Meter: Yay or nay?

Do you like how it has been implemented in DOA6 so far?


  • Total voters
    86

KasumiLover

xX_APO_Prince_Xx
Premium Donor
It was ? :eek:

For me it was more of a Take it or leave it kinda thing... I didn't see anything wrong with it other than it was possible to completely miss out on using it because you didn't notice you lost 50% of your Health... its a tiny issue... easily correctable.



Its one saving grace is it is visually... uhm.... visually robust. You got screen shake, particle effects, exaggerated animations... the whole nine yards. Still though... even the though TN already explained what inspired this mechanic... I'm still confused by its inclusion. Hmmmm....



Really ? I didn't know you felt this way about PB's... :(

I loved it this way because it gave characters lacking in Guard Breaks, like Marie Rose or Alpha that avenue of approach should they struggle in a fight.

As Comeback mechanics go... it was pretty good.
Alpha wasn't lacking iirc, and the only reason they gave charged PBs GB properties is because they're easy to hold on reaction since they're seeable, and I'm not sure if the PB provides any real adcantage.

Without CBs there's no real reason to havw them since there's no way to guarantee them unless by opponent error
 

Lulu

Well-Known Member
Fundamentally, rewarding players for failure is a bad idea. The fact that you can do more damage after you've made a bunch of mistakes is silly.

Well yeah... but you gotta admit... the way they went about it was pretty good. To actually capitilise on the Power Blow you need a whopping, Easily Reactable 40 Frames of advantage to get one RAW, it was so risky its a miracle anyone gets caught by it. And in situations where its Guaranteed the damage difference between that and Whatever max damage combo your character could do... was about 20 to 30 Points.... ofcourse Power Blows have a 10 Meter Knockback range so even in a worst case scenario an extra 10 Points of Damage was likely. Also if successful its like the opponent will also gain the Ability to use a Power Blow if their own... so it all balances itself Out. :)

In contrast... SF IV's Ultras were Invincible 6 Frame Attacks... their only saving grace was the Freeze Frame gave you a second to think about how you could avoid getting murdered by one... usually by countering with an Ultra Of your Own.
 
Can't break blows be blocked tho? And if they can't you just avoid them or go for a low, and they cost meter too so that's already wasted meter if it misses
They're invincible against highs and mids though, so obviously the best way to use it is by treating it like a hold. A lot of characters have mid and high focused strings and these break blows come out pretty fast, so i'm not sure the whole roster is going to have the opportunity to either free cancel to guard if they start a string against a break blow, or be in a string that has a low in it ASAP. Like i dont think think Ein's low kick in his P,P,2K,P would come out before the break blow connects, so if you're in a string like that where pretty much the 2nd hit cant branch to low, you'll have to be extremely mindful to free cancel to get back to neutral.
 

Raansu

Well-Known Member
Fatal Rush being unholdable save for Break Holds is downright broken. It essentially turns the game into who can get more meter first to save their arse. Shimbori said it always starts as a high attack, and it seems to be relatively unsafe, but it's spammabiliy due to its activation not being tied to the meter itself has to change. I think Fatal Rush combos should also only be used if the meter is full.

I wouldn't really consider a mechanic that always starts with a high and has a 18-20 frame start up as broken. You won't really see it used all that often in normal play let a lone a successful hit even if trying to use it as whiff punishment.

As for the mete. I'm of the opinion it doesn't belong in doa, but its already built into the core design they have set for doa6, so its not going anywhere. All we can do is hope they tinker with it and make it reasonable. I will say this though. I think the break hold should be removed and the break attack definitely shouldn't have sabaki properties. Give it priority properties like in the older DoA games, but it shouldn't outright act like a sabaki.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
They're invincible against highs and mids though, so obviously the best way to use it is by treating it like a hold. A lot of characters have mid and high focused strings and these break blows come out pretty fast, so i'm not sure the whole roster is going to have the opportunity to either free cancel to guard if they start a string against a break blow, or be in a string that has a low in it ASAP. Like i dont think think Ein's low kick in his P,P,2K,P would come out before the break blow connects, so if you're in a string like that where pretty much the 2nd hit cant branch to low, you'll have to be extremely mindful to free cancel to get back to neutral.
That doesn't sound bad imo, it's like rage arts or armor attacls in T7 where they can be used when an opponent is being aggressive. It'll definitely make players play more carefully against an opponent with meter
 
Don't double-post
That doesn't sound bad imo, it's like rage arts or armor attacls in T7 where they can be used when an opponent is being aggressive. It'll definitely make players play more carefully against an opponent with meter

Gonna be blunt but T7 is less fun than T6, and just cause something is in Tekken doesn't mean it needs to be in DOA too. DOA needs more unique identity and it lost a bunch with DOA5. People dont just want to play Y game's characters with X game's mechanics.

Personally i just dont think the invincibility frames "look" good. It doesn't look right to see attacks clipping through the other fighter and doing no damage.

