Design new characters for DOA6

Rawbietussin

Well-Known Member
Yes, but I don't know anything about Jiujitsu. About Kenpo Karate I know a little, since I did Karate for a while too. :/
Why do you think he should be Hawaiian? Hideki, as a Kenpo practitioner, was supposed to be Australian by the way.

It might be because of the Japanese first name + English surname thing and some Hawaiians can speak both languages. I know it exists with someone half-Japanese + half-others (i.e. Hitomi and Kokoro) but I thought it would have brought more diversity by stating he's from another country instead of saying he's half-Japanese.
 
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KwonJigglypuff

Well-Known Member
I'd like a new fighter in DOA6, someone like a journalist or a whistleblower, who fights for his ideas and stands for justice. Doesn't have to be fully trained and geared (like the KCIA special agent I designed), but I want him or her to unveil MIST's terrorist ideology and take down Donovan by the power of words, conviction.. and kung fu!

No matter what his/her personality is as long as she is committed and confident in what he/she's fighting for.
I was thinking about the name "Charlie", I just like the idea.
 

Kohlrak

Well-Known Member
I'd like a new fighter in DOA6, someone like a journalist or a whistleblower, who fights for his ideas and stands for justice. Doesn't have to be fully trained and geared (like the KCIA special agent I designed), but I want him or her to unveil MIST's terrorist ideology and take down Donovan by the power of words, conviction.. and kung fu!

No matter what his/her personality is as long as she is committed and confident in what he/she's fighting for.
I was thinking about the name "Charlie", I just like the idea.

I'd love the character, but would the world live it?
 

Boogie

Well-Known Member
i created a character like around the summer i think but im not too much in love with her hair anymore....or her name. maybe i'll revamp her at some point.

DoAOC.png
 

TLEE SAID THIS:

Active Member
How about a tribal assassin, hunter, or warrior who is both well decorated and a hero to his/her tribe and decides to competes in the next DOATEC tournament in hopes of bringing fortune to his/her impoverished people? He/she can be the series' Jeffry and replace Leon as the power striker/grappler, or he/she can be an evasive, defensive character who utilizes techniques for taking down dangerous predators in close combat via submissions, feints, and lethal, tactical blows.

Not every new character has to be interconnected by given an over-complex plot. Have some characters enter just to make a name for themselves or just to win the prize.

If I get the time, I'll quickly sketch something.
 

KwonJigglypuff

Well-Known Member
I'd like a fighter who makes full use of the walls and the obstacles. First time we'd see a Parkour fighter in a fighting game.
After jumping on a wall or jumping over an obstacle/fence, he'd have the possibility to have several punches, kicks, combos, throws, and even perform a CB and a PB. That's for his individuality. He would also have many wall throw variations/animations similar to how Helena's 6T or BT_4T is different depending on how close she is to a wall.

Regarding his basic moveset, street fighting technics would fit perfectly. I think his basic throws would be him using the opponent as a wall or jumping over him aesthetically. While controversial because not official, I think this "fighting style" would fit well in the DOA universe. He would be our "acrobatic" human male, with amazing choregraphies capable of challenging the other ninjas. The true meaning of "fighting entertainment".

1422561573-gz75m.gif


I can see 2 problems :
- The description kinda fit Lisa already, as she's already very acrobatic, but maybe they could be tag partners. After all, Lisa is more "rhythm acrobatic", he would be more "rought acrobatic".
- Parkour isn't a popular fighting style and won't be taken seriously, but who cares, I mean... Systema ? There are so many original fighting style, and this is a fantasy game, let's have fun!

Just use Vidyut Jamwal's model, state his fighting style is Kalaripayattu.

________________________________________________________

Anyway, the most likely fighting styles in the future are : Pencak Silat/Zafina-like (crawling stance for evasion and damaging strikes), Krav Maga (kick in the crotch, eye-gouging and strategies pressure points), Glima/Sumo/Judo (impressive holds and throws that push the ennemy to deal with distance) or a Shaolin/animal kung fu (many stances).

I believe only Momiji's 41236T and her stance match Aikido, it's a shame we won't have it in the future.
 
