Your General Complaints about DoA and Other Fighting Games?

Argentus

Well-Known Member
I do that best with Rachel.... she just fits me like a glove.... it doesn't feel like my attention is split in between rereading my opponent and getting the executions right.... it feels like I have a full array of options and performing them is as easy as like selecting a song in my MP3 player.
Nothing is hard and the Commands don't infringe upon one another like the do with Brad and Hayate. I can even convert off of accidential counter hits when I accidentily launch an opponent in the air unintentionally (Trying to get a lift stun)
I mean look at her :rachel:.... shes all kinds of awesome. :oops:

And thanks for the support.... "Its not over (for me) yet". ;)
I'm the same way with Mila. Fits like a glove *giggety*. No execution curve, so its all focus on strategy and fundamentals, which i love.


@d3v @Lulu
this argument is weird because you guys aren't contradicting or even opposing each other. Just bringing up completely unrelated matters to what the other is saying.

That Sirlin article was the best point here. More specifically, that others like Chen are completely missing the point.
 

Lulu

Well-Known Member
I'm the same way with Mila. Fits like a glove *giggety*. No execution curve, so its all focus on strategy and fundamentals, which i love.


@d3v @Lulu
this argument is weird because you guys aren't contradicting or even opposing each other. Just bringing up completely unrelated matters to what the other is saying.

That Sirlin article was the best point here. More specifically, that others like Chen are completely missing the point.

Its a clear sign that I'm slowly loosing my Sanity. :( anyway.... I can't disregard Mr. Chen's Point because he wasn't trying to be exclusive..... well atleast not on purpose.... it should be noted that eventually Capcom is going to run out of ways to make the moves inputs to feel unique without increasing difficulty the same way they ran out of Unique Moves for Each Character...... The same way they ran out of character Types.... okay I'm starting to see a pattern here.:confused:
 

DestructionBomb

Well-Known Member
Standard Donor
I've been there. It's a traumatic experience. But at least it's a lot easier to weed out who your real friends are afterward.

You'd be better off not worrying so much about the execution barrier and focus on you as an individual are capable of doing right now, which is improving your reaction time to situations you're familiar with in certain matchups... all the better if you know how the opponent plays said character in said matchup. And since you said you played online once (and I highly doubt you have much experienced competition outside of that), I would suggest trying it to get a feel of how experienced players play certain characters, especially if it's your only option for good competition.

You'll lose some, and you'll win some. But if you save replays, ask questions, and (hopefully) get good answers that will help resolve the holes in your gameplay, you'll likely forget about this execution barrier and be amazed at the gradual progress you're making to gain that confidence you need to break your own personal execution barrier.

Finally, a post that creates an electric shield. Hopefully it stays up.

All I know is I came across a "DestructionBomb" on PSN at some point (likely ranked), and I had that PSN ID blocked for some reason I don't remember. Avatar was Shuma Gorath from MVC3. I know I only blocked the people who spammed hatemail.

Going by logical progression. Assumed it was you. Probably from before I was a regular here, and didn't know you from here.

Also apologies for snapping and cussing during the last post. been babysitting EXTREMELY bratty kids today.

The Shuma Gorath avatar is correct.

The message however, is but a foggy memory..and the likelyhood of me sending such a message is slim to none. I don't send any negativity mail via PSN. I have too much pride for that. If I had a negative message, it would be towards a family member on PSN like my cousin just to spite him. Told him that I hope his PS3 dies and that his cat should be used as a rug. Joking of course, but completely off topic to the topic at hand here.
 
Last edited:

Intelligent Alpha

Well-Known Member
My gripe with DOA - where do I start? The flawed triangle system aka "Rock, Paper, Scissors." I'll leave to you guys to read between the lines regarding this.
 

Argentus

Well-Known Member
My gripe with DOA - where do I start? The flawed triangle system aka "Rock, Paper, Scissors." I'll leave to you guys to read between the lines regarding this.
Bitch_858ed2_2724820.jpg
 

Tempest

Well-Known Member
If any move in DOA is giving you trouble and isn't one of a very small list of exceptions, you probably just need a better controller.

