just_me said:Hitomi:
- I missed her last new String from the trailer. I looked for new 4K or 3K stuff… but looking at the trailer again it looked like a (5)K… so probably KP+KP. Also means K no longer wallsplats
just_me said:General:
Stagger Escape is not in the current build
just_me said:You can obviously still do SSH, SSH, S... looks a bit cheap XD I think they should just have FRs launch on the 2nd Hit…
just_me said:Master said you always get the same, but not max launch height from launches in Stun on standing opponents independent from threshold. So SDS also get some added value, since launching a crouched opponent still grants extra height.
just_me said:BBs are vulnerable to throws during startup… for a few frames at least.
just_me said:Imo the whole Break System including Sidestep Attacks and FR work better and do more for the game than PB, PL, and CB. You can obviously do some rather hilarious stuff with BB cancels from Juggles and Dangerzones.
just_me said:They have to do something with the Groundgame though, I guess it's either increase the Dmg vs opponents on the ground or re-introduce FTs…
From what I've seen FR's are only about 4-5 hits anyways and they are unholdable, so I don't really see free canceling them and doing the first 2 hits again that big of a deal as long as it has knockdown properties after a certain threshold like other moves do.
Call me old school, but I really REALLY hate force techs and the ground game that formed from DoA4 and into DoA5. The blenders that certain characters could create was just obnoxious. I'm all for a ground game, but I've always disliked FT's. I'm probably one of the small few that liked how the ground game worked in the EVO build, even though I think that's just a bug and the ground game is incomplete. I'm sure we'll get the standard FT's that we've had since 4.
Does this not apply with the FR string? If it doesn't that seems more like an unintentional design and would likely change.
If we had to choose between them being too good or meh, I'd prefer too good.Side step attacks seemed a little too good at EVO imo. I hope they can find the right balance with it and not be like DoA5 were SS was kind of meh.
Compared to what? This is a game where PPP or KKK can get you a combo as well, so this complaint about SSS "auto-combos" makes no sense to me.Sure, I agree that it's probably not much of an issue in practice. But if your opponent does not have meter something like SS, SS, SS, SSSS is an actual combo for everyone in the cast… and you just know someone will use this to point out what a shitty button masher DoA is with Combos like this (and it does look kinda lame imo)
You can literally mash in any one of the current fighting games to get results. So if scrubs wanna buy the game and do just that, it's only fair to let them. It won't take them long to realise that it's not viable to be predictable.But if your opponent does not have meter something like SS, SS, SS, SSSS is an actual combo for everyone in the cast… and you just know someone will use this to point out what a shitty button masher DoA is with Combos like this (and it does look kinda lame imo)
This rough, off screen video of Jann Lee came up on my youtube home page. I haven't noticed it posted. Some of the Dragon Stance stuff seems new, to me, like at 0:33 and 0:43. Pretty cool.
It's looking like everyone can do it from their stances, Zack can do it out of duck and sway, and Lei's been seen doing FR out of Unshu. Stance characters are WINNING in DOA6 lmaoYo he can FR out of his dragon stance, nice lol.
And in the Jann Lee video above, is that his one taunt (the taunt that can be a counter) at 5:12? Or does he have an actual command for that move?
Oh ok, I didn't even realize the meter changed. So his dragon counter taunt is his BH. I didn't even realize that from the initial videos. I got excited thinking it was just a taunt. Which, I don't think Ive seen any taunts yet then.It's his Break Hold, you can see the meter consumption.