Should 1.03a Tag be the new tournament standard?

Should 1.03a Tag be the new tournament standard?

  • Yes

    Votes: 26 41.3%
  • No

    Votes: 37 58.7%

  • Total voters
    63

SilverForte

Well-Known Member
Well here's one reason. The skill level in Doa is far lower than what you'll find in tekken, so you have a far greater chance of actually earning said money.
 

Rikuto

P-P-P-P-P-P-POWER!
I can, actually.

TTT2 is worth more money than this game is. Therefore, if I want to play an already good game that features tag, I'll play that.

DOA, however, is still shit, tag mode or not. So by forcing people to learn tag, another shit mode in an already shit game (and you would be forcing them if you made it standard in tournaments), you'd essentially be playing an inferior fighting game, for less money, while scaring away the few people that DO play (singles).


Damn that was a long sentence.

Who is forcing anyone to learn tag?

I'm simply refusing to play singles.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
-After some thought, this is not so bad. If Team Ninja can patch/update/dlc in 10 or so more tag stages, it would actually be pretty good. Doa5 Tag is far more complicated, intricate, deep, solid and downright tournament worthy than Doa5 singles. I am putting my hat in this ring. There is so freaking much that can be explored in tag. I bet there is far more to this mode than the standard tag team combos/juggles.

Who is forcing anyone to learn tag?
I'm simply refusing to play singles.
-The fact of the matter, you can play tag like singles..aka "team battle" style. There is so many play style variations possible in this mode. I like ;-)
 

SilverKhaos

Active Member
I've always avoided/disregarded tag, because, based on past experiences from DOA2U and DOA4, all people do is try to do those infinite juggles by constantly tagging out.

No fun at all, and that at the very least, isn't deep at all, either.

I'm all for the team battles, yaknow, the 5 on 5 matches, though. Those are awesome.
 

Rikuto

P-P-P-P-P-P-POWER!
I've always avoided/disregarded tag, because, based on past experiences from DOA2U and DOA4, all people do is try to do those infinite juggles by constantly tagging out.

No fun at all, and that at the very least, isn't deep at all, either.

The only people who say stuff like that are the ones who can't do it.
 

Red Reaper

Member
The only people who say stuff like that are the ones who can't do it.

Not necessarily..

It just changes the game. It's like Marvel, it's fun but not everybody likes the one shot kills. Some people like more shifts in momentum. A back and forth kind of action.

Klose games are hype, seeing someone guess wrong twice and die is not as much.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Not to mention the risk of dropping said high damage combo has its own level of spectator hype to it.
 

Awesmic

Well-Known Member
Standard Donor
Who is forcing anyone to learn tag?
I overlooked this...

No one had to. The implication being made that competitive players must learn tag because Team Ninja intentionally (not accidentally, but intentionally as the patch notes imply) kept in the stagger escape "glitch" for specifically this mode is answer enough.
 

Evil_Gotenks

New Member
If only a team battle method of playing could be forced, so it is like singles but with a character change, but that won't happen. And it doesnt solve the issue of not wantin to learn two characters.

Not to mention the risk of dropping said high damage combo has its own level of spectator hype to it.

And if the taggin aspect to juggles/combos actually has an execution to it like suggested in the Tag Tier thread (haven't been able to play since 1.03A dropped, stupid uni) then there could be a very good chance of that happenin.
 

Matt Ponton

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If only a team battle method of playing could be forced, so it is like singles but with a character change, but that won't happen. And it doesnt solve the issue of not wantin to learn two characters.



And if the taggin aspect to juggles/combos actually has an execution to it like suggested in the Tag Tier thread (haven't been able to play since 1.03A dropped, stupid uni) then there could be a very good chance of that happenin.

I have a video of me and Rikuto playing some tag. There were times he'd drop the juggle, additionally the frame you tag in the partner can affect the amount of juggle relaunch as one frame slower means that the opponent has fallen one frame further than perfect. Eventually you can eye what will be required to continue a juggle but you may have to sacrifice some damage.
 

SilverKhaos

Active Member
Not necessarily..

It just changes the game. It's like Marvel, it's fun but not everybody likes the one shot kills. Some people like more shifts in momentum. A back and forth kind of action.

Klose games are hype, seeing someone guess wrong twice and die is not as much.

shifts in momentum, back and forth kind of action....I think there was a word for that...
Oh, right, a "Fight."


This, on the other hand...
F5CAR46F11S8TQ8.LARGE.gif


Not so much.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
I think you seriously need to look over what you just said and the image you stated.

To me, shifts in momentum and a back and forth kind of action is required for juggling effectively.
 

phoenix1985gr

Active Member
The only thing i dont like about tag in doa is that low attacks that just stagger in single like leis 2h+k hitomis same move etc where you get some frame advantage but not enough on normal hit to get the styun game started in tag if you tag out immediately they are godlike and since juggles from even the first hit with the right characters can take over half life its becomes stupid... Like leis 3p into 2k or 4p for a low or a sitdown tag out into launch and you re done
 

Red Reaper

Member
The only thing i dont like about tag in doa is that low attacks that just stagger in single like leis 2h+k hitomis same move etc where you get some frame advantage but not enough on normal hit to get the styun game started in tag if you tag out immediately they are godlike and since juggles from even the first hit with the right characters can take over half life its becomes stupid... Like leis 3p into 2k or 4p for a low or a sitdown tag out into launch and you re done

Yeah. I didn't know that... That is really bad.
 

FakeSypha

Well-Known Member
I was under the assumption Degalon was in the thread. So I unignored him, and bingo! there he is promoting his 'unconventional' ideas about how fighting games should play. Anyway, you people should just ignore this guy and proceed with your discussion. Back to ignore. Nothing personal, tho.

Sorry for the offtopic. I have nothing else to said about Tag that I haven't expressed already.
 

d3v

Well-Known Member
shifts in momentum, back and forth kind of action...
Except without any form of guaranteed big damage, that kind of back and forth means exactly two things, "jack" and "shit."

The back and forth of fighting in any game only means something when there is "risk" behind it. Without that "risk" (from combos), then the back and forth loses meaning as no significant gains and/or changes in momentum happen.

That said, why the hell are you even posting in this thread considering that, last I checked, you don't really care much about competitive play anyway?
 
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