DrDogg
Well-Known Member
DOA4 was not accepted as a competitive fighter. The DOA5 Alpha Demo was a step in the right direction, but not far enough of a step to give the series a proper place in the greater FGC. The E3 build of DOA5 is a larger step in the right direction, but there's still a long way to go before the game will be accepted by the competitive scene.
This is MY breakdown of the current state of the game and where it needs to go from here to reach the minimum level of competitiveness needed (I view this as the MK9 level). Right now, I'd say it's about 75% of the way to that minimum level, and could easily reach and surpass this milestone by the time the game releases in September.
The Good
Critical Burst (CB)
- This is by far the best addition to the series to date. Some characters can CB in as few as two hits, while others struggle with bursting at four hits. This is one of the main things that a tier list for the E3 version would be based on. If a character can quickly and easily reach CB, they have a much better chance of being higher on the tier list.
- Why is CB so amazing? Because it prevents the opponent from countering and slow escaping. It makes DOA feel like a real fighting game with guaranteed situations. It gives the offensive player something to aim for instead of just randomly mixing up their attacks in hopes the opponent won't counter. It gives the defensive player something to fear, and a reason to actually play defense instead of simply relying on the counterhold system like a crutch.
Sit Down Stuns
- Similar to CB, the two sit down stuns do not allow an opponent to use a counterhold. Unfortunately, in the most recent E3 build, the opponent can slow escape (this was changed from my original build). I would prefer the opponent not be able to slow escape or counter because it essentially creates a variant of the CB stun.
- Why are the new sit down stuns so amazing? Because they prevent the opponent from countering, similar to a CB. If the opponent can still slow escape in the final version, I'm okay with that, but ideally it would not allow slow escaping or counterholds.
Guard Breaks
- Many characters have guard breaks of some sort. Unlike previous DOA games, you cannot counter during the frame advantage granted by a guard break. This gives characters like Christie, a guaranteed stun after a blocked guard break attack.
Normal Hit Launchers/Stuns
- Many characters have the ability to launch or stun without the need for a counter-hit. This allows them to potentially avoid some or all of the classic (DOA4) stun game.
Character-Specific Sidesteps
- The universal sidestep can be found in "The Ugly" section, but the character-specific sidesteps are great. Hayate's 2P+K, Christie's 2P+K, etc. are far more evasive and useful than the universal sidestep.
Sarah and Bayman
- These two characters are how every character in DOA5 should play. Now I don't mean specific attacks and combos, I mean that they have the tools to work around the classic stun system and make the game significantly more appealing to the greater FGC. Both of these characters would probably be considered top tier, but neither of them are overpowered or in need of a nerf. In fact, I would be extremely disappointed if either character received a nerf.
- Bayman has plenty of effective and useful ways to land sit down stuns and a great CB. This allows him to effectively ignore the classic stun system
- Sarah actually has frame advantage. She has frame trap after frame trap and forces the opponent to think about what they're doing before they do it. You can't rely on mindless counterholds when fighting against Sarah.
Screen Shake and Danger Zones
- The amount of screen shake initiated from the danger zones has been drastically reduced. This is fantastic!
Options! Options! Options!
- DOA5 gives you more customizable options than pretty much any other fighting game to date. You can change almost everything from the camera movement and hit stun effects, to displaying frame data and adjusting the hold input buffering and random settings (from the looks of things).
DOA4 is Still There
- Even with all of these changes, the game can still be played like DOA4. This is a good sign for the casuals because they can ignore all of the changes/improvements and still play DOA4 as if nothing has changed. Meanwhile, the competitive players can focus on the new system mechanics.
The Bad
Frame Data
- While it's ridiculously awesome to see frame data in almost every mode of the game, it's not always accurate. There are many occasions when the game lists a situation at +11, but you can't connect a 10-frame attack. It's my understanding that this has to do with how DOA system mechanics work, but it needs to be displayed clearly for competitive players. If a VF player sees that Akira is at +11, he'll expect to be able to connect his 10-frame jab. It's a minor gripe, but one that would go a long way toward bringing in more people from the greater FGC.
Everything is Unsafe
- At this point, 90% of the attacks in DOA5 are unsafe if blocked. Most of the safe attacks are either slow and easily countered (charge attacks) or a high attack at the end of a combo. This encourages players to free cancel mid-combo and/or play the guessing game of mixing up the last attack in a combo (do I go for the safe high that can be ducked, or the unsafe mid?).
- SOLUTION: Give me some safe attacks that don't launch or stun on normal hit so I can actually finish a combo without fear of getting punished.
