DOA6 DOA6 Gameplay Wish List

crapoZK

Well-Known Member
Standard Donor
I thought side roll already evaded linear attacks? I've brad before so I think I remember this being the case?

Something I'd suggest doing is giving him increased damage or better combo options. His damage is too low in DOA5 for the risk he has to take.
I mean it does, but I forgot to put "more effectively". Sometimes it just gets stuffed out by shit like a 2P lmaooo.
 

NightAntilli

Well-Known Member
Standing low hold.
Honestly, I think this should be character dependent, or situational. What do I mean?

Character dependent is... Someone with suckish lows and/or has mostly standing lows like Kokoro and Zack, their low holds should be standing, where in the animations legs are used to counter the opponent. Someone like Bayman or Brad Wong that generally rolls on the ground etc, has a good ground game and so on, their lows can be a ducked low. It adds to the character uniqueness.

Or,

Situational, meaning, if you're already crouching, your low and mid holds are in a ducking position, and if you're standing or rising, your low and mid holds are standing. If you're in a sitdown stun low holds will be ducking and can be done immediately, while mid/high holds are not possible for the duration of the stun.
 

crapoZK

Well-Known Member
Standard Donor
(Reviving this thread an entire year later and hopefully it moves into the DOA6 Discussion Thread category)

Studying this game again because I have a lot of time to waste and I'm bored. There's some character specific stuff I'd like to talk about/ask for, simply because I feel like tweaking needs to be done in order to make more characters "relevant" and feel better in hand. This one might be long, but read if you feel like it. I'm tired as hell but I'll do more later.

Eliot:

In this DOA it would be cool if Eliot becomes a conditioning character that capitalises on the blocking of the opponent. Guard Break pressure along with somewhat rewarding 50/50s and better speed would help with this character's gameplay development. He looks like he's hard hitting, and this guy doesn't even hit hard lmaooo. The idea is to force the opponent to hold his strings/duck his highs and throw punish instead of blocking against him. This will make Eliot more of a threat to face.
  • Change 6P to i13.
  • Change K to i12.
  • Make all 46P string variants +4 on block instead of +2. These strings should grant better enemy conditioning.
  • Make the last kick 6KK Guard Break with +2 on block.
  • Make 214P Guard Break with +1 on block.
  • Make 236K +5 on block.
  • Give 9KK a guard break that gives +1 on block.
Bayman:
If you think Bayman needs to be touched in DOA6 you're out of your mind. But there is ONE thing I'd like to see besides new moves on the Man from the Bay.
  • 3H on mid punch needs to be +9 so that a guaranteed Back Throw can be used.
Brad Wong:
This character needs to be more evasive and worrisome to fight against. He also needs more strength to compensate for his lack of speed.
  • Laying Stances should not be able to be hit by all mids, but by certain mids that realistically look like it would hit a man who was laying on the ground. All lows would hit him. This makes Head Towards Stance H more effective, as opponents would have to try to use token lows to beat the stance.
  • Brad Wong should be forced-teched out of Laying Stances and not stunned. No matter what attack hits him, he is hit as if he was in a grounded stated.
  • Laying Stance sideroll to actually... you know.... sidestep more things.
  • Change P to i11.
  • Change 6P to i13.
  • Make H+KKK Guard Break with +3 on the last hit on block.
  • Make (Laying Head Towards)/(Handstand Forward)/(Front Roll K) P+K Guard Break with 0 on block.
  • 214P+K to Sabaki on the rolling frames. Would actually warrant the use for this attack.
  • Make (Handstand Forward) H+K Guard Break with +2 on block.
  • Make BT 6P+KP Guard Break with 0 on block.
  • Make (Handstand Backward) H+K Guard Break with +3 on block.
  • Make (Dokuritsu-Ho) H+KK Guard Break with -2 on block on the last hit.
Kokoro:
Personally, I'd like to see Kokoro's throw mixups be enforced in a way that constantly forces her enemies to guess what's next. Her game plan would be similar to Pai and her holds, however this is mixed in with throws with Kokoro.
  • Throws that come out of strings like 1PT, to put the opponent in a stunned state instead of just standing disadvantage.
  • 4T to put the opponent in a back-turned stun state.
  • Do not give the enemy an opportunity to hold after getting caught by a throw like 33PT. There is a frame or two where you can hold her incoming intervals before she attacks. Make the follow ups guaranteed to make the whole situation scarier.
  • Make 66P knock down on CH for standing opponents.
  • Make 66P SDS on enemies who are crouching on CH.
  • Make moves similar to 8PP+K Sabaki against people who are trying to interrupt the stance.
  • Make 2P+K bound instead of bounce.
  • Make High Kick Hold launch high/long enough to hit P+K afterwards.
  • Make 44P Sabaki more consistently.
 