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synce

Well-Known Member
Oh yeah I remember when everyone thought Momiji might use aikido. So disappointing

What I'd like to see in DOA is a unique character. Right now there's really no one in the roster who requires a special mentality or control scheme to play. Other fighting games tend to have at least one oddball (Steve Fox, Hilde, Shun, Hakan etc)

I used to main Steve and Hilde, and Steve was especially fun so a boxer would be cool. But ah, I'm not sure if that'll ever happen given that the series is turning into attack of the clones
 

Kronin

Well-Known Member
I used to main Steve and Hilde, and Steve was especially fun so a boxer would be cool. But ah, I'm not sure if that'll ever happen given that the series is turning into attack of the clones

I doubt that we will see a boxer: in an interview TN stated that the original concept for Mila saw her using boxe as fighting style, but in the end they realized that the missing of kicks wouldn't have worked too much well and changed her moveset in the current one.
 
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Argentus

Well-Known Member
I doubt that we will see a boxer: in an interview TN stated that the original concept for Mila saw her using boxe as fighting style, but in the end they realized that the missing of kicks wouldn't have worked too much well and changed her moveset in the current one.
Which is mostly funny because people treat her as a straight boxer for the most part lol.

But honestly didn't know that.


I've kinda given up on hoping for new characters though for the same reason @synce mentioned. Game has just become a hoard of copypastes.
 

Kronin

Well-Known Member
Which is mostly funny because people treat her as a straight boxer for the most part lol.

But honestly didn't know that.

I'm pretty sure to have read it in an interview, or that this Q and A was stated in one of them, sadly I can't remember more where. Maybe this could be the official Japanese guide for DoA5.

I've kinda given up on hoping for new characters though for the same reason @synce mentioned. Game has just become a hoard of copypastes.

Doa5 lacked of the moveset of Leon, Ein, Spartan-458 and Bankotsubo. The return of the first two and the entry of Rachel (even if you disagree) and Nyotengu were thought for bringing back all of them.

After it, Phase-4 and Raidou were thought for the people asking for Kasumi Alpha (more the cloning of Kasumi has always got an important role in the series, so make sense to have at least one important true clone of the girl after that Alpha-152 is now very different), and the popular DoA1 Boss that it's not a simple mimic character but keep also an own identity.

Honoka want be meant as a true mimic character (because almost not owning personal moves) and want be the other coin of the medal with Raidou: while the first one is mimic of moves from ninja and has powerful grabs, the second is a mimic of basically all the rest of the roster with stances included and is oriented more on strings and speed. If you see that there are also hints for them being related in the plot, make sense to think that the developers could see them conceptual tied as a sort of "definitive character" (definitive meant as summa of all the tools in the game) splitted in two different entities.

Like I've already said, honestly I don't think how other copypastes characters can happen (I call them in this way for using your term, but I believe that is reductive). We have already a copy of Kasumi for "historical" reasons, a copy of the ninja and a copy of the civilians. I can't see Shiden happen because really not popular and also because the differences with Hayate were very few; Genra owned in part moves from Spartan, however had many peculiar ones and I think that his moveset would end to be definitely increased from DoAD: his presence has not many chances sadly (if not maybe with a character as Donovan inheriting his moveset) but would bring news in the gameplay so something good (imo).
 
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Argentus

Well-Known Member
I'm pretty sure to have read it in an interview, or that this Q and A was stated in one of them, sadly I can't remember more where. Maybe this could be the official Japanese guide for DoA5.



Doa5 lacked of the moveset of Leon, Ein, Spartan-458 and Bankotsubo. The return of the first two and the entry of Rachel (even if you disagree) and Nyotengu were thought for bringing back all of them.

After it, Phase-4 and Raidou were thought for the people asking for Kasumi Alpha (more the cloning of Kasumi has always got an important role in the series, so make sense to have at least one important true clone of the girl after that Alpha-152 is now very different), and the popular DoA1 Boss that it's not a simple mimic character but keep also an own identity.