Free Canceling and String Delays
- Next to counterholds, these are probably two of the worst features in the DOA series. Both are good concepts that could potentially work well, but only when used sparingly. The fact that you can use these system mechanics on almost every single combo/attack in the game is not a good thing. It blurs the ability to determine who has the advantage between the offensive and defensive player. You never know when it's safe to attack because the offensive player may not be done with their combo. It promotes more guessing, which is not a good thing.
- SOLUTION: I'm okay with Free Canceling, but unless the opponent is in the air, you should be at a big disadvantage. Enough of a disadvantage that the defensive player can recognize you free canceled and make use of their new found frame advantage. As it stands, you can Free Cancel and continue attacking with no real consequences.
- SOLUTION: String delays are also okay, but not if every attack in a string can be delayed. This should be limited to only a few attacks in a handful of strings, and the delayed attacks should be unsafe if blocked. There should be some consequences for having the ability to delay an attack. If the delay doesn't work, you should be punished for it, even if it's only minor punishment.
The Ugly
Universal Sidestep
- The fact that the universal sidestep can now be executed using 22 or 88 causes a great deal of problems. In the past, you had nice, fluid movement by mixing in 22, 88, 66 and 44. With 22 and 88 now being the new sidestep (complete with recovery) it effectively removes that freedom of movement. You can still hold 2 or 8 to walk into the foreground or background, but it's not anywhere near as effective as the old 22 or 88.
- Many attacks in DOA5 use the 33 notation. In addition, a lot of players like to crouch dash using a 33 notation. It's very common to get a 22 sidestep instead of a crouch dash. This is very disheartening when you're going for a 33 attack and you get a sidestep attack instead.
- Having a canned attack after the universal sidestep limits your offensive options. It would be better to either remove the canned attack(s), or allow you to Free Cancel out of the attack and instead use whatever attack you want (if Free Cancel is adjusted, then simply removing the canned attack would be preferred).
The Tier List
- Right now the tier list is defined by how easy it is to avoid the classic stun system. Unfortunately, because some characters have an easier time doing this than others, it's clear that this is where the real problem lies.
- For example, Christie is one of the fastest and most evasive characters in the game. She even has normal hit launchers that lead to full combos and a fast guard break that gives her a guaranteed stun. However, despite all of this, she has a difficult time connecting a Critical Burst or placing the opponent in a sit down stun. This makes her seem low tier and the worst character in the E3 build next to Zack (who has a hard time with CB and sit down stuns as well).
- SOLUTION: It's clear that avoiding the classic stun system is the way to go.
Bayman's Hair
- Please give this man his beret... in at least one outfit.
This is MY breakdown of the current state of the game and where it needs to go from here to reach the minimum level of competitiveness needed (I view this as the MK9 level). Right now, I'd say it's about 75% of the way to that minimum level, and could easily reach and surpass this milestone by the time the game releases in September.
The Good
Critical Burst (CB)
- This is by far the best addition to the series to date. Some characters can CB in as few as two hits, while others struggle with bursting at four hits. This is one of the main things that a tier list for the E3 version would be based on. If a character can quickly and easily reach CB, they have a much better chance of being higher on the tier list.
- Why is CB so amazing? Because it prevents the opponent from countering and slow escaping. It makes DOA feel like a real fighting game with guaranteed situations. It gives the offensive player something to aim for instead of just randomly mixing up their attacks in hopes the opponent won't counter. It gives the defensive player something to fear, and a reason to actually play defense instead of simply relying on the counterhold system like a crutch.
Sit Down Stuns
- Similar to CB, the two sit down stuns do not allow an opponent to use a counterhold. Unfortunately, in the most recent E3 build, the opponent can slow escape (this was changed from my original build). I would prefer the opponent not be able to slow escape or counter because it essentially creates a variant of the CB stun.
- Why are the new sit down stuns so amazing? Because they prevent the opponent from countering, similar to a CB. If the opponent can still slow escape in the final version, I'm okay with that, but ideally it would not allow slow escaping or counterholds.
Guard Breaks
- Many characters have guard breaks of some sort. Unlike previous DOA games, you cannot counter during the frame advantage granted by a guard break. This gives characters like Christie, a guaranteed stun after a blocked guard break attack.
Normal Hit Launchers/Stuns
- Many characters have the ability to launch or stun without the need for a counter-hit. This allows them to potentially avoid some or all of the classic (DOA4) stun game.
Character-Specific Sidesteps
- The universal sidestep can be found in "The Ugly" section, but the character-specific sidesteps are great. Hayate's 2P+K, Christie's 2P+K, etc. are far more evasive and useful than the universal sidestep.
