D Glock
Well-Known Member
snip.
Yeah, I feel exactly the same. The netcode has slightly improved, but not to the point where you can react and punish everything properly.
snip.
I don't think there are literal frame data changes so much as the input lag is still there, it's just not quite as obvious.
Well there's a frame data counter so it's easy to verify if frame data does indeed change online.
Any opinions on the "slowed down" AI?
I don't think the game will be enjoyable in the long run in part because of the AI's input reading. I still get countered mid-combo, and I don't want to change the first hit every time =P.Instead of immediately countering on the first stun they just counter on the second hit lol. Still stupid strong with their input reading.
I think it's a combination of the two. For instance, when I try to punish Helena's 4PPP (-9), if I use offline timing, Helena's next attack interrupts my throw. If I try to throw punish any earlier, my character either just blocks, or I get hit by the last attack in the string. I have yet to find a timing that allows me to actually punish an attack, unless it's a really unsafe attack.
At this point, I just assume I have slight frame advantage and go for an attack since no one online understands the function of "block". It's just annoying when I'm playing against someone who delays/free-cancels all of their strings, because no matter how fast I try to react/predict/step, they always seem to beat me out to the next attack... as if they have +10 advantage or something.
I've found I *CAN* punish moves online pretty well. Say for example, Fu's ... This move is punishable by LOW throw (on block) for characters with fast low throws. (Alpha and I think Bass at least...)
The timing is extremely tight, but you can pull it off, even online. Soo... Don't give up.
Also for most characters, if they "finish" a long string, I can usually grab them with just using normal throw to punish before they can move. Some people, of course, I've found entirely unpunishable. They just keep on attacking even when I'm sure I nailed them. VS them I just learn. If they play like that, I'll just use my frame advantage to stun/launch them and punish them that way.
Moves like Gen Fu's 6PPP has slow recovery that even online you have time to punish it. Normally you can't punish properly online, and the only way to punish is to guess ahead of time usually. That's not how DOA5 is meant to be played and you shouldn't have to adapt to lag to do so it's not going to help you play offline because you'll be too used to playing the wrong way.
Well consider how many glitches the game shipped with, and the fact they said there are more patches planned... This is obviously the beta version Wait for the finished version to release on Wii U
(In the meantime keep buying those costume packs!!!!)
I've found I *CAN* punish moves online pretty well. Say for example, Fu's ... This move is punishable by LOW throw (on block) for characters with fast low throws. (Alpha and I think Bass at least...)
The timing is extremely tight, but you can pull it off, even online. Soo... Don't give up.
Also for most characters, if they "finish" a long string, I can usually grab them with just using normal throw to punish before they can move. Some people, of course, I've found entirely unpunishable. They just keep on attacking even when I'm sure I nailed them. VS them I just learn. If they play like that, I'll just use my frame advantage to stun/launch them and punish them that way.
Aw, man. Y'all are making it sound like it's SCIV all over again.But online you'll be turning it into a guessing game while offline it isn't.
Even with the patch Dogg?
Heh, and that was BEFORE the patch...Things are better than they were before, but it's still a far cry from TTT2, SC5 and VF5FS online. It's better than MK9 though...