On topic some my biggest problems with this game are
  1. The ground game is too easy on the defender, wake-up kicks are too powerful and have too much invincibility.
  2. Too many gimmicky and unbalanced stages, some of which make certain characters too powerful (Gen Fu on ends of the earth is probably the worst example). If you want to complain about randomness in DOA, this is probably the worst factor.
  3. Too many mid crushes, many of which are on characters that really don't need them.
  4. No throw breaks for anything beyond the basic 5T.
  5. Low holds also stop highs and standing throws.
  6. Sometimes it's difficult to tell if your juggle is going to clip the side of a wall, which prematurely ends it.
  7. No option to change button settings at character select (instead I can choose my favorite panty color).
 

Intelligent Alpha

Well-Known Member
Well theres always Tekken and Virtua Fighter to satisfy those needs.....

My point is how the rules of this game (actual hand gestures) is broken or how DOA breaks those rules! How the actual fuck does scissors (holds) > rock (throws) to avoid getting thrown? Or throwing out Paper (Strikes) to beat Rock (Throws) or Scissors to beat Paper. But Paper (strikes) beats everything. The day Paper beats Scissors - unless you wrap it around the pair like you would rock in the actual game.
 

Lulu

Well-Known Member
My point is how the rules of this game (actual hand gestures) is broken or how DOA breaks those rules! How the actual fuck does scissors (holds) > rock (throws) to avoid getting thrown? Or throwing out Paper (Strikes) to beat Rock (Throws) or Scissors to beat Paper. But Paper (strikes) beats everything. The day Paper beats Scissors - unless you wrap it around the pair like you would rock in the actual game.

I have no idea how to respond to that.... the Rock Paper Scissors thing is just an affordence people use to describe the cyclical nature of how each type of move interacts with one another.
 

Argentus

Well-Known Member
If any move in DOA is giving you trouble and isn't one of a very small list of exceptions, you probably just need a better controller.

On topic some my biggest problems with this game are
  1. The ground game is too easy on the defender, wake-up kicks are too powerful and have too much invincibility.
  2. Too many gimmicky and unbalanced stages, some of which make certain characters too powerful (Gen Fu on ends of the earth is probably the worst example). If you want to complain about randomness in DOA, this is probably the worst factor.
  3. Too many mid crushes, many of which are on characters that really don't need them.
  4. No throw breaks for anything beyond the basic 5T.
  5. Low holds also stop highs and standing throws.
  6. Sometimes it's difficult to tell if your juggle is going to clip the side of a wall, which prematurely ends it.
  7. No option to change button settings at character select (instead I can choose my favorite panty color).
1) Hold, back up, block, or crush. They aren't powerful at all, just a panic button. I will never understand the complaints about wakeup kicks. They can only do a wild kick while you have so many ways to respond to it.
2) I don't understand this. DOA5 has the most static stages in the series.
 

Lulu

Well-Known Member
If any move in DOA is giving you trouble and isn't one of a very small list of exceptions, you probably just need a better controller.

On topic some my biggest problems with this game are
  1. The ground game is too easy on the defender, wake-up kicks are too powerful and have too much invincibility.
  2. Too many gimmicky and unbalanced stages, some of which make certain characters too powerful (Gen Fu on ends of the earth is probably the worst example). If you want to complain about randomness in DOA, this is probably the worst factor.
  3. Too many mid crushes, many of which are on characters that really don't need them.
  4. No throw breaks for anything beyond the basic 5T.
  5. Low holds also stop highs and standing throws.
  6. Sometimes it's difficult to tell if your juggle is going to clip the side of a wall, which prematurely ends it.
  7. No option to change button settings at character select (instead I can choose my favorite panty color).

1. The Low Wake Up Kick is highly susceptible to being punished by all kinds of things.... the High Wake Up Kick is alot more powerful..... but its stil a semi safe move and can be punished by throws.... it can also be whiff punished by powerblows....
The Wake Up Kicks are actually pretty weak if I had to be honest especially the low one.... you can stomp on anbody trying to perform one indefinitely. Thats why Alpha not having them isn't as big a deal as people think.

