DOA5 Demo: Consolidated Feedback

Berzerk!

Well-Known Member
Please use this thread to list simple points of feedback so we can see common requests.
This will allow us to compile our own lists of points that cover as comprehensively as we can, all the key issues.

You can then easily grab from the shortlist the things you agree with and post to the feedback site, which is found here: http://teamninja-studio.com/doa5/top.html

Will add as we go:

- Sidestep: Speed up the standard sidestep for all characters - lower its recovery or allow dashing to cancel it. Make strings track less immediately.
- Backdash and crouching backdash not as fluid as forward dash or crouching dash
- Restore ability for winner to continue actions/movement after KO
- Restore 4-point hold EG to hold Mid Kicks, Forward+H: Minimises guesswork for attacker.
- Remove or delay the ability to hold while in a critical stun
- Powerblow should be unholdable by normal holds to make it a stronger threat.
- Each character must have moves that cause Guard Break and/or Frame Advantage
- Ensure each character has moves that will connect after a Guard Break, and moves that cannot be Held
-When an opponent escapes a throw from a ledge grab, it should not do any damage to the attacker. Escaping is reward enough.
- Throw escapes: Add input throw escapes for throws (left, right and neutral inputs at the right timing), but make high counter throws/opponent in disadvantage or recovery inescapable.
- Decrease the hitbox and remove stun from Wakeup kicks. All wakeup kicks should be unsafe or disadvantage on block. Refine ability to sidestep, duck, or hop over with the right moves.
- Being hit while Back Dashing should not result in a Hi Counter Blow, just increase damage.
-Hold while walking backwards should require a user to return to neutral and initiate Back + Hold
Currently if you press Hold while holding Back it will perform a hold, even after a minute of pushing back. This hurts the ability to use Backstepping and spacing, because when you guard an oncoming attack and you hold instead.

Other Feedback:

- Option to change the "Extra Damage" for Power Blows between PS360 face buttons and DOA System buttons (P, K, G).
Difficult to remember which button is placed where, especially when playing on a stick that has non standard layout compared to a controller. Players may also switch between Xbox or PS3 versions, so it would help players to simply remember to press H, P, or K.


Basic frame data (each list is ordered by normal, hybrid, specialist):
Jabs: 12/2/13, 11/2/13, 10/2/13
Neutral throws: 10/2/23, 9/2/23, 8/2/23
Holds: 3/12/25, 2/13/25, 1/14/25 (low hold recovery is 30 frames)
A character can only be a specialist in one category or hybrid in two.

Stuns:
Reduce the number of attacks that cause stun.
A hold in stun can only be done after the first follow up attack lands.

Side stepping:
Should be counter hit by attacks and high counter by throws.
Increase the distance traveled.
Reduce recovery/special step attack window.

Positional data:
Add side hit and side throw animations.
Side recovery takes 3 frames, back recovery takes 6 frames.

Add command throw escapes (EDIT: added detail to avoid confusion).
One input chance for you break using the same input as the one used on you.
High counter throws inescapable.



I think High/Low holds should do the same damage as mid holds. This is how much damage Hayate's holds do:

High / Low Hold: 45 / 56 / 67
High / Low Hold (Stun): 36 / 45 / 54
Mid Hold: 30 / 37 / 45
Mid Hold (Stun): 24 / 30 / 36
Advanced Mid Hold: 55 / 68 / 82
Advanced Mid Hold (Stun): 44 / 55 / 66

Holds protect you from taking damage and they cause damage so I don't think they should do so much. Especially with the 3-point system. Advanced Holds are fine though.

- There are features in the demo that require the Right Analog Stick. Some arcade sticks do not have a Right Analog Stick, making these features difficult or impossible to use. Please provide other ways to access these features.

- Some other fighting games require the use of specific buttons for various features (text chat in Soul Calibur 5 is done by pressing L1). Some arcade stick owners only have 6-button sticks, or remove the last two buttons from their 8-button sticks. This makes it difficult/impossible to use features like this. Please allow us to change the button config of options like this.

