are guard, punch and kick, I don't want low medium and high attack heights, I don't want string and directional based move systems, I don't want arenas with walls, I don't...
  13. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    With the clearer information shared now, which explains there are two wall splats, depending on the move chosen by the attacker, this is an improved wall game on DOA5. A good design choice in the end, sadly the information poorly delivered and caused a lot of concern. Hopefully they will look...
  14. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    I think this is highly unlikely. Wall splats in DOA are caused by specific moves with the wall splat/knockback property. I don't see anything in the videos shown so far which are inconsistent with that, so there's no reason to think its a metric they haven't used before Making it move based is...
  15. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    Looks like an important update as of this tweet Theory: Based on this & wall splat gifs showing characters landing, I think we have two timing windows. 1. The initial hit causes the regular low air launch. 2. If you let them drop they land on their feet in a holdable stun, for potential...
  16. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    Last thing I'll say in reply to this on throw breaks. Fundamental disagreement with throw breaks doesn't bear a good understanding of how it works for the system as you don't agree with them in VF either. All I can say is VF players love the throw break system. From years of high level...
  17. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    Well as stated in another thread SCVI is not the system to emulate for DOA throw breaks. The VF system would translate perfectly and it would see a SMART, decision and reads based sub game of breaks and you wouldn’t see them all the time or anywhere near it. With at least 3 choices each time...
  18. Berzerk!

    DOA6 Gameplay Thread

    Play Virtua Fighter and it becomes very clear. DOA system is based on it, so it would mesh well. It's the best implementation going around, and a close match for the string and block button based system each game has. Specifically around OH's, you can already input any throw and beat them...
  19. Berzerk!

    Where to next for DOA6? Diving into the mechanics found in the DOAFES Build at CouchWarriors Crossup (Australia) with Video

    You might be right and this could be a wait and see situation. Principally, there still needs to be a few ways to create an unholdable (guaranteed) situation on the ground, so its not all about stun-juggle as the only path to damage. Its important for playstyle variety. Similar to the...
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