A Can of Soup
New Member
Good afternoon, a fellow player with a first post here. Decided it would be the best to post it in the system thread as it's more of a general thing.
As we all remember, Danger Zone from DoA 5 was a pretty broken arena with a possibility for a double fall (one of those acting like a free power launcher), mine damage, wall splats and such. The Danger Zone in DoA 6 is a part of the Unforgettable stage, with a safe zone in the middle, no falls and a slightly awkward wall game due to a small strip of land between the border leading to stage transition and the mine field.
However, the area is still pretty broken. In fact, as of patch 1.04, every single character has an access to a 100% combo on it - due to the existence of said safe zone, wall transition and a new juggle system favouring close hits, Most of those are probably too impractical for competitive play, seeing that they require very precise positioning, work on lightweights only, and some characters need to start with a full charge hit, however, the possibility itself is what was more peculiar to me than practical use.
The prerequisites for the combos were as follows:
* No resets - has to be a true combo;
* Starts with a normal hit - no counters or hi counters;
* The opponent stands front - no back strikes unless the opponent gets turned mid-combo;
* The opponent does not perform throw escapes, holds or tech rolls.
The link to the playlist with all the characters (button inputs in the description of the video) is down below. Please enjoy and, if someone beat me to it, contact me so I can put a link to the original.
https://www.youtube.com/playlist?list=PLQxqndKx-UjU5R57kspl8pFNAJ9QNq2Gz
As we all remember, Danger Zone from DoA 5 was a pretty broken arena with a possibility for a double fall (one of those acting like a free power launcher), mine damage, wall splats and such. The Danger Zone in DoA 6 is a part of the Unforgettable stage, with a safe zone in the middle, no falls and a slightly awkward wall game due to a small strip of land between the border leading to stage transition and the mine field.
However, the area is still pretty broken. In fact, as of patch 1.04, every single character has an access to a 100% combo on it - due to the existence of said safe zone, wall transition and a new juggle system favouring close hits, Most of those are probably too impractical for competitive play, seeing that they require very precise positioning, work on lightweights only, and some characters need to start with a full charge hit, however, the possibility itself is what was more peculiar to me than practical use.
The prerequisites for the combos were as follows:
* No resets - has to be a true combo;
* Starts with a normal hit - no counters or hi counters;
* The opponent stands front - no back strikes unless the opponent gets turned mid-combo;
* The opponent does not perform throw escapes, holds or tech rolls.
The link to the playlist with all the characters (button inputs in the description of the video) is down below. Please enjoy and, if someone beat me to it, contact me so I can put a link to the original.
https://www.youtube.com/playlist?list=PLQxqndKx-UjU5R57kspl8pFNAJ9QNq2Gz