Thanks for the impressions
@EMPEROR_COW!
I have had the good fortune to play the same build, but not as much time with it or time to break out a response, so this is great.
I still have a few more concerns about where they can take the game mechanically, but would agree as an update to DOA5, all the mechanics that are IN the game, except for ground game, are improved.
Break Blow and meter game is now quite interesting. General stun/launch game and balance with poke/throw is more interesting.
Sidestep is better, an effective way to keep striking players honest.
There are still concerns about the mechanics that aren't in or not fully formed, which would take this game to a greater height and give it depth and longevity as a competitive title.
Ground game is one. I disagree that its not a big deal and there's enough pressure. DOA still has the counter hold system and improved sidestep, along with Break Hold now, so there are defensive options still - they are just very SWING styled options. Wakeup kicks are also still REALLY strong and let people start offence rather than return to neutral. More on neutral game later.
Damage balance of Strikes Throws and Holds. This needs looking at. Throws do so much damage on some characters and the toolsets are not well balanced. As a guide to this thinking, throw damage should come down 10% across the board. Strike specialists like Kasumi should have 15% weaker throw damage, Grapplers like Bayman only 5%. Holds should be reduces as well in damage. They're way out of proportion now with Break Hold doing so little and returning to neutral.
Throw escapes. This is the key thing DOA is missing. Neutral game is a poke-punish fest and this would really deepen the last set of defensive options. To be clear, this is a call to expand throw escapes to Directional throws. The proposal is to do this like Virtua Fighter, where the last direction of a command throw is the direction you push and hold throw to escape it. This should also be bufferable (hold in the escape while blocking or during recovery of moves). To ensure the triangle system is protected, throws which punish holds would still be inescapable.
Why is this important?
1. It forces variety of offensive approaches. It means you can shut down specific throws if you need to (Don't want to be thrown into a wall or ceiling? Hold that direction and throw command while blocking).
2. It opens up the opportunity to make grapplers better. Knowing throws are escapable not only introduces variety, but validates having stronger throws.
Commensurately, some added situations where small
strike punishes are guaranteed would be welcome additions.
Essentially, it gives us that final smart piece of decision making while blocking or at neutral. Finally, throw escapes are HYPE. It will be awesome to watch in tournaments and will attract players from other games who have come to expect this feature.
Start of Round neutral: No advancing-Sidestep only. This is a smaller but still important concept. In DOA, some characters strike faster than others. The ability to move up CLOSE to an opponent at the start of the round grants a start of round advantage to those characters, hurting character variety. So lets stop characters advancing closer than the default positions (just outside jab range) before the shout of "Fight!"
This isn't to say NO movement. Environment is important, so sidestepping in a circle around the opponent should be retained, just not inward to close distance.
Remove 3 way hold option. This will split the user base in online lobbies, making matches harder to find and frustrating the players.
Teaches bad habits that have to be corrected before tournament play, hurting the pathway to esports acceptance. 4 Way is easy enough, and teaching TWO systems is much more confusing for new players.
Side note, has anyone who tried the game at shows bothered to turn on 3-way hold?
The rest of the game system wise is there, and just needs attention on character movesets for variety and retaining playstyle uniqueness, while ensuring characters have strong moves which grant viable options in a range of situations.