IGN's 12 Days of DOA5

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Zeo

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The end result is the same, nerfing counters as a whole, which I agree with although the nerfs you want are a bit extreme in my opinion and a lot of things could be changed for the better without resorting to such extremes.

If I threw out a "random" low hold to duck under what I predict to be a high attack then it's not really a "random" hold. And delaying the stun frames before you can low hold eliminates the possibility of using it right after you're in stun and eliminating the problem of recovering before the opponent can continue the attack along with making low holds much easier to anticipate and thus to punish. Removing countering in stun as a whole would fix the problem but there would be no way to stop the opponent's offense, which is the point of holds as a whole which you yourself pointed out.

I stand by my solution. I wouldn't lose any sleep if countering in stun was removed as a whole but we both know that's not going to happen as it's a DOA staple at this point so we should be looking for realistic solutions to the problem.

Delaying frames before you can attempt to counter an opponent when you are sent into stun and slightly increasing recovery on counters so there's no "get out of jail free card" low holding is a gamble and unless you read the opponent's high or low you're out of luck, and if you just throw it out you're out of luck anyway due to the recovery of the hold. That on top of all of the new unholdable stuns should do more than fix DOA as a whole.

Not budging.
 

TRI Mike

Well-Known Member
Even if you predict a high attack is coming when you're stunned you should not have the opportunity to hold or duck it. You're already in stun and that means you failed at blocking, interrupting the attack that stunned you, sidestepping, crouching, crushing and whiffing.

I can live with opponents being able to hold in stun as long as it's only once and the recovery frames are incredibly huge to guarantee whatever I want after I see them. That's why why're asking TN so much for CB to be back to E3.
 

Lobo

Active Member
If I threw out a "random" low hold to duck under what I predict to be a high attack then it's not really a "random" hold.

If it was only that... Problem was, the low hold did three things at once. Ducked highs, avoided throws and OHs, and actually countered lows. Meaning the only way to beat a low hold was to do a mid or a low grab. Pretty shitty exchange if you ask me, especially since I was the one who stunned you in the first place.

And don't get me started on doing a low hold after an unsafe move. That was just dumb
 

Zeo

Well-Known Member
It makes no difference to me, we want the same thing for the most part. Like I said I wouldn't lose any sleep from his idea of fixes and he could probably live with mine as well. Either way satisfies me.

Being realistic though low holds will probably always have the options that they have. Not saying that I like that, but the only way I see them changing them would be to tweak the animation so that the opponent is standing up like with mid and high counters so getting hit by highs would actually look like they got hit. Not saying it's impossible but I just don't see such a drastic change happening a month before the launch of the game. Patch maybe, but not before launch.
 

ScattereDreams

Well-Known Member
Eliot has guaranteed launchers off of his parries. He's REALLY good.

Can you please go more into detail on what makes Eliot "really good" besides guaranteed launchers after his parries? The only noticeable changes were his 236p is now a true guard crush, but doesn't seem to give him much +frame on block, and he has some new high poke punch.

What other good options, and moves does he have in DOA5?

Does his 7p still sabaki?

Do you know exactly how much frame advantage he gets after his parries?

Any sit down, faint, stumble, or limbo stuns?

Sorry, but the person who was playing him made him seem way to similar to his DOA4 counterpart and that makes me sad as a Eliot player while everyone else is receiving excellent buffs.
 

DR2K

Well-Known Member
Wow you guys are over reacting quite a bit. From Brad Wong being low tier to Eliot being 'DOA4'. Just wait for some steady information, chill, and relax.
 

BierKlauMeister

Active Member
Or everyone can just low throw the hell out of people. Even if they escape they're at a disadvantage and you can press the issue. Holds in general are unsafe, in that with the amount of time you have to delay or cancel strings between imputs, you can easily cancel and throw when someone throws out a low hold to break a string.

Hey guys i think the point is getting misunderstood. The problem right now isnt the low hold, and how it is too strong or not so strong, etc.

The problem is any hold done in the very very very first few frames after you got stunned. The problem is that, with the fast recovery they have, the attacker cant punish them correctly because the attacker still has to go through the recovery of his own attack with which he stunned you. So once he recovers and tries to go for a follow attack, it gets blocked, and if he tries to throw, he wont get a high counter throw because the recovery of the hold is so fast.

If the opponent hoolds normally after he got stunned, i can see the hold and punish it with a throw or with an attack that hits a different height, the problem is when they hold so fast that they recover almost at the same time the attacker does from his attack.

You can see it in the Rig vs Elliot video at 02:08. That is the huge problem that i am seeing, look how fast Rig recovered from the stun thanks to that inmediate missed hold after stun
 

DR2K

Well-Known Member
Well, after seeing Lisa recently, they're not exactly wrong in thinking that.

The character with a guaranteed back turn options, a great limbo stun, and a solid sitdown stun. I didn't see DOA4 Lisa in those videos.Except for the players DOA4 habits in the vids, like not capitolizing on guaranteed damage.

You're quite wrong actually and that's ok.
 

TRI Mike

Well-Known Member
Even if Lisa and whoever the other low-tier character is end up that low I'm sure they'll have enough tools to be useful in many situations.
 

TRI Mike

Well-Known Member
Awesome! Brad can get CB in three hits!

I'm getting a problem while trying to watch the Bass vs Hayate #2 video. Anyone else¿
 

Batcommander

Well-Known Member
Bass Hayate matchup was intense and fun to watch. I am loving Bass' guaranteed ground throws, so much potential.

Brad Wong getting CB on 3rd hit is excellent, i hope they extend that to other characters that need it too.

The second hayate bass match is glitched out apparently.

Great matches overall.
 

TRI Mike

Well-Known Member
Holy shit Tina's damage is incredible and she seems to have much more options for her ground grab. I wonder if her 33K~throw from DOA3 is back... What the hell happened to her idle animation though¿ She had a new one in the combo videos.

Lee vs Bass video is fucked up as well.

EDIT: Bryan for the love of God. Don't use the English voices. Tina's is awful.
 
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