DestructionBomb

Well-Known Member
Standard Donor
Kokoro:
Personally, I'd like to see Kokoro's throw mixups be enforced in a way that constantly forces her enemies to guess what's next. Her game plan would be similar to Pai and her holds, however this is mixed in with throws with Kokoro.
  • Throws that come out of strings like 1PT, to put the opponent in a stunned state instead of just standing disadvantage.
  • 4T to put the opponent in a back-turned stun state.
  • Do not give the enemy an opportunity to hold after getting caught by a throw like 33PT. There is a frame or two where you can hold her incoming intervals before she attacks. Make the follow ups guaranteed to make the whole situation scarier.
  • Make 66P knock down on CH for standing opponents.
  • Make 66P SDS on enemies who are crouching on CH.
  • Make moves similar to 8PP+K Sabaki against people who are trying to interrupt the stance.
  • Make 2P+K bound instead of bounce.
  • Make High Kick Hold launch high/long enough to hit P+K afterwards.
  • Make 44P Sabaki more consistently.

Wait, do you mean guaranteed hits after throws? (because that's Pai which compensates for her lack of damage so she has a huge stack of guaranteeds and true throw loops). if they tone down the damage of some of Kokoro's attacks it could be a thing, but then Kokoro wouldn't really need that sort of idea. Honestly the character is perfectly fine. If anything, I like to see new moves which breathes new life on these characters.

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On the start, I'd like to see increased movement for the other superheavy weights. I was also thinking for having Leon similar to Bayman when it comes to breaking throws. Bayman becomes + if someone breaks his hold/throws so I was thinking the same could be said for Leon except it leaves him at neutral rather than negative when you break his ground throws. Having Leon on plus would probably be too great considering he's this heavy striker that does a lot of damage for his approach gameplan etc.
 

Arrupii

New Member
Hm... I haven't played DOA in almost a year and a bit now but... I'll give my two cents on Brad anyhow since I main him / did so much work for him in the past.

Crimson, I like your changes of what you would like for him and agree to a certain extent that he needs more evasiveness.

Some things I want to bring to light though concerning Brad's playstyle is that Drunken Fist in a way is a lot about being reactive to the person you're facing while throwing them off their balance with weird moves. Brad's Laydown stance is... To be blunt, very hard to balance imho because if you give him the option of evading mids whilst in it then that takes away from having to play him reactively while he's just sitting there on the ground laughing at peeps. I think if they made his rolls more evasive then that would be a good balance, his rolls to the side don't incur random hits from certain mids and his roll forward being able to duck on "true mids". But again, it wouldn't be for free he'd have to react at the right time.

As for moves...

I would like it if he had a new move during his forward roll from LFT that worked kind of like his headbutt (Running P/236P) as a way to not only close the gap during someone who is trying to camp him while in Laydown but also, as a way to keep pressure should someone want to back dash away from him as soon as he enters laydown stance.

Another thing I would like for them to change is some of his moves from his 33K / 3KK series.

At the moment 33K8 and 3KK8, as well as BT 6K8 are all completely useless moves that warrant 0 use to his playstyle as they are all impractical.