2. The Danger Zone is the only one that comes to mind.... I can't play Gen Fu so I don't know what his strength is in The Ends of The Earth. I think the stages are competitively designed.... nothing gimmick about a single one of them as far as I can see, especially now that I understand how most of the Danger Zones Work... the only ones that genuinely feels random is The Tiger Show and The Raft in Primal when it starts moving causing custom combos you can't adjust too.

3. Yeah those are very bothersome....unless I'm the one using them. :oops:

4. Don't forget about some Combo Throws.... but yeah you're right....I'd like some VF style throw breaks.

5. I currently play a Character that benefits alot more from people trying to benefit from that exploit....its also important to note that Low Critical Holds have a higher recovery than the other three holds to compensate for the Option Select. Infact I think the big reason why theres seperate holds for mid kicks and punches is prevent people from turning crouching into 50/50 guesses.

6. I hate it when that happens... :(

7. Well.... atleast its something.... panties are awesome !!! I'm just kidding.... that actually is a legitimate problem and I hope they fix it.....
 

Intelligent Alpha

Well-Known Member
I have no idea how to respond to that.... the Rock Paper Scissors thing is just an affordence people use to describe the cyclical nature of how each type of move interacts with one another.

I know, but when the cycle is broken! Who actually uses the triangle in reverse?

S>T>H>T>S? What is wrong here? See? Let me use the literal game as the tie-in:

Two pairs of scissors vs. one rock - you'd think that rock would demolish both pairs of scissors - sure if they were in close proximity of the rock. But they're on opposite sides of the room, therefore, it can't do its task. See how stupid this is? This is why the system is heavily exploited! Not all if any parts are used or there's favoritism. (And we've all play the real game where everyone trolled always throwing rock, paper or scissors, at the same time for deliberate draws, no? How many stalemates do you get and of the strike type? Holds + Throws are even more laughable - sans techs when they're neutral)?
 

Lulu

Well-Known Member
I know, but when the cycle is broken! Who actually uses the triangle in reverse?

S>T>H>T>S? What is wrong here? See? Let me use the literal game as the tie-in:

Two pairs of scissors vs. one rock - you'd think that rock would demolish both pairs of scissors - sure if they were in close proximity of the rock. But they're on opposite sides of the room, therefore, it can't do its task. See how stupid this is? This is why the system is heavily exploited! Not all if any parts are used or there's favoritism. (And we've all play the real game where everyone trolled always throwing rock, paper or scissors, at the same time for deliberate draws, no? How many stalemates do you get and of the strike type? Holds + Throws are even more laughable - sans techs when they're neutral)?

Okay I'm reading your "S>T>H>T>S" as Strikes beat Throws which beat Holds.... which Beat Throws which beat strikes....
Those Last two are not entirely true....the only way a hold can beat a throw is if you use a nuanced move like a jumping or crouching Offensive Hold or Sabaki (strike with Hold Properties) and its the same thing if you want to beat a Strike with a Throw.... it needs to somehow be evasive like Lisa and Tina's BT Throws.... they can beat all high strikes because they crouch when the throw comes out.

I honestly don't get your analogy with the two pairs of scissors.
 

Intelligent Alpha

Well-Known Member
Okay I'm reading your "S>T>H>T>S" as Strikes beat Throws which beat Holds.... which Beat Throws which beat strikes....
Those Last two are not entirely true....the only way a hold can beat a throw is if you use a nuanced move like a jumping or crouching Offensive Hold or Sabaki (strike with Hold Properties) and its the same thing if you want to beat a Strike with a Throw.... it needs to somehow be evasive like Lisa and Tina's BT Throws.... they can beat all high strikes because they crouch when the throw comes out.

I honestly don't get your analogy with the two pairs of scissors.

Alpha! That's all I need to say!

Say, I do 2H+K. Most expect another lone or series of 2Ks after; therefore, they :1::h: or :3::h: but I don't necessarily opt for 2T (because it's expected). Instead, I opt for 8T (leave the math/frames out of this for a sec).