- Camera Shake: The movement of the camera when a danger zone is activated is VERY distracting. Maybe it's just me, but I am not a fan of this at all. In competitive MK, there's a stage that shakes in a lesser fashion. It's banned from tournament play because of the shaking.

- Attacking out of Block: If I'm holding block I'd like to be just blocking and nothing else. I find myself getting counterholds and attacking because I move the stick or press a button while I'm holding block. Granted, some of these input errors are because you can press anything in SC5 while holding block and you'll still just block, which is what I'm accustomed to at the moment. However, I feel very restricted when I'm blocking and I'm constantly afraid to do anything because I keep getting random counters. I don't think there's an advantage to negating block by pressing another input so it'd be nice if they removed this.

- Inclines: I'm not a fan of inclines in fighting games, but I wouldn't complain about minor inclines. In the demo, there are drastic inclines after the danger zones are activated. I personally think it's a bit too much.

- Random Items: Please remove random items falling on the characters once a danger zone is active. (I think you can disable this in options, but I'm putting it here just in case you can't.)

- It seems to me as though there's a delay in blocking low. When I try to block low, I get hit. When I try to counter low and I'm late, I get a block instead. If blocking low is not instant, that definitely needs to be changed.

- Stun threshold is lower (2-3 hits)
- Deep stuns maximize the threshold, or push it to the limit (next hit causes knockdown, launch, reset)
 

HokutoNoBen

Member
Wah bought this one up, and I think it's a good idea.

- Option to change the "Extra Damage" for Power Blows between PS360 face buttons and DOA System buttons (P, K, G).

Reason being, when we were playing it heavily at Xanadu last week especially, there were a couple of times where he, myself and I think a few others had to do more thinking than necessary to remember where certain buttons where located on his arcade stick. This made it so that for the times when you were trying to Power Blow someone into that Car, on the second part of the stage, you often had to scramble to remember where the 360 face button was.

So, I'm thinking, at least give us the option to go back and forth between the two button prompt styles. If nothing else, it would likely make it easier for arcade stick users, as well as for players who may go back and forth between playing on the PS3 and 360 versions of the game.
 

Master_Thespian

Active Member
This is just my general list of stuff I'd like to see after almost a week of demo playtime.​
  • Basic frame data (each list is ordered by normal, hybrid, specialist):
    • Jabs: 12/2/13, 11/2/13, 10/2/13
    • Neutral throws: 10/2/23, 9/2/23, 8/2/23
    • Holds: 3/12/25, 2/13/25, 1/14/25 (low hold recovery is 30 frames)
    • A character can only be a specialist in one category or hybrid in two.
  • Stuns:
    • Reduce the number of attacks that cause stun.
    • A hold in stun can only be done after the first follow up attack lands.
  • Side stepping:
    • Should be counter hit by attacks and high counter by throws.
    • Increase the distance traveled.
    • Reduce recovery/special step attack window.
  • Positional data:
    • Add side hit and side throw animations.
    • Side recovery takes 3 frames, back recovery takes 6 frames.
  • Add command throw escapes (EDIT: added detail to avoid confusion).
    • One input chance for you break using the same input as the one used on you.
    • High counter throws inescapable.
 

Raansu

Well-Known Member
No way to throw command escapes... Throws are how you punish someone for holding, if you allow them to escape throws it would completely skew the triangle system leading people to just spam holds then throw escape to avoid punishment.
 

Master_Thespian

Active Member
No way to throw command escapes... Throws are how you punish someone for holding, if you allow them to escape throws it would completely skew the triangle system leading people to just spam holds then throw escape to avoid punishment.
A 1/4 chance of escaping (:4:, :3:, :6:, and neutral) doesn't sound like it would skew anything to me.
 

x Sypher x

Active Member
No way to throw command escapes... Throws are how you punish someone for holding, if you allow them to escape throws it would completely skew the triangle system leading people to just spam holds then throw escape to avoid punishment.

Agreed. I think throw escaping is fine the way it is now, only for neutral and combo throws.
 

x Sypher x

Active Member
One input chance for you break using the same input as the one used on you.

Well I suppose that could work for standing throws and combo throws, but please not for crouching throws. That would just be so wrong. And I could see how command throw escapes would come into play with combo throws. That would require knowledge of your opponent's commands for a particular throw. Now I see where you got the 1/4 from.
 

