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  1. SilverKhaos

    Selfcriticism about your playstyle

    Mostly the same for me, though except for the second point, for me it's this: I INSIST on playing a very risky playstyle (mindgames, baiting and punishing, letting opponents get back up when knocked down, etc) as I love close calls and flashy attacks, which gets me into tough spots. Though...
  2. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    I'm assuming that's in response to Raansu (I have him ignored because he IS a well known and admitted troll). So with him, it's not a matter of "don't take what he says seriously", it's just a matter of "take in what he says, but keep in mind that he's very narrow minded and...abrasive, to say...
  3. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    The worst part is, those of us who actually do use mindgames predicted this would happen when they revealed the nerfed damage of counters. But yeah, DOA5 is just too rushdown mashy. That's not what I go to DOA for. When I turn to DOA, its because i'm looking for strategic fights, mindgames...
  4. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    Ehm...I wouldn't say DOA5 is the better "technical" fighter. Most of the additions made in DOA5 were either unnecessary/unneeded (power blows) or don't work half the time (SS). I'd say its the better offense-oriented fighter, while previous DOAs were the better defense-oriented fighters. For...
  5. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    But that quick breather makes all the difference, is my point. You should always be able to MAKE that little shove for a quick breather. It's more the fact that you should always be able to do SOMETHING, such as perform a counter, or break their offense for that little breather, their offense...
  6. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    Exactly. Bait And Punish is how fights actually work, and why I always loved DOA for being the closest to an actual fight.
  7. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    No. Realistically, that makes total sense. You are rushing down on someone who sees you coming and is waiting in a defensive position. There's no reason why the person on the offensive should have a "clear advantage". realistically, a fight is back and forth, the guy who rushes in is...
  8. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    For me, guaranteed is boring. Precisely because it's guaranteed. There's no risk or challenge. It's just....guaranteed. And why do I want "safe"? I wouldn't be in a combat scenario if I wanted to be "safe". I want the close calls, and the risk. It's why I'm playing a fighting game. It's...
  9. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    Like I said, people constantly doing rushdown actually works to a counterers advantage, because its just more opportunities to counter them. The issue, like Mailifang said, is mostly psychological: Everyone just mindlessly rushes in trying to do guaranteed damage, no longer afraid of being...
  10. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    1) That right there is half of the reason why I have very little respect for the FGC as a whole. (The other half being the general elitist/snobbish attitude, especially since it is undeserved for most of them, as most are little more than groupies following around tourney winners). That is...
  11. SilverKhaos

    Online players and lack of knowledge

    Was there a sentence in there somewhere?
  12. SilverKhaos

    What would "Hold Counters" do to DOA's gameplay (positives/negatives)?

    Well, the way they could make it work is if you were able to break out of holds/grabs right during the beginning of it, the first few frames of animation giving you a chance to break out of it. And in this case, breaking out would result in a counterattack. Then breaking out of that...
  13. SilverKhaos

    What would "Hold Counters" do to DOA's gameplay (positives/negatives)?

    Could work, and would definitely be a good way to show good players. If two players were good enough, they'd have a "volleyball" match of counters, a Counter Clash, if you will, until either one slipped up, or they broke off to attempt a different approach with their offense. That'd be...
  14. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    That's about how I feel as well.
  15. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    360 has custom soundtracks...
  16. SilverKhaos

    Power Blows?

    just a standard "super move", an upgrade of the charged moves from DOA4. Since most lean back before the blow, it's easy to bait people into eating it, so at least you don't always have to CB into it or anything.
  17. SilverKhaos

    A combination of boredom and too much DoA5...

    Wait. Are those other Mila bikini colors in the game?
  18. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    Agreed. Force techs in general are just....why?
  19. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    And stages and menus.
  20. SilverKhaos

    DOA5 after 6 months - what worked and what didn't?

    Looking at the thread, short version appears to be. - Better gameplay - Worse everything else.
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