After catching them twice, they suspect it - and you guess it - :1::h: or :3::h: (I usually get the "I was ducking!" complaints!) So, now, they start throwing scissors out the ass, but because they're not afraid of paper (which instinctively you must cut when fighting Alpha), but rock! And low holding even when I punish them infuriate the hell out of me! Why can't you just sit the fuck down? (Ironic, since I catch folks with 8T who use that above statement) Understand now?
 

Lulu

Well-Known Member
Alpha! That's all I need to say!

Say, I do 2H+K. Most expect another lone or series of 2Ks after; therefore, they :1::h: or :3::h: but I don't necessarily opt for 2T (because it's expected). Instead, I opt for 8T (leave the math/frames out of this for a sec).

After catching them twice, they suspect it - and you guess it - :1::h: or :3::h: (I usually get the "I was ducking!" complaints!) So, now, they start throwing scissors out the ass, but because they're not afraid of paper (which instinctively you must cut when fighting Alpha), but rock! And low holding even when I punish them infuriate the hell out of me! Why can't you just sit the fuck down? (Ironic, since I catch folks with 8T who use that above statement) Understand now?

I'm more confused than ever before.... perhaps the Frame Data might help.


I know Alpha's 8T has insane range and a very slow startup.... plus Offenive Holds usually have more active frames than throws couple that with Alpha's unsafe recovery from her low sweeps and yeah you can frustrate alot of people when you catch them with a throw they didn't think they could get hit by if they low held....

Thats actually a fantastic strategy you put together there. :) people like abusing the crouching nature of the low hold.... I say punish them for that whenever you get the chance.
 

Intelligent Alpha

Well-Known Member
I'm more confused than ever before.... perhaps the Frame Data might help.


I know Alpha's 8T has insane range and a very slow startup.... plus Offenive Holds usually have more active frames than throws couple that with Alpha's unsafe recovery from her low sweeps and yeah you can frustrate alot of people when you catch them with a throw they didn't think they could get hit by if they low held....

Thats actually a fantastic strategy you put together there. :) people like abusing the crouching nature of the low hold.... I say punish them for that whenever you get the chance.

Yep! Get them fearing :8::T: or :2::T:, and all your other throws open up! Still, why "spaz," when you needn't? Imagine if you kept spazzing mid holds and I respond with corresponding throws and kill you with BURST/RUSH - and those throws are dangerous - especially upclose, and that's just attempting to land them (BURST with the LH bs; don't know how well RUSH connects but I'm sure that can be avoided, too), Her low game is just so disrespected while her no low (parry) game isn't! See what I did there?
 

d3v

Well-Known Member
Theres no if... Sirin most definitely has a point and it does not over shadow Chens point but it most definitely over shadows yours..... I don't know what you read into that article but Chen's basic point is the characters should feel different..... personally I think its lazy to give two identical moves different inputs make characters feel different over having two different moves all together that literally make characters unquestionably different. But thats an argument for a different time... perhaps in the imaginary future when Capcom stopps clinging to nostalgic nonsense... thats never gonna happen.

No where did Mr. Chen say anything about the difficulty of those inputs should be a factor, his argument is they should be different so that they are most optimal in different scenarios like on block or while moving forward or if a character is in mid air.... his argument isn't about deliberately designing inputs to arbitrarily increase the chances of Failure like yours is. Like it or not Chen is not one your side of the table.... you're cherry picking his points to make them inline with your unique brand of logic that only makes sense to you.
Because, for the most part, we were never saying that inputs needed to be difficult. We were more about how those inputs gave the moves certain properties and allowed for a certain amount of variety.
About Reversals..... they are strongest at the beginning of the Reversal Attack and most vulnerable in the middle and end...... kind of like DoA's wake up kicks..... if for some reason you have untouchable reversals that are completely invulnerable and unpunishable then do you honestly think changing the input is going to make it weaker ? All you doing is creating a completey unnecessary gap between people with different execution skills.... perhaps I suck at performing the reversal input and I get punished when the wrong move comes out instead..... Daigo on the other hand can just keep doing that shit without a care in the world because the problem was never the input.... it was the mechanic itself. I suppose your response to that is "Then find an Exploit to beat that untouchable reversal"..... thats bad game design.... its a valid competitive tool but that doesn't mean the developers made a good game.
Except we've seen exactly what happens when you nerf reversals to hell despite making them easy to come out. You get a game like Mortal Kombat X where offense is way too strong and the game devolves into corner carries into set play/vortex.

