Dead or Alive 5: Remaining Issues

virtuaPAI

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Jefffcore said:
I'd think better players would be getting them anyway.

On average, the better players got counter holds, with very few getting high counter holds. However, if such a change took place, the ratio of frames to damage would change... Something like 2/4/6 for HC/C/N
 

MajesticBlue

Active Member
Yep. You can also factor in frame disadvantage and that 12 frames turns into as many as you want. That is if they don't delay their action.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Honestly, just 35 like the alpha demo. It was the perfect timing and the active/recovery ratio, in and out of stun, felt just right.
 

Rubedood

Well-Known Member
I don't like that they changed the CB threshold. We need less options for newbs to randomly guess out of. I hope at least the other unholdable stuns aren't difficult to achieve.

They also need to get on with the reveals. The longer they take, the less time they have to get the balance right.
 

Rubedood

Well-Known Member
Well it seems a lot of the better changes came from community feedback, so I'd like to see the individual characters get the same treatment. Game's less than two months away, so it gives them less of a timeframe to get said feedback. Just don't wanna see any huge balance issues, which the other games seemed to have.
 

Batcommander

Well-Known Member
I didn't know whether i could make a new thread to ask this one question, or where else i could post this, but does anyone know if custom soundtracks will be available for this game on ps3?
 

AKNova7

Active Member
I didn't know whether i could make a new thread to ask this one question, or where else i could post this, but does anyone know if custom soundtracks will be available for this game on ps3?

Um, well, here would probably work fine. So many people have replied here that we all get a beacon when somebody replies, sooo.
 

OSTCarmine

Active Member
just use a spanner or something
spanner2.jpg
 

virtuaPAI

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This is what the stun game should look like in Doa5:
-And if you want to play the stun game, you Have Critical bursts that will reward you for going that route.
 

Doug Nguyen

Well-Known Member
This is what the stun game should look like in Doa5:
-And if you want to play the stun game, you Have Critical bursts that will reward you for going that route.
Could you explain the video more? Im not really good at understanding whats different about the stun game here.
 

virtuaPAI

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Could you explain the video more? Im not really good at understanding whats different about the stun game here.
-Sure. If you compare this to any of the vids that you may find of Doa4 or even the current match vids of Doa5, you will see that the characters have tools that allow them to excel without relying on the stun game. For example, in Doa4 and current Doa5 matches, the players are either extending the stun or trying to mix the player up. This happens 95% of the matches. In this Doa3.1 vid, you see the players spacing to cause attacks to whiff, using side stepping to avoid attacks. Guard breaks and attacks that have frame advantage to continue pressing offence. The players are capable of using attacks that Don't stun(far greater amount than Doa4, and what was shown with Doa5) and/or having more attacks that cause light stuns where the defender do not have to critical hold or SE, but can just block. Making these attacks equivalent to having frame advantage on hit. It is extremely beneficial to Doa3.1 that there are still far less stuns in the game than current Doa5. Even with that said, there were numerous amount of ways to get guaranteed damage off of certain stuns or true combos. This simply allowed a more robust system of metagames to occur. These things must be in Doa5 otherwise, the game will not fare to well.
 

Doug Nguyen

Well-Known Member
-Sure. If you compare this to any of the vids that you may find of Doa4 or even the current match vids of Doa5, you will see that the characters have tools that allow them to excel without relying on the stun game. For example, in Doa4 and current Doa5 matches, the players are either extending the stun or trying to mix the player up. This happens 95% of the matches. In this Doa3.1 vid, you see the players spacing to cause attacks to whiff, using side stepping to avoid attacks. Guard breaks and attacks that have frame advantage to continue pressing offence. The players are capable of using attacks that Don't stun(far greater amount than Doa4, and what was shown with Doa5) and/or having more attacks that cause light stuns where the defender do not have to critical hold or SE, but can just block. Making these attacks equivalent to having frame advantage on hit. It is extremely beneficial to Doa3.1 that there are still far less stuns in the game than current Doa5. Even with that said, there were numerous amount of ways to get guaranteed damage off of certain stuns or true combos. This simply allowed a more robust system of metagames to occur. These things must be in Doa5 otherwise, the game will not fare to well.
Ohh ok i got it. I honestly thought DOA5 was gonna be the best DOA.
 

UnD34D

Active Member
Ohh ok i got it. I honestly thought DOA5 was gonna be the best DOA.
It still can be, but DoA 3.1 rivals games like Tekken 3 or Street Fighter 3 in how good it is, at least in my opinion. (Holy shit, is every 3rd game in a fighting game awesome?)
 

virtuaPAI

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It still can be, but DoA 3.1 rivals games like Tekken 3 or Street Fighter 3 in how good it is, at least in my opinion. (Holy shit, is every 3rd game in a fighting game awesome?)
-It most definitely can be. But hopefully we are being heard. These are not just sentiments of this very community, but the fighting game community as a whole. For the bare minimum(in addition to all the great things that were already created), if Doa5 provide:
  • 5 or so Frame Advantage Attacks on Block (+1 to +4) per character.
  • Plenty of Safe Attacks.
  • Plenty of Guaranteed Combos and attacks, whether it come from # in 1's, inescapable stuns, Guard breaks, frame advantage...etc.
The community as a whole will be jumping for joy. The community for a fact will take the series more serious with such additions. This is why games Like Tekken and Soul Calibur are so popular around the world. This is the reason why 3.1 is held up as the gold standard for the Doa Series. No one should persuade the team not to go this route. Not having the above will result in another Doa4 and that game was an utter failure competitively. Its now time to prove that Doa is one of those great fighters!
 

Raansu

Well-Known Member
Could you explain the video more? Im not really good at understanding whats different about the stun game here.

The fact that there wasn't one? They were playing the neutral game using evasive moves and FSD and getting NH launchers. 3.1 didn't rely on the stun game in the same sense that DoA4 did and what DoA5 somewhat does. It was more about positioning for the wall and playing the neutral game. DoA didn't become a stun heavy game until DoA4 came out.


Notice how hardly anything stuns? Notice how when there is a stun it's only 1-2 hits before being launched? Noticed how high NH launchers are launching or just the fact that NH launchers are viable in 3.1?


Notice the difference? DoA4 relied too heavily on the stun system. DoA5 seems to still utilize a good chunk of that style...That is a bad thing and it is why many of us show concern about CB's possibly needing 4-5 hits to work. CB need to work on the 2nd to 3rd hit. Any longer then that and it slowly becomes pointless outside of getting a free PB.

Edit:

lol I go the extra mile and everyone beats me to my reply =P
 

UncleKitchener

Well-Known Member
Standard Donor
I figured that out the first minute I realized that I can't even connect a simple combo ender, even when I used my best launcher. The whole game relies on stun stun stun.
 
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