Raansu
Well-Known Member
4-way hold is a proven design that fits DOA's system well,no need to change at all
I don't think anyone is really advocating for a 3 way hold. Pretty sure most of us dont like that the option even exists.
4-way hold is a proven design that fits DOA's system well,no need to change at all
lol yeahSo.... There wasn't much to dissect LMAOOOO
Just know:
Not much to advertise what's new, the trailer was more or less just showing us "Hey! Tina's back. Remember to pre-order."
- Tina and Bass have new grabs
- Mila has a new stance after 3P, and maybe even from her PP strings.
pretty much, except Paul's df1b,4 will still be better than Mila's because we know hers will not stun on counter hit for guaranteeds xDlol yeah
and Mila's new move basically copied from tekken's paul's 3LP4 LK,almost same in everything.
wow my opinion to DOA6 is pretty familiar to this guy ,even examples are same lolIt's not video footage, but here are DrDogg's impressions of the current build:
https://www.primagames.com/games/de.../dead-or-alive-6-gameplay-tgs-build-breakdown
Kinda reads like he's taking some cheap shots at the community lol
Oh… and here are movelists in English:
https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-movelists
I guess all of that stuff is from the press event in SF.
It's not video footage, but here are DrDogg's impressions of the current build:
https://www.primagames.com/games/de.../dead-or-alive-6-gameplay-tgs-build-breakdown
Kinda reads like he's taking some cheap shots at the community lol
Oh… and here are movelists in English:
https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-movelists
I guess all of that stuff is from the press event in SF.
I don't know who DrDogg is but if he hates DOA then I'll just wait for the people here to dissect the whatever information we get.
https://www.primagames.com/games/de.../dead-or-alive-6-gameplay-tgs-build-breakdown
Kinda reads like he's taking some cheap shots at the community lol
Oh… and here are movelists in English:
https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-movelists
I didn't read into it like he was taking cheap shots at all. What did you see? Anyway, he's pretty blunt, and he's required to play a lot of different fighting games because he's paid to write guides so it seems like a pretty natural analysis.
I'm surprised he mentioned that you will not be able to Break Hold when in a sit-down stun. A month ago in the Twin Galaxies interview, Shimbori said it wouldn't be a problem. The only way it will not work is if your back is turned. I think the Break Hold is actually going to do a lot of good for fighters.
I damn hope you can't BH in SDS. I hope they make SOMETHING 100% guaranteed in regular crit stun besides danger zone triggers. However. Some characters would be so much stronger because of the reason they have easier ways to get that stun. For example: Bayman has P+K and Kasumi has 66KK, Helena has 214P+K/214P/6PP, Jann Lee has H+K. Ryu has 4H+K. You get the point. Meanwhile, Zack has his 4H+K which is slow as shit, or his 4K that only SDS on crouching counter state opponents, and Brad has 6K which is either too slow to hit or just straight up bounds instead.
The point is... People will get easier guaranteeds and we will just see B&B city. It makes sense to put the escape behind a meter so that there is difference in gameplay. TN really has their heads in-tune with the balance of this game imo. They know what they're doing with the mechanics.
That new throw of hers is reminiscent of Jeffry's Splash Mountain from VF.So.... There wasn't much to dissect LMAOOOO
Just know:
Not much to advertise what's new, the trailer was more or less just showing us "Hey! Tina's back. Remember to pre-order."
- Tina and Bass have new grabs
- Mila has a new stance after 3P, and maybe even from her PP strings.
I damn hope you can't BH in SDS. I hope they make SOMETHING 100% guaranteed in regular crit stun besides danger zone triggers. However. Some characters would be so much stronger because of the reason they have easier ways to get that stun. For example: Bayman has P+K and Kasumi has 66KK, Helena has 214P+K/214P/6PP, Jann Lee has H+K. Ryu has 4H+K. You get the point. Meanwhile, Zack has his 4H+K which is slow as shit, or his 4K that only SDS on crouching counter state opponents, and Brad has 6K which is either too slow to hit or just straight up bounds instead.
The point is... People will get easier guaranteeds and we will just see B&B city. It makes sense to put the escape behind a meter so that there is difference in gameplay. TN really has their heads in-tune with the balance of this game imo. They know what they're doing with the mechanics.
After watching gameplay for the more recently build it seems that many of the combos you expect to land, don’t at all, and I’m pretty sure that didn’t happen in DOA5. A lot of combos seem to be unsafe and super punishable despite the opponent being stunned and airborne. So it makes me wonder if the characters are just not weighted properly or if they developers are trying to discourage juggling?