Honoka want be meant as a true mimic character (because almost not owning personal moves) and want be the other coin of the medal with Raidou: while the first one is mimic of moves from ninja and has powerful grabs, the second is a mimic of basically all the rest of the roster with stances included and is oriented more on strings and speed. If you see that there are also hints for them being related in the plot, make sense to think that the developers could see them conceptual tied as a sort of "definitive character" (definitive meant as summa of all the tools in the game) splitted in two different entities.

Like I've already said, honestly I don't think how other copypastes characters can happen (I call them in this way for using your term, but I believe that is reductive). We have already a copy of Kasumi for "historical" reasons, a copy of the ninja and a copy of the civilians. I can't see Shiden happen because really not popular and also because the differences with Hayate were very few; Genra owned in part owned moves from Spartan, however had many peculiar ones and I think that his moveset would end to be definitely increased from DoAD: his presence has not many chances sadly (if not maybe with a character as Donovan inheriting his moveset) but would bring news in the gameplay so something good.


I'm gonna just leave this here for you on the nicole/rachel thing

I actually just had both up side by side (4 on 360, 5 on ps3) and went down Nicole's movelist, seeing how much of it actually carried over to Rachel.

I skipped the moves that are exactly the same (plus maybe a couple of the first strings because I didn't start up ps3 till after that.)

8PP (rachel only has 8p, not the following straight punch)
3ppp (rachel's version is a much slower string of swinging mids)
3pp6ppp (Rachel doesn't have any options like this)
3ppkk (rachel can't switch to kicks off 3pp like nicole could)
6PPP (Rachel doesn't have the 3rd punch, only 6PPK version)
6pkk (Nicole's original felt faster)
4PP (Nicole could delay/charge the second P, unlike Rachel, although Rachel can continue the string for 4PPPP, while Nicole's simply shot the opponent backwards after the second P)
46P (Leon's tackle, Rachel is lacking it)
236p (Rising upper)
214p (Overhead slap, while Rachels 214 is essentially Nicoles old 236p)
3(Hold)P a straight hook, while all Rachel can do from that is her standard jab.
33p ( a quick diagonal crushing punch. Rachel has no options there)
66p (Nicoles was a high, not a mid, but thats mostly due to Nicole being way taller, also Nicoles sent them flying)
4k (Nicole had a spinning round house, Rachels is a standard small punt)
6kp (Nicoles P was the downshot from her 33p, while Rachels seems to be a slightly slower double armed full overhead, seemingly to make up for the difference in height)
8k (Nicoles was a launching up kick, Rachels is an overhead drop kick)
66p (Nicoles was faster)
4P+K (Nicole was a stance that led to a straight punch (but could be confused for kick version), while Rachels is the same double overhead from 6kp preceded by a small hop. So again, Nicoles was faster)
H+K (NIcoles was a quick rising knee to the face, Rachels is a slow roundhouse)
4H+K (Same stance as 4P+K, but leads to a kick instead, good for mixup from the stance. Rachel just has another slow spinning high kick)
3H+K (Nicole had a quick ankle sweep, Rachel tries to do her stomp even if the opponent isnt grounded. They should give her the quick sweep if the opponent isn't grounded, leaving the stomp as a down attack)
T (Quick face punch like Mila now has for Nicole, but slower than Mila's, a judo throw to the ground for Rachel)
4T (Holding the opponent up, then punching them back for Nicole. For Rachel, just a judo throw backwards, leaving them both grounded and getting up)
6T (for Nicole, Bayman's little "stomp on their foot and knee them to the side", for Rachel, its Nicole's 4T, but instead of knocking them away, she punches them up and lets them fall down, again, seemingly only good for setting up the stomp)
41236T (Nicole: Plasma throw, Essentially just holding them up, punching them, then kicking them back. Rachels version is the same except bouncing them off the ground instead of the kickback at the end)
214T (Lift up, punch, ground bounce, for Nicole. This became Rachels hcirlceT, only Nicole's bounced way higher with more hangtime.)
T to opponents back (Quick neck punch, like standard T throw, only to the back of the opponents head, leaving them stunned, Rachel has a leaping head drop that leaves both characters getting up. Nicoles seems far more useful)
4T, 4T on backfacing opponent (Leon/Bayman's hanging neck tree, only good for its own damage, but rachel has no other options against standing backfacing opponents, so another tool would be nice)
3T against crouching opponent (Nicole crushes and does a high groundbounce to the opponent, Rachel just does a quick little hit with her butt that barely even stuns. I think Rachel should get that ground bounce.)
2T against crouching opponents (Nicole does a necklift and punches them back, sending them flying, Rachel does an armlock and drops them with no ground bounce)
High Punch Hold (Nicole catches the punch, does two full armbars, the second slamming the opponent to the ground by their face. Rachels does a spinning trip punch that pushes the opponent away)
Mid Punch Hold (Nicole, does Leon's "Turnaround, neck snap, kick away", Rachel, punches the opponents feet out from under them and then does an overhead, driving them to the ground)
Mid Kick Hold (Nicole: Catches the kick and punches the opponent straight into the air, good for Followups. Rachel, same thing but a spinning double handed punch)
Low Punch Hold (NIcole, quickly catches punch and hits opponent to the ground face down next to her. Rachel: Long leaping throwdown that leaves opponent grounded)
Jumping Punch Hold (Nicole catches the opponent and face slams them to the ground. Rachel....i dunno what of Ayanes moves are aerial punches so I have a hard time checking)
Jumping Kick Hold (Nicole, catches and punches them face up to the ground by their stomach)

