AKNova7
Active Member
DOA will always have a casual fan base. What we're trying to do here is make it a competitive fighting game. It has already been proven in the past that DOA as it currently stands is not considered a competitive fighter my the greater FGC. That's why things need to be changed.
The "Greater FGC", personally, is insignificant. Even being a part of different FGs (Soul Calibur 5), the game that we play, DOA, shouldn't be made to cater to those who want the same situations they experience in other games to be in their DOA experience. Once upon a time, Team Ninja tried to say they didn't want to make a competitive fighter. They later reversed face on this. The "greater FGC" as I've seen wants every fighting game to play very very similar, and don't want to adapt. Someone tries to put a breath of fresh air, and do something different, and gets outcasted for it. I'm pretty sure regardless of how it goes, there's going to be a competitive community for the game. It's simply whether or not there's these kinds of people there or not. Personally, I'd rather there not be, but I'm not opposed to expanding the community either. DOA4 wasn't competitive, and it shouldn't have been, the game was bad. The rest of the DOA series was better, but still not competitive. They've done some good things so far, and I think we need to stop trying to make them like everyone else. Sure, there are improvements that can be done, but they're no where near as game mechanic changing as what we've seen so far in this thread.
Also, DOA has guaranteed combos. Every time you launch an opponent you get a guaranteed combo. Altering the game so some of these guaranteed combos can be done without a launch isn't a huge change in the grand scheme of things, but it would do a lot to cater toward the greater FGC.
Again, who cares about the "Greater FGC?". DOA is the red-headed step child, it always has been. Either the "Greater FGC" will respect them, or they won't. The "Greater FGC" just wants things given to them instead of having to work for them. They want outstanding tools that work in mechanics that compliment them, while having to do very little work to use them.
But, in all reality, personally, I don't like the stun system in general, because it's far too easy to get a stun in DOA. Since it's too easy to get a stun in DOA, these guaranteed combos would probably land off far too many first attacks. I'd like this to be reworked in some way, then maybe some of these guaranteed combos would be a good idea.
The stages are a big draw and should not be excluded from the conversation. Counter holds are also okay, but only when done outside of a combo. Once I stun you, why should you be able to escape that stun 65% of the time? Not only can you escape, but you can inflict damage to me in the process. That doesn't even make sense from a competitive standpoint.
String delays are also okay, just not every single string. I also really like free canceling, just not in its current application.
Because, they're not combos. They're Mix-Ups. While it says combo, it's not really a combo, and that's how you're supposed to think about it. However, I think you're right about the damage bit. So here's my suggestion. If you keep stuns in the game as widespread and common as they are, steal the VF5FS Aoi stance mechanic for holds. As in, make their holds evade or push away the move, and give the defender +4 or so of advantage, so they don't do damage, just have advantage. My only concern there would be how long the games would take.
Free canceling should be similar to VF's Guard Canceling, IMO. I mean, it should be...usable, but not overpowered. I'd have to see a little frame math to know what value would be acceptable there. Also, string delays...should only be on strings that have it as their main property. In DOA 4 they marked these with an upside down ^ sign on the inputs.