There's a reason that reversals need to be strong, yet at the same time difficult to pull off. You want people to have that option easily get people off their backs on oki, yet at the same tiem, you don't want something that totally slows the game down and resets it to neutral on knockdown.
Everything in the game has everything to do with execution until they find some way to jam a peripheral into your brain to allow you to perform the all tge commands without the middle management of your precious Execution Barrier getting in the way of me doing something I intended to do.

The part in bold is true.... funny how you can spot a problem with an input you might find too hard to perform.... but suddenly become blind to that problem when it means losing your precious Fireball Traps. Its tha very double standard that I have a problem.....
I just want intuitive inputs and designs.... I don't know how you're going to implement a multi speed special attack at all but thats no excuse to not atleast explore other methods don't work.... if charges don't work then have a dedicate Firebal button with differen't commands for fireballs of different speeds and Types.... then you can have arching fire balls and wavy fireballs in any unoccupied input motions to add to your precious complexity if you so desire.
Then all you're doing is complicating the control scheme even more, which again also adds to execution. I mean, on top of 6 normal attack buttons, you're now adding another set of buttons just for moves.
And thats good for the people who play those characters..... and have the execution to use the character that make it to the top Tier.

But don't confuse a game being "Tournament Viable" as a game being well designed and balanced... if only 4 of the many characters are Tournament Viable then thats a shitty tournament.... because its a shitty game..... in that case you might awell have a Dark Souls tournament because hey.... only 10 of the 100 builds are PvP viable. But even that is better.... theres no Physical Executio Barrier.... but thats only because the game is completely devoid of any skillful play.
Because, as Seth's article stated. You don't really want a balanced game since, considering as he stated, most fighting game characters "lack the complexity of a set of chessmen" (which itself isn't a good example seeing as chess in unbalanced favoring white).

Most attempts at balance end up sacrificing variety. You lose out in terms of interesting match ups and playstyles in an effort to balance. Would you really be content in playing a game where more characters were playable at the cost of those characters not actually being varied and unique. Where everyone just had the same versions of the same shitty normals and specials? I wouldn't.
But most importantly its a big fat massive Cop Out whenever people bring out The Meta Game and The Tier List becausing Developers keep using it as an excuse to not fix their games.... yes... FIX....because it is broken. And by players who conveniently are not afftected by it the negative side of the matchups and exploits.....and since we're in the habbit of linking things instead of explaining them.... Here you go.
Even Sirlin acknowledges the fact that tiers exist (and come on, he's an acknowledged "tier whore" who ran the best characters in some of the games he played, and also a known counter picker).

He never states that characters should be in the same tier, however what we refer as "viable" characters are more often then not those that only fall into "top tier". Very rarely do we ever see true "god tier" characters. In the case of Street Fighter, the only true example of this being Akume in Super Turbo and Sirlin's own HD Remix.
Don't confuse me wanting to focus an strategy alone as me saying I want a turn based game.... Time and Space do add extra deep and layers on top of a strategy its one of the best parts about Real Time Fighting Games that character I'm currently maining special nuances to their moves that you just can't replicated in a turn based enviroment...... I want to say execution doesn't play a role in that vision but his Article Points out that it does.... I think its lazy but nothing he said goes torward excluding people from experiencing high level play with more intuitive input execution.....

You on the other insist that these inputs should be difficult to execute to deliberatey cause players to screw up...... to give you some idea of how flawed and wrong your argument is. Go to any competitive activity and propose that that very same logic and bath in the awkward "is this guys serious" looks people are going to give you because that argument doesn't make sense at all...... you're not going to convince the Football Association that randomly turning on the sprinklers in the middle of a match to deliberately increases the chsnces of making the athletes slip and miss crucial tackles and scores. Go to the Tennis association and see if they don't laugh in face when you propose you oild up the handles on the tennis Rackets and have the Net move up and down and back and forth randomly when they play.
I never said that execution should be arbitrarily difficult. I just stated that inputs do serve certain purposes, one was which to allow for a certain amount of risk when pulling them off.