Raansu

Well-Known Member
Make high counter throws unescapable, everything else escapable. Solves both problems.

I would be fine with this, but there is still the problem of the overall game being reliant on heavy throw punishment. DoA5 so far is moving away from that though, but as is, I still say no to throw escape commands. You guys bicker about there not being enough guaranteed setups in the game and you want to remove one of the few guaranteed punishments by adding throw escapes.
 

Master_Thespian

Active Member
I also stated that you should get one guaranteed attack on an opponent who is stunned. You can decide to extend the stun at your own risk, go for the juggle immediately, or do a knockdown and apply okizeme.
 

Rikuto

P-P-P-P-P-P-POWER!
I would be fine with this, but there is still the problem of the overall game being reliant on heavy throw punishment. DoA5 so far is moving away from that though, but as is, I still say no to throw escape commands. You guys bicker about there not being enough guaranteed setups in the game and you want to remove one of the few guaranteed punishments by adding throw escapes.

There would be plenty of punishment if everything in the game was not escapable via hold.

Even jann lee's p6p goes into a stun.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
There would be plenty of punishment if everything in the game was not escapable via hold.

Even jann lee's p6p goes into a stun.
-I agree. Team ninja have added true combos, unholdable attacks, inescapable stuns, and the removal of instant holding in-stun. I feel that they can go even further by severely limiting the amount of criticals on normal and counter blows, and have them mainly occur in high counter....and get rid of the damn holding in Guard breaks.
 

EMPEROR_COW

Well-Known Member
Premium Donor
- honestly ... apart from the idea of making the QTE parts achievable by the acctual button layout (H, P or K ) instead of the acctual button names (A, B , X ,Y ) ... I think they made a great job with the whole engine ... the way holds are right now feels great as well and flows awesomely with the overall flow of the game ...

- one thing I miss though is ... well ... the ability to land a few hits after the K.O. ... lol you know where u can just give a little taunt or atleast finish up your combo for an over kill effect ... i miss that.. i dont like how the fighting just simply stops between rounds ... they can go for the little slowdown effect of the killing blow which looks great... but then allow like a half second to sneak in an input .. (I know this isnt exactly game mechanics .. but it really gave flavor to what happens between rounds.. and I love that its still in soul calibur 5)

- another thing is hayates move set ...
give him the old stance and teleport setups back..
and give him his .. :6::6::P::2::K: back
his other DOA4 izuna drop like command throw would be great to have back as well ...
 

Raansu

Well-Known Member
I don't like the whole KO thing taken from DoAD either, but whatever. In the words of Rikuto "Be a man and taunt mid match." lol
 

EMPEROR_COW

Well-Known Member
Premium Donor
I don't like the whole KO thing taken from DoAD either, but whatever. In the words of Rikuto "Be a man and taunt mid match." lol

oh believe me I do ... lol .. as fun and challenging as that is though, theres just something awesome about those final moments... u know what i mean ? i feel having it gone kinda takes away from that ... flavor .. lol

besides .. mid match taunting tends to be off putting whereas people dont seem to take end match taunting as offensively because it becomes something like an unofficial winpose ... :p (that or other randomnes like .. lying down with brad... or .. kicking them while they're down .. etc.. they were just fun .. lol)
 

EMPEROR_COW

Well-Known Member
Premium Donor
one last request would be ... DO NOT FUCK UP TAG !!! ... we do not want an abomination like what we had in DOA:D ...

go back to your roots and give us the greatness you've given us in DOAs 2,3 and 4 ..
 

Einzelkind

Active Member
I don't actually have a problem with throws being unescapable, BUT it still bothers me that some multipart throws like the Izuna, Hayate's (and probably Kokoro's) are unbreakable while Leifang's and the grapplers' aren't.

I minor nuisance I noticed, is that the layout of the Shibuya stage is kind of stupid (not that they would change that now anyway). The character that has his back to the exploding engine has a disadvantage and you can't change the starting position of the characters on that stage,because the only other option would be one with his back to the ledge. I just can't remember if other stages had that problem in previous games right now.
 
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