Free Step Dodge

NewWestFan
NewWestFan
Does Fatal Rush take meter?... If it does then there's no concern to be had honestly. If it doesn't... Then it needs to be susceptible to normal and advanced holds. Now I'll tell you what I "AM" concerned about. They don't have a Grappler on deck going into the EVO exam. We have absolutely no idea how heavy hitting HiC throws are balanced right now except Izuna Drop and that's not a great example.
J.D.E.
J.D.E.
Furthermore, you're basically telling players that they don't have to learn how to properly execute in a fighting game since all they have to do is use that mechanic after they've opened you up. The game is basically high damaging offense, with very little defensive options at this point.
J.D.E.
J.D.E.
@NewWestFan meter isn't the problem. You'll be using meter anyway regardless. You'll be needing meter for other options. The problem is the damage & how accessible it is. Once you get hit by the 1st one, the rest is guaranteed damage, the same way how natural combos work in 5.
NewWestFan
NewWestFan
No, look. If Fatal Rush takes meter that means every time some newbie hits that button they're tanking their meter. An experienced player will bank their meter for this so they can Break Hold to basically reset before they take the assload of damage. Both players out of meter and reset it goes back to fundamentals.
NewWestFan
NewWestFan
If Fatal Rush doesn't take meter that means offense burns defense's meter for free, and THERE we have a problem.
J.D.E.
J.D.E.
I get what you're saying, but it's not just me saying it. It's the high level players too bro. I definitely see what you're saying. The meter gauge adds a new layer to it & that's what I do like. It's just those 1 or 2 things because I'm a player who likes to think & execute.
NewWestFan
NewWestFan
I feel you dude. TN needs to be careful. Fatal Rush should burn half meter with an option to burn the rest into a Break Blow. Break Blow should follow the same exact rules as Power Blow. One per round and only after you hit last quarter of your health.
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J.D.E.
J.D.E.
Now I would be down with that. I would have no issue that.
NewWestFan
NewWestFan
That would make it so that Defense trades a full bar for half a bar on Offense to stop their BS. Combine this with a SF speed build rate on Meter with solid long manual combos building a lot more than single hits or defense/getting hit, and you've got Experienced players taking edge over FR scrubs.
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Sotherius
Sotherius
The whole fatal rush string deals as same as landing two jabs in DOA 5, it is also super unsafe on block, and starts high, so even if you can't hold it, i assume you can still go for low holds to avoid it, so, Fatal Rushes are pretty much already useless.
Sotherius
Sotherius
The break blow seems to be the one that does real damage, and it is problematic since it beats everything but lows. The break Hold doesn't give the player any meaningful advantage, it seems to just go back to neutral with a change in positions.
NewWestFan
NewWestFan
Yeah I noticed that about BH. I have no issues with BH at all. As for Fatal Rush... In that case all they really need to do is make it take meter to make it even more inadvisable, and put that restriction on break blows and we gravy.
Awesmic
Awesmic
@J.D.E.: DOA doesn't have throw breaks? You can still break neutral throws and certain combo throws after the first interval. Did you mean to imply that DOA doesn't have a means of breaking command throws?
J.D.E.
J.D.E.
@Awesmic outside of neutral is what I'm talking about.
J.D.E.
J.D.E.
And yeah I actually got that wrong @NewWestFan I meant Break Blows. Thanks @Sotherius for mentioning that.
Onryoki
Onryoki
DOA does have throw breaks but only for neutral throws and combo throws. I don’t think all throws should be breakable since throw punishing would be close to being non existent if every throw was breakable.
I don’t get why hey removed powerblows and powerlaunchers. Imo they are pretty balanced in 5 and all do the same damage. Using it once per round should be enough.
Also, smash isn’t a fighter. It’s a party game
VAND1TA
VAND1TA
@King Anubis Yes, Throw punish should always be a major option in DOA.
NewWestFan
NewWestFan
TIIINAAAAAAA! *Bass foot stomping and arm whooping*

Also Smash may just be a party game but it's a damn fun one. Also also I second PBs and PLs should still be in. There was nothing wrong with them. Cool with CB being gone considering their other changes.
J.D.E.
J.D.E.
@VAND1TA wasn't talking about throw punishment. Punishment will always be there. I'm referring to offense. Like punch grabbing. If I jab then do 6T but can't break it, then you're eating damage. Even if you make the read unless you mash P. Game shouldnt influence mashing. Throw punishment will always be there since the game is programmed for that. Throw breaks wouldn't hurt it.
J.D.E.
J.D.E.
I meant to tag you, too @King Anubis. DOA6 will have its own exclusive mechanic to the game. The bursts, power blows, & launchers were exclusive to DOA5. Whenever you make a new game, they leave everything that's revolves around core mechanics & implement a mechanic that would be exclusive to that sequel. All games are like that. The goal is the change the meta while adding new stuff.
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