I would like to see these moves changed so that they warrant some kind of mixup on block maybe have Brad be able to charge 33K/3KK series so that when he goes into his handstance he's at + and can mixup from there with a BTHS K or BTHS T. As for BT6K68 if His BT roll could crush true mids then maybe when he's crushing he's at + and if it's just used out in the open he's at severe - so that you can punish him for trying it but if the mixup works he's at + and can continue pressure. At the moment that's about it. I'm fine with him being slow as it's part of his playstyle and the playstyle of Drunken fist but if he got a little fast that'd be cool too.

NanhouDrops signin out! :O
 

crapoZK

Well-Known Member
Standard Donor
Wait, do you mean guaranteed hits after throws? (because that's Pai which compensates for her lack of damage so she has a huge stack of guaranteeds and true throw loops). if they tone down the damage of some of Kokoro's attacks it could be a thing, but then Kokoro wouldn't really need that sort of idea. Honestly the character is perfectly fine. If anything, I like to see new moves which breathes new life on these characters.

--------------------

On the start, I'd like to see increased movement for the other superheavy weights. I was also thinking for having Leon similar to Bayman when it comes to breaking throws. Bayman becomes + if someone breaks his hold/throws so I was thinking the same could be said for Leon except it leaves him at neutral rather than negative when you break his ground throws. Having Leon on plus would probably be too great considering he's this heavy striker that does a lot of damage for his approach gameplan etc.
Yeah I'd definitely like to see *viable* new moves blended into the mix which makes characters more interesting to watch, I can definitely agree with that, I mean who doesn't wanna see completely new shit instead of buffs/nerfs?

And yeah I did mean guaranteed hits after throws like Pai. Kokoro would have to be nerfed in the damage department quite heavily if this were to be a thing and I do agree with you on the fact that she is perfectly fine balance-wise, but it would be cool to see how people would approach it if this were to end up happening. If this gameplan isn't implemented on Kokoro (As it really doesn't have to be), I'd definitely like to see it returning in another form on a new character.

I like the idea of grapplers getting increased movement and Leon being neutral after throw broken instead of negative. It would force both players to start playing the neutral game instead of you having to respect your enemy's turn after they get out of your giant swings, and the neutral game isn't really something that's respected in DOA that much outside of the higher levels lmaoo.

If Rachel was to return it would be cool if she got even more Spartan moves though. I don't know why she'd need them, but it would be cool.

Hm... I haven't played DOA in almost a year and a bit now but... I'll give my two cents on Brad anyhow since I main him / did so much work for him in the past.

Crimson, I like your changes of what you would like for him and agree to a certain extent that he needs more evasiveness.

Some things I want to bring to light though concerning Brad's playstyle is that Drunken Fist in a way is a lot about being reactive to the person you're facing while throwing them off their balance with weird moves. Brad's Laydown stance is... To be blunt, very hard to balance imho because if you give him the option of evading mids whilst in it then that takes away from having to play him reactively while he's just sitting there on the ground laughing at peeps. I think if they made his rolls more evasive then that would be a good balance, his rolls to the side don't incur random hits from certain mids and his roll forward being able to duck on "true mids". But again, it wouldn't be for free he'd have to react at the right time.

As for moves...

I would like it if he had a new move during his forward roll from LFT that worked kind of like his headbutt (Running P/236P) as a way to not only close the gap during someone who is trying to camp him while in Laydown but also, as a way to keep pressure should someone want to back dash away from him as soon as he enters laydown stance.

Another thing I would like for them to change is some of his moves from his 33K / 3KK series.

At the moment 33K8 and 3KK8, as well as BT 6K8 are all completely useless moves that warrant 0 use to his playstyle as they are all impractical.