I discovered later that a couple of Nicoles moves were moved to different inputs on rachel, but ONLY a couple, not even enough to bother listing.

So overall, while Nicole couldn't do the extended combos Rachel can, she had WAY more options, with the moveset being geared more towards giving space, solid strikes, and bouncing the opponent off the environment (like Leon), while Rachel's actual strings and strikes suck for anything other than setting up her air throw or stomp, with most of her moves being slow and wonky, and half of her grabs and holds being no good for followups, leaving her kinda helpless if she can't set up her combo. I don't MAIN Rachel, but that's what I got off of just comparing the movelists in training. I really think they should merge more of Nicoles old set with Rachel to give her some better options.

On the rest though, Marie rose, while a unique moveset, her design is bland. The rest are all "Same old, same olds".

Two are just ports from ninja gaiden, 1 is kasumi number 4 or 5, who, until you see the actual teleport smoke, is COMPLETELY indistinguishable from the regular Kasumi, and then we have genderswaps of Raidou and Bankatsubo, on TOP of the mimic ninja himself.

So if we are given a new characters, its a safe bet to assume two things. 1) That they will be japanese, and 2) that they will be a rehash of some sort.
 

Kronin

Well-Known Member
I'm gonna just leave this here for you on the nicole/rachel thing

And on the matter I could quote Brute's analysis/explanation on the subject that by the way you liked too XD

According to this same reasoning, they never brought back the original Leon, because the Doa5 version has nothing to do with the character that you played in DoA2 (and of course in the various extents this is right even for the other characters).

Rachel's moveset is thought to be an evolution of Spartan, not a direct copy/paste without any thought inside. If you want have my opinion, bringing back the original character they would have given it again the same properties, only maybe different animations. I don't think that they brought these changes because wanted do Rachel different, rather I simply believe that they make these changes because considering to balance Spartan's moveset in the DoA5 game, indipendently from who was the actual character to do such moves (Nicole or Rachel).

So you should complain more about bringing back the moveset to the original counterpart's properties, but it's conceptually wrong (imo) to talk about Rachel's one as somethingh different from Spartan's one.

However I didn't want bring back this off topic, in my previous post I made that comment in the paranthesis just for preventining this discussion XD

On the rest though, Marie rose, while a unique moveset, her design is bland. The rest are all "Same old, same olds".

Two are just ports from ninja gaiden, 1 is kasumi number 4 or 5, who, until you see the actual teleport smoke, is COMPLETELY indistinguishable from the regular Kasumi, and then we have genderswaps of Raidou and Bankatsubo, on TOP of the mimic ninja himself.

In my previous post I was taking in consideration only old moveset or copied ones. In my mind Marie Rose and Momiji are new additions to the roster, indipendently if the first has a clichè design or we already know the second one. Phase 4 has to be indistinguishable from Kasumi otherwise wouldn't make sense for her to be a clone :p It's this the reason because I don't agree with who want her being totally different in the aspect (but being fair, neither this is completely true because if you put the faces in comparison you can actually say who is the original and who is the clone for subtle but evident differences). However this wasn't important from what I was saying, like I said I was answering to your post where you were talking about movesets, not physical features.

