DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

UncleKitchener

Well-Known Member
Standard Donor
1P+K was made "Squatting" status from the first frame. Which I believe means it's susceptible to standing and crouching throws.

____

Also, it looks like the OH system change was the reverse, making so crushes weren't caught by OHs. Which is strange since as far as I'm aware they already avoid OHs.

Wait, I thought OHs actually caught crushes that weren't necessarily in crouching state.

Or am I missing something here?
 

Chapstick

Well-Known Member
The difficulty comes from working around her lack of safety. And she wasn't technical at all to begin with imo. The teleport timing windows are huge.

I was thinking about it earlier and they may have chosen to do it (other than to make her easier) because of the way she hoshinpo dashes from moves like P6P6/P+K6 and PPK6/H+K6 where you just hold down 6.
 

Intelligent Alpha

Well-Known Member
What difficulty? Kappa No really, making the input simpler won't make her noob friendly since the difficulty came from figuring out the optimal combos, same as P4. But it was a bad idea to make her so technical to begin with. Main characters should emphasize fundamentals over flash

What if your foundation is flashiness? What do we often see on YT? With what TN is now doing, where do you think this will lead, but what will be dropped? I'm saddened that it takes ho-hum characters to teach such. (Have you peeked in on the discussion Kohlrak and I were having in regards to this very thing?)

Hell, I take what some "may" consider a flashy character (she's just raw as fuck!) and play as such: a fundamentally sound Alpha, but no one knows wtf that is (not to anyone here, of course). The flashiness thing you will get outta me is: a crit setup + combo, BURST here, RUSH there (I don't spaz these out just because).

I play by playing off you trying to outplay you - not out flash you.

I got in this player's head by just blocking. Ironically, he did no such thing and got hosed; however, I didn't need flash to hose him. All I did was get in his head by doing - nothing. Hell, I used to get BREAK constantly just by doing that - standing still!

The difficulty comes from working around her lack of safety. And she wasn't technical at all to begin with imo. The teleport timing windows are huge.

I guess Alpha and Phase 4 got progressively harder since with each "upgrade," safety was sacrificed! However, I guess not being all herp-and-derp is difficult to do. This is why Phase 4 is so "difficult," to use. (Bringing a "faux" VF character to DOA ... I can only imagine the inverse and the shitstorm behind it) Just making a point. Phase 4 is not "technical," either. Timing issues? Don't all the characters' combos/strings/throws require timing practice of some kind? That's like saying, it's harder to attack or even throw now given how quickly holds can be spazzed out the ass. Yet, when the window was non-existent in earlier games, that meant "Time for your punishment!"

gain, Phase 4 was made to be unsafe, so players would not herp & derp. It has nothing to do with her teleport timing. Alpha was made to FLOAT (which leaves her invulnerable - all inputs/animations), so players could learn not to finish certain things (canceling FLOAT for immediate grounding is just a bonus - and this coming from someone who stays grounded 96% of the time with her!)

There's alot of truth to the addages: "Just a flash in the pan!" or "All sizzle, but no steak!"
 

synce

Well-Known Member
The difficulty comes from working around her lack of safety. And she wasn't technical at all to begin with imo. The teleport timing windows are huge.

I was thinking about it earlier and they may have chosen to do it (other than to make her easier) because of the way she hoshinpo dashes from moves like P6P6/P+K6 and PPK6/H+K6 where you just hold down 6.

Bah safety is overrated in DOA, and online it goes completely out the window. Kasumi is easily top 10. My point was making the input easier won't make her easier to play since it was already easy. I think the reason you see a lot less of Kasumi than the other 3 ninjas online is because people don't feel like figuring out her teleports to begin with. IMO the only true execution characters here are Akira and Jacky (on pad anyway)
 

Einzelkind

Active Member
From a casual player's point of view Kasumi and Hayabusa are definitely harder to use than ever before. The timing for Kasumi's teleports may not be hard for competitive players (I still see a lot of dropped combos,though), but for someone without that much knowledge and experience in fighting games, she will probably seem quite hard to use at first. Especially combined with her lack of simple launchers. You can't just use the same juggle for every launcher, because 33k for example leaves her further away from the opponent than 33p (which leaves her backturned on top of that) or 236p. Another problem for newer players might be the fact that you constantly have to watch your surroundings, because Kasumi's juggles involving teleports cover such a huge distance that you can't use them without getting an early wallsplat in most stages. And the timing for the combos off of her launching throws and holds is also completely different for each one. If you don't have those fundamentals down, it's probably quite frustrating to use her, because her damage output will be quite bad. I don't know if changing one input for her juggles makes her that much easier and welcoming to use,though. Personally I often find inputs without attack buttons to be more prone to errors, so I'm glad Team Ninja kept the original input on top of the new one.
 

RoboJoe

Well-Known Member
His step killer was safe now. Its -7. Lol grapplers can throw it...but throwing free cancels is risky anyway

I don't have the game to check, but I thought 4p is -5 and 4p6p -7 currently and that this change is making 4p6p -5. Am I reading it wrong?


EDIT: @werewolfgold Could you please translate the last line in the Gen Fu section? The one about p+k.
 

TakedaZX

Well-Known Member
Well Ein got some much needed changes. His new 1p changes the outlook on his match ups as an item you constantly have to respect at 16i.

His Ppp damage being buffed also helps him out a little bit On heavy weight juggles.

What I'm questioning is the change on his 9kk and 3kkk damage. Regardless of if the damage is increased or not, the moves do not see the light of day in combos and unless 1 the hitbox is increased for 9k and 33kk itself, it will continue to not see the light of day, and that also goes for 9kk and 3kkk which often whiff when 9k/3kk Hit kinda low.

Another place where it lacks utility is on guard. 9kk and 3kkk used to be safe in DOA4 and it was sensible. Ein could not delay the 2nd hop kick so either he committed to the 2nd kick for safety and the loss of potential damage or to stop at the 1st kick and be unsafe on guard. The opponent could mash throw at this point because if you did the second kick, they would not be counter blow because the hop kick sequence jails for the 2nd kick.

I think this was a reasonable commitment.

Regardless, this isn't anything more than me stating a point that I'm very confused on what warrants for 9kk and 3kkk to receive their damage buffs if the utility is still non existent for those kicks.

All and all I still hope to see what else the game brings for us. Cheers to another game in the series.
 
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