New DOA5 Balance Suggestion Thread.

NightAntilli

Well-Known Member
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.
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.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Raansu said:
-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

Well-Known Member
-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.

Oh I completely agree, but even still, Jann Lee's dragon gunner is still pretty slow. Even if you don't duck it, pretty much all throws will beat it out even mid DG animation. All I was pointing out in my video though was that the recovery is already long enough that you can punish it with throws as slow as 12 frames and that it doesn't need a longer recovery. Even the start up is long enough, but sadly people seem to confuse animations with active frames. They think just because there is animation that the frames are in the active state. You can clearly see in the video the second time I do the throw punish that Jann's foot has already crossed the leg but I still had time to duck it and avoid the throw because the active window of the DG is actually quite small.

(this isn't directed at you VP, I'm sure you already know this)
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.
 

dawnbringer

Active Member
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.
 

synce

Well-Known Member
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).
 

DR2K

Well-Known Member
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).

Eh, Helena is the usual spot taker and they nerfed then bumped her back up.

They knew full well that characters with superior frame data were going to do better.
 

TRI Mike

Well-Known Member
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.
 

Project Bokuho

Lady Helena's Pet
Premium Donor
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.
Even gamers from the 90's didn't bitch about characters being tough, they welcomed it lol
 

Brute

Well-Known Member
Standard Donor
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.
So you think everyone in DOA3 should have been patched to have Hayate's cartwheel?

Yeah, no.
 

UncleKitchener

Well-Known Member
Standard Donor
-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.

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.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
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.

-exactly. returning throws to their previous speed would be benificial. Even catch throws/offensive holds were generally more faster. Tinas tackle into giant swing was 19 frames b4. This will also increase the use of fuzzy guarding....sigh.
 
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