NightAntilli
Well-Known Member
Don't pretend like I don't know how to play the game.If this is happening frequently, maybe you should consider an alternative. Like throw maybe.
Don't pretend like I don't know how to play the game.If this is happening frequently, maybe you should consider an alternative. Like throw maybe.
I'm sorry if I sounded offensive. I was thinking about an alternative, but I am definitely not implying that I know more than you, or that you don't know how to play the game.Don't pretend like I don't know how to play the game.
Ok then. Consider my remark revoked. The alternative you suggested doesn't really work if your opponent timed the hold correctly. You'll get hit in the face.I'm sorry if I sounded offensive. I was thinking about an alternative, but I am definitely not implying that I know more than you, or that you don't know how to play the game.
I see. Thanks for clearing that up.Ok then. Consider my remark revoked. The alternative you suggested doesn't really work if your opponent timed the hold correctly. You'll get hit in the face.
-Team Ninja need to restore throw speeds back to Doa2/3 settings. They were perfect for punishing catch throws/offensive holds and defensive holds. Faster throws also kept players on their toes and players were required to have faster reaction times, making something like Jann Lee's Dragon gunner seem rather slow and sluggish.Raansu said:snip
-Team Ninja need to restore throw speeds back to Doa2/3 settings. They were perfect for punishing catch throws/offensive holds and defensive holds. Faster throws also kept players on their toes and players were required to have faster reaction times, making something like Jann Lee's Dragon gunner seem rather slow and sluggish.
DG - 19/4/25. It's start up is 19 frames, it's only active for 4 frames, and then it goes into 25 frames of recovery.
It's only a little bit longer than recovery of neutral throw (~22 frames), so relatively it's not very long recovery at all.
I'm not quite sure you understand how frame data works...
Watched a bit of the NCR11 finals and I think the VF characters (Sarah especially) are gonna get nerfed hard. Not because they're broken but because if I was Shimbori I'd be embarassed to constantly see VF characters taking the spotlight at DOA events. I also think Momiji's gonna be top tier for a few months until TN succumbs to people's bitching (see: Mila).
I may assure you I understand it fairly well.
I don't think you do.
Even gamers from the 90's didn't bitch about characters being tough, they welcomed it lolI see this thread full of comments about "nerfing". Didn't you guys understand from the tournament goers (and winners) that nerfs kill a game¿ If something is too good, you don't nerf it, you BUFF the other stuff so it becomes as good as the previously OP thing. Nerfing is what lowered the quality of the game during development. We had a perfectly fine game at E3 and I'm sure people asking for nerfs is the main reason we ended up with this.
So you think everyone in DOA3 should have been patched to have Hayate's cartwheel?I see this thread full of comments about "nerfing". Didn't you guys understand from the tournament goers (and winners) that nerfs kill a game¿ If something is too good, you don't nerf it, you BUFF the other stuff so it becomes as good as the previously OP thing. Nerfing is what lowered the quality of the game during development. We had a perfectly fine game at E3 and I'm sure people asking for nerfs is the main reason we ended up with this.
-Team Ninja need to restore throw speeds back to Doa2/3 settings. They were perfect for punishing catch throws/offensive holds and defensive holds. Faster throws also kept players on their toes and players were required to have faster reaction times, making something like Jann Lee's Dragon gunner seem rather slow and sluggish.
UncleKitchener said:Yes and now you have to mostly guess if you want to land a slower throw on a holding opponent and this can limit the slower throw's usefulness to block punishing and there aren't that many -12 or -13 moves in a match when everyone is free cancelling or poking.