Heck, anyone who knows me knows that I've actually posted a few things on my regarding the problems with having a high entry-level execution barrier as well as the issues with the concept of using execution for balancing.

The problem here is that you see to be dismissing the concept of execution in itself, despite the fact, as I've pointed out, that it does serve a purpose in a fighting games competitive ecosystem. I myself have argued against stuff like 720 command motions and SNK pretzel motions, but that's it, the simpler motions sch as quarter circles, DP motions and sonic boom charge motions all have their place, outside of purely making stuff "hard to do".

Also, the water sprinkler analogy is wrong because in your example it's random and unable to be controlled by the player. A special move input is more like actually learning how to kick properly to get a goal in futbol. It's something you can practice against, whereas water sprinklers coming on are a true random occurence.
So to address what seems to be main point of your argument:
EASY INPUTS DON'T SOLVE GAMES.... they don't guarantee damage. all they promiss is the move is guaranteed to come out when you make it come out.

Or can you back that up and prove that a game has been solved by easy inputs ?
Have I not already mentioned Persona 4 Arena. The whole reversal/DP portion of the game is, for all intents and purposes, solved. Once you put someone in a situation where they should reversal, then they just will thanks to 2 button reversals. The combined mental and physical focus required for it is so low that they can just do it. It comes to the point where in those situations, the knocked down opponent actually controls the pace of the match, which is fundamentally wrong. Compare it to something where you're required a dragon punch or flash kick motion, the mental and physical concentration required is higher, meaning that you can't just throw it out willy nilly and actually need to consider if you can/should at that specific moment.
1) Hold, back up, block, or crush. They aren't powerful at all, just a panic button. I will never understand the complaints about wakeup kicks. They can only do a wild kick while you have so many ways to respond to it.
The issue is that they give the control of the match back to the knocked down player, the one playing ukemi, not the attacking playing okizeme. Knocking down should give the attacking player a positional advantage, not allow the downed player to reset. It's like the P4 example with the guaranteed reversals.

I mean, not saying that the game should be like MKX, where getting knocked down is death. But it should put the initiative squarely in the hands of the attacking player.
 
Last edited:

Argentus

Well-Known Member
The issue is that they give the control of the match back to the knocked down player, the one playing ukemi, not the attacking playing okizeme. Knocking down should give the attacking player a positional advantage, not allow the downed player to reset. It's like the P4 example with the guaranteed reversals.

I mean, not saying that the game should be like MKX, where getting knocked down is death. But it should put the initiative squarely in the hands of the attacking player.

But....it does. It leaves the attacker with the advantage, because again, all the downed person can do is a wakeup kick (Barring characters who can tackle from a downed state like Mila, Bayman, Tina, etc), while the standing player has SO MANY options.

The attacker lost momentum, yes, but that's their own fault for knocking the other person down (I'm assuming this is due to them dropping a combo).

At least its not like Vanilla, where downed player couldn't EVEN do is a really unsafe (situationally unsafe, not referring to frame data) wakeup kicks due to the Force Tech nonsense, to the point where helenas could just faceroll for the win once their opponent is knocked down even once lol.

If the downed player makes the wrong move, they're getting punished right back to the ground again.
 

Lulu

Well-Known Member
Yep! Get them fearing :8::H+P: or :2::H+P:, and all your other throws open up! Still, why "spaz," when you needn't? Imagine if you kept spazzing mid holds and I respond with corresponding throws and kill you with BURST/RUSH - and those throws are dangerous - especially upclose, and that's just attempting to land them (BURST with the LH bs; don't know how well RUSH connects but I'm sure that can be avoided, too), Her low game is just so disrespected while her no low (parry) game isn't! See what I did there?

Uhm....well sort of..... I understand what you mean in general. :)
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top