I would like to see these moves changed so that they warrant some kind of mixup on block maybe have Brad be able to charge 33K/3KK series so that when he goes into his handstance he's at + and can mixup from there with a BTHS K or BTHS T. As for BT6K68 if His BT roll could crush true mids then maybe when he's crushing he's at + and if it's just used out in the open he's at severe - so that you can punish him for trying it but if the mixup works he's at + and can continue pressure. At the moment that's about it. I'm fine with him being slow as it's part of his playstyle and the playstyle of Drunken fist but if he got a little fast that'd be cool too.

NanhouDrops signin out! :O
I do like the fact that Brad is a slower character and that hard reads are a part of his playstyle. I like spending time with basically every character that's not Ayane (I deadass don't know how to play as that girl, man. I can fight against her perfectly, but that's another story) and figuring out what they could be cool with/learn what they do and don't have. Yeah I can agree that Laying Stance is hella hard to balance because TN clearly doesn't want an AOP scenario where the stance dodges EVERYTHING, but Helena's Bokuho Duck also dodges EVERYTHING but lows so I don't know if I can argue their case correctly. Why I mentioned that not every mid should hit Brad while he's laying is because some dumb shit hits that man down there. It's almost like they gave him a crouching hitbox instead of a unique one that is tuned to the stance that he's in. When I'm against Brad as Zack, I get confused as to why shit like 3K and 6P hits him on the ground, when those moves would NEVER hit a man on the floor lmaooo. I'd like to see how people would play Anti-Brad if you had to use your 9Ks (DOA Hopkicks) and low hitting mids to beat him when he's laying.
 
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Arrupii

New Member
3K and 6P hit him because they're true mids (meaning low to the ground) as opposed to moves like Hayate's 3K, or Kasumi's 6P for example.
 

XxNoriakixX

Well-Known Member
Hm a wishlist?
Bring back sidesteps, 4way hold for everyone instead of picking between 3 and 4 way, remove all this 2D armor move crap and auto combos, oh and this out of jail power hold mechanic.
 

Onryoki

Well-Known Member
Standard Donor
We don’t need to get rid of her 9P when TN already got rid of her by letting her die in the story of 5
tumblr_oqeu9lzNH21tsxirao1_500.gif

All jokes aside. I want powerblows back instead of these stupid breakblows. Powerblows could’ve been hold and took time to charge unlike these breakblows that are quite faster. I also want them to get rid of this stupid shit called Fatal Rush, TN really should stop making an already accessible game even more accessible. Even toddlers can put up a fight in DOA thanks to TN. I think Shimbori added the Fatal Rush to 6 because he sucks at DOA himself.
 

NewWestFan

Well-Known Member
Premium Donor
We don’t need to get rid of her 9P when TN already got rid of her by letting her die in the story of 5
tumblr_oqeu9lzNH21tsxirao1_500.gif

All jokes aside. I want powerblows back instead of these stupid breakblows. Powerblows could’ve been hold and took time to charge unlike these breakblows that are quite faster. I also want them to get rid of this stupid shit called Fatal Rush, TN really should stop making an already accessible game even more accessible. Even toddlers can put up a fight in DOA thanks to TN. I think Shimbori added the Fatal Rush to 6 because he sucks at DOA himself.
..........

Melh6NF.gif


See you in 2019.... :thumbs up:
I agree on the new mechanics btw, but I'll tolerate them.
 
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XxNoriakixX

Well-Known Member
We don’t need to get rid of her 9P when TN already got rid of her by letting her die in the story of 5
tumblr_oqeu9lzNH21tsxirao1_500.gif

All jokes aside. I want powerblows back instead of these stupid breakblows. Powerblows could’ve been hold and took time to charge unlike these breakblows that are quite faster. I also want them to get rid of this stupid shit called Fatal Rush, TN really should stop making an already accessible game even more accessible. Even toddlers can put up a fight in DOA thanks to TN. I think Shimbori added the Fatal Rush to 6 because he sucks at DOA himself.

Well he can't even do an izuna so what else should we expect? :confused:
 

MasterHavik

Well-Known Member
33K for Zack and make it so duck P or K can crush highs.

Besides that, I want the hold damage to be nerf a bit and maybe make meter gain less dumb.
 

