Competitive balance: DOA5U mechanics changes

StrikerSashi

Well-Known Member
Premium Donor
Okay, I read it. No. Getting pushed to the wall should be terrifying. You should be heavily punished if someone got you to the wall, then got a combo on you. That's too many mistakes in both spacing and neutral and blocking/striking/holding/throwing appropriately. It's also funny when Hitomi gets someone to the wall and does her Osu after her string.

EDIT: Oh, no. I actually agree with you, but that was too convoluted and a pain to read through all those @ signs and I misunderstood. I apologize.
 

Max536Drago

Active Member
Okay, I read it. No. Getting pushed to the wall should be terrifying. You should be heavily punished if someone got you to the wall, then got a combo on you. That's too many mistakes in both spacing and neutral and blocking/striking/holding/throwing appropriately. It's also funny when Hitomi gets someone to the wall and does her Osu after her string.

EDIT: Oh, no. I actually agree with you, but that was too convoluted and a pain to read through all those @ signs and I misunderstood. I apologize.
Hehehe, I'll try better to make my critiques more understandable for the common man :)
 
A

Ace-zer00

Guest
Main big changes:
Improve whiff punishing mechanic. All moves hit after their animation forcing you to have to wait till they start pulling their limbs away from u to try to punish. Seriously, I've had my first real experience on doa with doa5u(since doa3) only to have it ruined with awkward punish timing and Random priority interrupts from awkward ranges. I agree with the guaranteed damage and frame advantage. I hope TN is looking at this if not someone point me to where I can get their attention. I doubt I'll try taking this as seriously as I do with tekken or sf until I see more improvements.
 

TakedaZX

Well-Known Member
What about frame advantage on NH (with exceptions to some moves), throw breaks (from neutral but not punishment or CH/HCH), and the gravity? I guess the gravity has only really effected my mains (Ein, Hayate, and Kasumi yet Kasumi is ok because she's got H+K as stun to launch).

Have we talked about these? Why aren't they in the OP too?
 

Tenryuga

Well-Known Member
What about frame advantage on NH (with exceptions to some moves), throw breaks (from neutral but not punishment or CH/HCH), and the gravity? I guess the gravity has only really effected my mains (Ein, Hayate, and Kasumi yet Kasumi is ok because she's got H+K as stun to launch).

Have we talked about these? Why aren't they in the OP too?

Advantage on hit falls under frame advantage. I think the general consensus though is that there needs to be advantage on hit because it's fucking stupid to have to commit to a string or blocking if you want to be safe for hitting somebody on NH. The arguments I've heard in defense of this is that strings have followups that should be respected so most people will block anyway. I LOL at that because there's nothing that dictates I have to sit there and block. Crushes are really good in this game and you are at negative if you cancel so I can even respond with mids and punish you for hitting me which is silly.

The better argument is that due to the games fast unbreakable throws giving advantage on hit would make reacting to the throws near impossible. Basically this equates to the easiest solution being a throw break system but you already know how some players feel about changes like that in DOA.
 
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SilverForte

Well-Known Member
In pretty much every fighting game besides doa, most attacks are + on hit aside from lows. The exceptions are moves with special properties like Akiras guard breaks and such, or Mitsurugis 2kb.
 

Tenryuga

Well-Known Member
In pretty much every fighting game besides doa, most attacks are + on hit aside from lows. The exceptions are moves with special properties like Akiras guard breaks and such, or Mitsurugis 2kb.

And when facts like this are brought up someone is eager to say "stop trying to make DOA like other fighting games." As if DOA is so weak on things unique to it that something so basic and fundamental would murder its identity. As long as DOA has the hold system, the stun system, + on NH lows, dangerzones and stage transitions, enviornmental hazards and beautiful busty females it is DOA.
 

TakedaZX

Well-Known Member
Not to mention frame advantage lows are in Tekken. In fact there's even low LAUNCHERS in Tekken (Jin CDS~4, CD~3, or DB3) and don't get me started on Stature Kick (SCV) @SilverForte

I don't need frame advantage on unseeable lows but I don't need to be fucked over every time I hit someones ass for not blocking.
 

SilverForte

Well-Known Member
Not to mention frame advantage lows are in Tekken. In fact there's even low LAUNCHERS in Tekken (Jin CDS~4, CD~3, or DB3) and don't get me started on Stature Kick (SCV) @SilverForte

I don't need frame advantage on unseeable lows but I don't need to be fucked over every time I hit someones ass for not blocking.

I main Patroklos, so I assume you're talking about his 1k? Yes that is one of the exceptions and is probably the best low in the game.
 

Soaring Zero

Active Member
More force techs would be great. Every character should at least have ONE move that causes a forced tech. And I agree that they shouldn't lead into anything but be purely a tool for gaining or maintaining advantage.

But as a Kasumi player, I have to say that the thing I would like to see more than anything is more safe ways to PRESSURE. It just feels silly to me that over half of my movelist is UNSAFE.
 

Project Bokuho

Lady Helena's Pet
Premium Donor
Helena needs a true force tech (Besides the wall one). Helena should be able to FT the opponent with :1: :K: :K: after her BKO throw (If it does FT in DOA5U then please tell me), I don't understand why they took that out in the first place. Pai Chan needs a true force tech as well.
 
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Tenryuga

Well-Known Member
More force techs would be great. Every character should at least have ONE move that causes a forced tech. And I agree that they shouldn't lead into anything but be purely a tool for gaining or maintaining advantage.

But as a Kasumi player, I have to say that the thing I would like to see more than anything is more safe ways to PRESSURE. It just feels silly to me that over half of my movelist is UNSAFE.

Half is being extremely lenient. P, PP 2P, 66KK, 6PK, Hoshinpo P+K 66PP are moves that are safe on block for Kasumi. I believe she has a movelist well over 100 moves so best 7% of her movelist is safe on block. That is extremely laughable to me.
 
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Soaring Zero

Active Member
Half is being extremely lenient. P, PP 2P, 66KK, 6PK, Hoshinpo P+K 66PP are moves that are safe on block for Kasumi. I believe she has a movelist well over 100 moves so best 7% of her movelist is safe on block. That is extremely laughable to me.
I stand corrected. Especially compared to other characters that is extremely sad.
 

Brute

Well-Known Member
Standard Donor
I stand corrected. Especially compared to other characters that is extremely sad.
Actually a lot of the roster is very unsafe, and many don't have the mix-up potential from strings to compensate for it that Kasumi does.
 
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