Gonna be blunt but T7 is less fun than T6, and just cause something is in Tekken doesn't mean it needs to be in DOA too. DOA needs more unique identity and it lost a bunch with DOA5. People dont just want to play Y game's characters with X game's mechanics.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
Gonna be blunt but T7 is less fun than T6, and just cause something is in Tekken doesn't mean it needs to be in DOA too. DOA needs more unique identity and it lost a bunch with DOA5. People dont just want to play Y game's characters with X game's mechanics.
They're not the same mechanics tho. And you DPed again...
 

Brute

Well-Known Member
Standard Donor
@CounterTerrorist Stop double-posting

Well yeah... but you gotta admit... the way they went about it was pretty good.
I don't have to admit to things that are wrong.

To actually capitilise on the Power Blow you need a whopping, Easily Reactable 40 Frames of advantage to get one RAW, it was so risky its a miracle anyone gets caught by it. And in situations where its Guaranteed the damage difference between that and Whatever max damage combo your character could do... was about 20 to 30 Points.... ofcourse Power Blows have a 10 Meter Knockback range so even in a worst case scenario an extra 10 Points of Damage was likely. Also if successful its like the opponent will also gain the Ability to use a Power Blow if their own... so it all balances itself Out. :)

In contrast... SF IV's Ultras were Invincible 6 Frame Attacks... their only saving grace was the Freeze Frame gave you a second to think about how you could avoid getting murdered by one... usually by countering with an Ultra Of your Own.
"It's not as bad as other things that are worse" is hardly a compelling argument.
 
What am i getting shit for double posting for? I corrected the problem myself immediately. Lmao. You just merged the second post i deleted into the post that i had already copied what i meant to be an edit from the double, even though I'd deleted it. Reason: dupe
 

Lulu

Well-Known Member
I don't have to admit to things that are wrong.

LoL... How is it wrong ?

"It's not as bad as other things that are worse" is hardly a compelling argument.
LoL... well yeah if you say I like that then its terrible.

My point is I don't see it as something thats "Not So Bad"... I think genuinely believe they did it right... more or less. :)
 

Brute

Well-Known Member
Standard Donor
What am i getting shit for double posting for? I corrected the problem myself immediately. Lmao. You just merged the second post i deleted into the post that i had already copied what i meant to be an edit from the double, even though I'd deleted it. Reason: dupe
Well, if you're in the middle of editing things while I'm editing them at the exact same time, weirdness can occur. The reminder was issued because this marked the 3rd or 4th time that I personally have seen you double-post and have merged your double-posts, let alone any such action taken by any of the other mods. There was no reasonable basis on which to expect you to correct it yourself.

So props for trying, I guess.
 
Well, if you're in the middle of editing things while I'm editing them at the exact same time, weirdness can occur. The reminder was issued because this marked the 3rd or 4th time that I personally have seen you double-post and have merged your double-posts, let alone any such action taken by any of the other mods. There was no reasonable basis on which to expect you to correct it yourself.

So props for trying, I guess.
I have double posted only one time without realizing it was an issue with this forums etiquette, and the second time was just now but I caught it myself and deleted it. I dont know what this 3 or 4 times is. Calm down, lay off the horn, this site is weird to use on mobile and its hard to tell if i'm in an edit window or a post window.
 

Shirataki Tsume

Well-Known Member
That doesn't sound bad imo, it's like rage arts or armor attacls in T7 where they can be used when an opponent is being aggressive. It'll definitely make players play more carefully against an opponent with meter
The thing is...holds are the solution to aggressive opponents. That's the purpose of the triangle system and Dead or Alive's core game play.
 

Brute

Well-Known Member
Standard Donor
I have double posted only one time without realizing it was an issue with this forums etiquette, and the second time was just now but I caught it myself and deleted it. I dont know what this 3 or 4 times is.
1
2
3 (Cyber)
4

The first one I didn't issue a warning, because frankly I don't like to step on people's toes for the occasional slip and come out the gate as Mr. Overbearing unnecessarily, especially if someone may not be aware of the site's policy. Once I noticed it was going to be a recurring thing, I've mentioned it since.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
The thing is...holds are the solution to aggressive opponents. That's the purpose of the triangle system and Dead or Alive's core game play.
Yeah but you need a good read for them. Same with other games with reversals and parries, they require a good read or guess
 

Sotherius

Well-Known Member
About meter, i'm late to the discussion.

I understand how it can be seen as a negative thing on 3d fighters in specific (even Shimbori knows that). But i'm not against the implementation of it, the thing is, is how is implemented.

I don't think i ever played a 3d figter that had meter (besides tekken 7, but i didn't use the meter characters), but i think it can be implemented well.

So far what we know, the meter will only serve to give you break blows and break holds, so basically a super strike, and a super hold. Those two moves are dangerous, and i think so far they are a bigger worry than the meter itself.

Then we have the other thing, how meter management will work? will you carry meter between rounds? How do you get it? If it is only by hitting the oponent, or doing correct holds and throws, i'm happy, but if you get it by getting hit it gets problematic.

All those things could add layers to the gameplay, and that could be good, the only thing that makes me worried is how those mechanics tied to meter seem to be above the triangle system, an universal hold that gives you advantage is not that problematic, but i would be better if it was just a tool to get back to neutral. Break Blows should act like regular strikes as well, and i'm not sure if it is possible right now, but it shouldn't be possible to do them from a critical stun position.
 
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