So if we are given a new characters, its a safe bet to assume two things. 1) That they will be japanese, and 2) that they will be a rehash of some sort.

If new characters will come for Last Round as DLC, maybe they could really be all Japanese or favourited from the Japanese culture, but this because the characters are thought first of all as entries of their JPN arcade scene. It's a shame but sadly the problem of KT is that they doesn't seem to put too much in consideration thier worldwide market (as seen with the kind of DLC), but this maybe for the numbers of the game. If DoA should really get an increasing of popularity even in Western events as EVO, maybe they could really be able to see the global audience of the game and bring characters more various. Tekken hasn't this problem and the reason because Harada was pissed from the reaction to Lucky Chloe is because, imo, him and his team already think to this. Seems unfair complain on a character thought for being appreciated from the Japanese audience when actually even the Western ones will get definitely something more related to them with the next characters. Tekken has always worked in this way, why to think that this time will not be the case? Paradoxically the Western DoA players should have more reasons to get this attitude seeing the recent DLC trend (not that I wish for it or that I'm pissed for the DLC released, but just saying).

Anyway I think that at the launch of DoA6 we will get a major focus on Western characters, exactly as happened with Mila and Rig for DoA5.

About the DLC characters being a rehash of some sort, I can see the chance of TN doing it with the designs/models because using old characters from their franchise (that by the way get requests from the fans (and I'm one of them XD), so it's not a "fault" of them, but more of the audience if you want see it in these terms). But about the moveset maybe I will be proved wrong in future, but at least so far like I've already said before I'm more than sure that we will get only new movesets (if not for the eventuality of the return of Genra's Hajinmon overpowered moveset).
 
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KwonJigglypuff

Well-Known Member
Would a back-step mechanic (exclusive to a newcomer) be a good thing ?

Also, I think the notion of "absorption" (which is different from a "parry" and frequent in boxing) could be implanted in DOA but I don't know how.
 

KwonJigglypuff

Well-Known Member

I was expecting this answer, well you're right. My idea was something more flashy where you could have several options to counter, play with the opponent's brain and gain distance at the same time. Something similar to sabaki's but related to zoning and the notion absorption.
I don't know how to explain my Engrishhhh suck.

Because with :4::4_: you can still get beat and stunned.
 

Brute

Well-Known Member
Standard Donor
I was expecting this answer, well you're right. My idea was something more flashy where you could have several options to counter, play with the opponent's brain and gain distance at the same time. Something similar to sabaki's but related to zoning and the notion absorption.
I don't know how to explain my Engrishhhh suck.

Because with :4::4_: you can still get beat and stunned.
I was imagining something like Cassandra's 214 from SC.
 

Kohlrak

Well-Known Member
I was expecting this answer, well you're right. My idea was something more flashy where you could have several options to counter, play with the opponent's brain and gain distance at the same time. Something similar to sabaki's but related to zoning and the notion absorption.
I don't know how to explain my Engrishhhh suck.

Because with :4::4_: you can still get beat and stunned.

What about when kokoro intentionally wiffs that mid-string grab? She gets a backstep that looks like she's doing something. If you want something more than that, it would be highly unusual, since, if you can parry or block the attack, you want to be moving forward with a counter attack, not run away. Those moments where you disable a move your opponent has committed to are precious, and you want him to regret committing to that action so that they hesitate, not attack that way, or you just want to end the fight. I could understand a move that has you parry something as you backstep, but only if it gets you to a very specific range so you can throw another attack (like a kick). There is the concept of back-step, back-step, side-step, though, if you have an aggressive opponent who's fists are intimidating you and you don't know how to better counterattack (which is really a sidestep idea, but the 2 backsteps are to give you enough time to sidestep and to get him committed to moving forward so you can attack him from the side while he's committing to the air).

(That's just from the standpoint of martial arts done by people who know what they're doing. It's understandable that a beginner would want something that generates space and thus time to think [especially in DoA].)
 
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