Sarah and Bayman
- These two characters are how every character in DOA5 should play. Now I don't mean specific attacks and combos, I mean that they have the tools to work around the classic stun system and make the game significantly more appealing to the greater FGC. Both of these characters would probably be considered top tier, but neither of them are overpowered or in need of a nerf. In fact, I would be extremely disappointed if either character received a nerf.
- Bayman has plenty of effective and useful ways to land sit down stuns and a great CB. This allows him to effectively ignore the classic stun system
- Sarah actually has frame advantage. She has frame trap after frame trap and forces the opponent to think about what they're doing before they do it. You can't rely on mindless counterholds when fighting against Sarah.
Screen Shake and Danger Zones
- The amount of screen shake initiated from the danger zones has been drastically reduced. This is fantastic!
Options! Options! Options!
- DOA5 gives you more customizable options than pretty much any other fighting game to date. You can change almost everything from the camera movement and hit stun effects, to displaying frame data and adjusting the hold input buffering and random settings (from the looks of things).
DOA4 is Still There
- Even with all of these changes, the game can still be played like DOA4. This is a good sign for the casuals because they can ignore all of the changes/improvements and still play DOA4 as if nothing has changed. Meanwhile, the competitive players can focus on the new system mechanics.
The Bad
Frame Data
- While it's ridiculously awesome to see frame data in almost every mode of the game, it's not always accurate. There are many occasions when the game lists a situation at +11, but you can't connect a 10-frame attack. It's my understanding that this has to do with how DOA system mechanics work, but it needs to be displayed clearly for competitive players. If a VF player sees that Akira is at +11, he'll expect to be able to connect his 10-frame jab. It's a minor gripe, but one that would go a long way toward bringing in more people from the greater FGC.
Everything is Unsafe
- At this point, 90% of the attacks in DOA5 are unsafe if blocked. Most of the safe attacks are either slow and easily countered (charge attacks) or a high attack at the end of a combo. This encourages players to free cancel mid-combo and/or play the guessing game of mixing up the last attack in a combo (do I go for the safe high that can be ducked, or the unsafe mid?).
- SOLUTION: Give me some safe attacks that don't launch or stun on normal hit so I can actually finish a combo without fear of getting punished.
Free Canceling and String Delays
- Next to counterholds, these are probably two of the worst features in the DOA series. Both are good concepts that could potentially work well, but only when used sparingly. The fact that you can use these system mechanics on almost every single combo/attack in the game is not a good thing. It blurs the ability to determine who has the advantage between the offensive and defensive player. You never know when it's safe to attack because the offensive player may not be done with their combo. It promotes more guessing, which is not a good thing.
- SOLUTION: I'm okay with Free Canceling, but unless the opponent is in the air, you should be at a big disadvantage. Enough of a disadvantage that the defensive player can recognize you free canceled and make use of their new found frame advantage. As it stands, you can Free Cancel and continue attacking with no real consequences.
- SOLUTION: String delays are also okay, but not if every attack in a string can be delayed. This should be limited to only a few attacks in a handful of strings, and the delayed attacks should be unsafe if blocked. There should be some consequences for having the ability to delay an attack. If the delay doesn't work, you should be punished for it, even if it's only minor punishment.
The Ugly
Universal Sidestep
- The fact that the universal sidestep can now be executed using 22 or 88 causes a great deal of problems. In the past, you had nice, fluid movement by mixing in 22, 88, 66 and 44. With 22 and 88 now being the new sidestep (complete with recovery) it effectively removes that freedom of movement. You can still hold 2 or 8 to walk into the foreground or background, but it's not anywhere near as effective as the old 22 or 88.
- Many attacks in DOA5 use the 33 notation. In addition, a lot of players like to crouch dash using a 33 notation. It's very common to get a 22 sidestep instead of a crouch dash. This is very disheartening when you're going for a 33 attack and you get a sidestep attack instead.
- Having a canned attack after the universal sidestep limits your offensive options. It would be better to either remove the canned attack(s), or allow you to Free Cancel out of the attack and instead use whatever attack you want (if Free Cancel is adjusted, then simply removing the canned attack would be preferred).
The Tier List
- Right now the tier list is defined by how easy it is to avoid the classic stun system. Unfortunately, because some characters have an easier time doing this than others, it's clear that this is where the real problem lies.
- For example, Christie is one of the fastest and most evasive characters in the game. She even has normal hit launchers that lead to full combos and a fast guard break that gives her a guaranteed stun. However, despite all of this, she has a difficult time connecting a Critical Burst or placing the opponent in a sit down stun. This makes her seem low tier and the worst character in the E3 build next to Zack (who has a hard time with CB and sit down stuns as well).
- SOLUTION: It's clear that avoiding the classic stun system is the way to go.
Bayman's Hair
- Please give this man his beret... in at least one outfit.