Kensei_warlord
Well-Known Member
Gotta stop the wish already... TN santa is no more...
╮(╯▽╰)╭ grow up!
╮(╯▽╰)╭ grow up!
I mean it does, but I forgot to put "more effectively". Sometimes it just gets stuffed out by shit like a 2P lmaooo.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.
Honestly, I think this should be character dependent, or situational. What do I mean?Standing low hold.
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.
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?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.
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.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
..........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
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.
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
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.
How is Duck P / Duck K going to crush highs when he's not in "crouching" position when he's actually performing those moves.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.
Crushes aren’t always moves that avoid a strike. For example the powerblow can crush wake up kicks if timed right.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.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.How is Duck P / Duck K going to crush highs when he's not in "crouching" position when he's actually performing those moves.
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.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.