Dead or Alive 5 Ultimate General Discussion

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Argentus

Well-Known Member
NO ! ^_^
I always choose the biggest lifebars in fighting games. Don't why....


I do the same, so that the fights won't end in just one or two good (or just lucky) combos.

Well they could create two separate life bars size for Single and Tag ranked in this case. I want say, the "physic" of the game is already different between the two modes, so what is the problem with a different life bar?

Anwyay I'm the only one to find cool long fights? XD


No, I'm the same. If the fights only gonna last 10 seconds or so due to TINY TINY health bars, then I don't see the point of sitting through all the menus waiting for it. The load times should not be longer the the rounds!

Rice Pais, I completely forgot about tag mode lol


I always forget about it...

but their focus is just mainly on Tag this time around

Ewwww......

On the one hand, yes, bigger health bars are better for tag since you can just decimate health with tag combos and juggles.

On the other hand, "Focusing on Tag"? Dear god, WHY?! That's like hearing that the next mariokart will be designed with "battle mode" in mind. That's a whole separate gameplay, and that's supposed to be the optional side thing, don't make THAT the focus when designing the mechanics! Or at least have the two have entirely different settings and mechanics! Like in Mass Effect 3, they didn't change the mechanics in the Story (The Main part of the game) when they adjusted things for the multiplayer.

For the record, I'm all for bigger healthbars, because more fight is more fun, but I'm just disgusted at the idea of focusing on Tag instead of the regular fights. This ain't MvC or TTT, TN!
 

Ghosty-J

Well-Known Member
they said they were trying to go more towards doa4
more towards doa4

tumblr_mmga5yf3dt1rg6yw7o1_500.gif


 

Ghosty-J

Well-Known Member
the famitsu article says nothing new .. not even about the lifebar..
its merely updating with the e3 news
I thought as much. I just loathe the fact they're trying to go more into DoA4's direction this time and it hasn't occurred to me until now. Granted that 5U won't be an EXACT replica of DoA4. Just knowing they want to adjust the gameplay to make it even more random (as 4 was the very definition of random) than it is now, I see it as one big sour note for this game. If my experiences here turns out to be as bad as it was in DoA4, I don't see myself playing very long.
 
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TRI Mike

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Where are people getting this "300 life bar", "everyone nerfed", "holds being stronger" and "doa4 gameplay" info from¿
 

EMPEROR_COW

Well-Known Member
Premium Donor
I thought as much. I just loathe the fact they're trying to go more into DoA4's direction this time and it hasn't occurred to me until now. Granted that 5U won't be an EXACT replica of DoA4. Just knowing they want to adjust the gameplay to make it even more random (as 4 was the very definition of random) than it is now, I see it as one big sour note for this game. If my experiences here turns out to be as bad as it was in DoA4, I don't see myself playing very long.

they never said that... anywhere ..
the core mechanics will not change from 5
do not over-speculate people

the only drastic thing you will see is a better balance to tag.

I welcome the changes that you see for the characters, be it nerfs or buffs .. It is a new game after all and I am looking forward to relearning the cast again.
Nobody has the full changes to the cast and the changes are NOT yet final. so crying over lost tools is pointless.
Not to mention that there are NEW tools that are in play:
1) flop stuns .. we still know nothing about their potential apart from the fact that the follow up is guaranteed
2) power launchers ... and their impact on a stage with a ceiling

They have done nothing but deliver as of late.
They're still doing their tweaks here and there, which is a great thing considering they never had that luxury in DOA5. and This will also hopefully ensure a bug free game, unlike DOA5.

people need to relax and stop ranting over things that may not be worth ranting over ..

would it make a difference if the health were 300 but they increased the damage output of the character tools ? Exactly... no1 knows ANYTHING yet. just little tidbits that may not even be final.
 

phoenix1985gr

Active Member
Well with everything i ve been reading (i know its still early so still hoping) this game seem worse and worse with every change they announce... Waiting now for their next one to be wake up kicks from walls again, and sitdown stuns not holdable gone...
 

HoodsXx

Well-Known Member
Don't think everyone's seen this yet. But... some more information from 6.23 DOA5UT demo in japan.
it's from 'Shinobi' who is famous korean player live in Japan.

general change
by hayashi, you can customize BGM among DOA2U, DOA3 and DOA4. they put all BGM in DOA5UT.
total hp : 270 > 300 (return to 1.02)
hold damage increased
(especially at Counter and Hi-Counter and char who weak hold damage (like Lig) hold damege increased)
low hold recovery frame increased to 40F
many force tech has removed
online lobby environment

kasumi change
1. now oboro chaged to normal 12F Throw. 17F 67dmg to 12F 68dmg
2. near wall 7P : +3, GB, midP (looks like wall oboro)
3. new appeal 646H+P+K (kasumi says "i'm sorry")
4. after 3H, now kasumi move to behind opponent's back more closely.
5. second K of 9KK bound enemy when hit above Counter (not 100% correct info.)
6. 9PK now down opponent like new 66KK above Counter
7. 7K-P+K looks more unstable at Combo. no more ground hit, no more force tech
8. find 3KK > 6K > PKK7K at Combo Training. but don't know it's guaranteed.
after 3KK, 66P can be guard when opponent SE
 
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