Arrupii

New Member
33K for Zack and make it so duck P or K can crush highs.

Besides that, I want the hold damage to be nerf a bit and maybe make meter gain less dumb.
How is Duck P / Duck K going to crush highs when he's not in "crouching" position when he's actually performing those moves.
 

Onryoki

Well-Known Member
Standard Donor
How is Duck P / Duck K going to crush highs when he's not in "crouching" position when he's actually performing those moves.
Crushes aren’t always moves that avoid a strike. For example the powerblow can crush wake up kicks if timed right.
 

MasterHavik

Well-Known Member
How is Duck P / Duck K going to crush highs when he's not in "crouching" position when he's actually performing those moves.
Basically what king said. Also, I should say duck P+K, not duck P as that would be unfair. Either way one of his moves should be able to crush highs out of duck.
 

crapoZK

Well-Known Member
Standard Donor
How is Duck P / Duck K going to crush highs when he's not in "crouching" position when he's actually performing those moves.
They could give him a few frames for crouching state for Duck K but not the whole attack, so that you have to time it well to crush high attacks.

Also - I'm looking for more stuff that would be cool for more characters, but not like the gameplan changes I had for other characters. Right now I have:

Tina:
  • 8P to SDS on NH and bound on CH
  • 66K to SDS like the E3 build of DOA5
  • 6P+K to Guard Break at +2 on block. KD on regular hit.
  • Make Front Roll K have guard break at +3 on block.
  • Give 44P a mid variant. Give the same animation as Bass' 4P+K to the second hit and give the string the notations 44PP+K.
Ein/Hitomi:
  • (HITOMI) Make 236K variant moves Guard Break for +2 on block.
  • (HITOMI) Make 6T +14. Enough for a free 46P.
  • (HITOMI) Add P+KPP string to 214K.
  • (HITOMI) Make 9H+K i21.
  • For Ein to get better he needs an overhaul on frame advantage for most of his attacks.
  • (EIN) 66PP to Guard Break at +3 on block.
  • (EIN) KK to Guard Break at 0 on block.
  • (EIN) 46P to Guard Break at -2 on block.
  • (EIN) 8K to force crouch enemies when they block it.
  • (EIN) 6P+K to Guard Break at +1 on block.
  • (EIN) 6H+KKK to Guard Break at +2 on block.
  • (EIN) 6P to be -3 on block.
  • (EIN) 3K to be -5 on block.
  • (EIN) 214K to Guard Break at +1 on block.
Zack:
  • Make 7P4 +2 on block.
  • DOA2 4T to return.
  • 6H+K to Guard Break at +1 on block.
  • DOA4 236K to return, but with Guard Break at +2 on block. The notation can be 44H+K or 1H+K.
  • Revert 4K back to it's DOA5 properties where it was -1 on block and +2 if went into Duck stance.
  • Make Duck K crush highs in it's early frames.
  • DOA3 8K to return. Make it 63214K, and have it launch high enough to get a guaranteed PP6PP.
  • DOA5V PP6PP to return as PP6PP+K with GB at +2 on block and +5 when going into ducking.
  • 8P to bound on counter hit.
 
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NewWestFan

Well-Known Member
Premium Donor
Tina:
  • 8P to SDS on NH and bound on CH
  • 66K to SDS like the E3 build of DOA5
  • 6P+K to Guard Break at +2 on block. KD on regular hit.
  • Make Front Roll K have guard break at +3 on block.
  • Give 44P a mid variant. Give the same animation as Bass' 4P+K to the second hit and give the string the notations 44PP+K.
This just made my entire night. This C&P to TN multiple times. PLEASE... She's my second main and though she isn't terrible, Tina deserves to be in much better standing. These requests are well thought out, and would make her a much more well rounded character.
 

MasterHavik

Well-Known Member
Here is another I want every guard break in this game to be safe on block. Hell make them all plus at worse -2. No more of this bullshit of having negative guard breaks.
 
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