DOA5 E3 Build: The Good, Bad and Ugly

Allan Paris

Well-Known Member
You do know you are in the thread: DOA5 E3 build? Which means that kick is no longer like that, at least at a distance. Up close I'm no too sure, Rikuto, DrDogg or someone else who was there can clear that up. Even if that is still the same, Hitmoi cannot be punished with anything the defender does. She also picks up frame advantage from everything else she does. I think it's fair that a situation is left at neutral if that kick is blocked. A neutral situation is not a disadvantage in no way.

As of now only a select few can really speak on frame advantage and disadvantage in DOA5. You and I have outdated versions. So you can't really go into too much depth on "safes moves leave the attacker at such a minimal disadvantage."
 

Lei

Member
Me and Rikuto discussed this entire discussion at e3 with an agreement. Everything Rikuto is saying is entirely factual and honestly not based on opinion but a simple proven demographic/numbers. Fact of the matter is AKNova7 most of what you have said I don't think you realize what you mean and instead think you know what you mean to entertain a discussion which in the end you don't have enough experience in the manner to actually hold an entirely solid debate about. Almost every point Dogg and Rikuto is making honestly are sound points and do actually need to be adjusted. The delayable string being absolutely obsurd because there is never a solid defensive game. Offense is relatively where it should be with of course the points on frames which once again is factual and needs a work on. Counters are not scary(And they shouldn't be, counters should be encouraged as a option rather than a scrubby bad mechanic to mash on which they are on the track to being) with the exception of Rikuto's mentions. Once again with the exception of the 22_88 side steps IMO, the points are sound and do need to be adjusted for the game to actually have a sound competitive base and without a solid fundamental base in these aspects of the system then it won't be looked at that way.[of a sound competitive game] Last thing you want is for you to try to make a game competitive sound but not have a core set of fundamentals established on all sides and instead results to either I delay a string or I throw.

Now with this, my take.(Don't chalk this up to a random take on it either, I actually tested for my hours with the build and I have played doa and fighting games in general long enough to while not be right on everything, I have a base as to why I am saying it. If you do oh well, I am simply trying to put things out there)

(+) Tracking is on it's way to being very well done so far. They are still making changes and that's understandable but right now they are on entirely the right track. They are applying smart tracking as well as things actually not tracking. Tracking is on its way to being an important concept.

(+) Reducing Juggles from every little button press is also a good thing. In DOA4 everything you touched pretty much gave you some kind of juggle. In DOA5 not the case, You get a knockdown =/= Floor bounce. And it's in no way bad.


(-) Everything stated about Delayable strings is entirely true. The amount of delay in the strings is absolutely obsurd right now and actually allow no solid defensive game. Me and Mamba played mirrors for 5 minutes and realized this and both said "this is stupid" and started abusing it. Fact of the matter is, it does need a change, not just to shorten the amount of delay but instead make it also string specific and if the delay is this big on a string it does need to be for a good reason.

(-) Free Cancelling is also rediculiously abusable and not in a way that affects the metagame positively. Free Cancelling out of certain strings and remaining at advantage (which yes you are, testing with kasumi jab in the middle of quite a few of hitomi's strings) should not work entirely in that manner. It could in fact be a good mechanic if it was used to specific strings or some other inventive work around was made. I do believe Dr.Dogg is right on this based on the demographic of players especially in 3D Games, people want solidified options. Neutral game will always be full of reads however offense and defense have to have some kind of solidity for the player base to entirely take it seriously.

(-) The Move Information, while the frames are innacurate quite a bit, Tracking info and other details are also wrong I noticed this immediately when tested for tracking and quite a few other situational concepts.

(-) The throw punishment on majority of attacks is not a problem this is how the series has been forever and it has never been a major problem of the game myself and many(I am wrong correct me) accepted this as how the game. There are certain things that are attack punishable and especially now with the way the system is throw punishment is still perfectly acceptable in my opinion. In my opinion. However the frame adjustments on something does need to be adjusted. There needs to be some window where I can frame trap someone or at least be some kind of safe on block even carrying the disadvantage. Everything you did almost in the e3 build was unsafe with only a few exceptions and this creates a sense of you literally have no options because while Holds(exception advanced holds) aren't actually scary at all because of the dramatic damage decrease there still is the point where you can be punished no matter what you do. It honestly sucks to be in that mindset of you can't even poke because you are always unsafe.

(?) 88_22 Stepping is entirely fine and for DP motion Wavedash'ers it is a godsend because 3 button stepping while DP Wavedashing results in taunt every time unless you put a HUGE gap in your inputs and remain entirely stationary to reset everything. Getting 88_22 from 33 is a input error on the players part not the game. Everytime 33 was entered for me I never once got a step and I even testing it with 33 dashing and I told Rikuto this as well with no offense to him but it probably is an input error and he open mindedly admitted it might be, and I respect that.

(?) Another thing is the glitches in the game I found a number of moves that contact and cause wall splat on particularly the median in warzone that will cause wierd glitches where you will be on the original again for some reason and it looks wierd and when they get hit against it again it transfers over. As well as a number of string situations where you will actually fall through the player(Rikuto and Dogg know about these as well) As well as the Akira stuff.

While I am sure the glitches and things will be iron'd out by release. I surely hope they don't miss a lot of them. If I am wrong in my points somewhere by all means feel to address it, I openly welcome you and enjoy discussions. However attitude is not a substitute for competence.


P.S Hitomi's 3F+K was changed in the E3 build it went from -3 to 0 on initial block and without doing an attack you are to return to standing animation and at that point you are -4 to -5 and at that point it becomes unsafe because doing an attack while raising will result in you being unsafe as well unless you want to dedicate to a unsafe 9K or something similiar which at that point leads to another unsafe point you are in.
 
Is free canceling in anyway different to how VF's guard canceling works? As in, you press Guard (or Hold) in your string so that you don't accidentally get any delayed inputs and the advantage you are left with is the move itself. So PP(wait) and PP(G) have the exact same frame advantage; that being the 2nd P? Is it not just a tool for canceling the input buffer?
 

DrDogg

Well-Known Member
If you mean the ability to guard 1 frame before a stun ends, wouldn't that count under part of learning the game's subtler mechanics?

We're really just talking about basic math though. When a Tekken, VF or SC player sees -12, they will automatically assume you can connect a 12-frame attack. The math says that should be the case. However, in DOA it is not. I'm suggesting that the frame data should be accurate from a math standpoint.

I can agree with most of it, but I mostly disagree with the things that are under 'the bad'.

2, B and C are not problems, they're solutions. I edited my post to clarify this.

Also, string delays and free canceling give more power to the offensive player and make it much harder to play defense. You don't have to make every string delayable, just like you don't have to make every string safe. There needs to be fewer delayable strings and more safe attacks, whether at the end of a string or in the middle.

I disagree with the on block thing. Every game on earth has throw punishable moves on block. Thats normal.

Every other competitive fighter has an array of safe attacks for each character. I'd say at least 30-40% of the attacks in other games are safe, AT A MINIMUM. DOA has maybe 10% of the attacks being safe, and that's being generous.

If you're on the defensive then I want to frustrate you and make you guess more. Thats the whole point of being on the defensive!

Your idea of good offense is to mix up between ending a string and canceling it early to punish a baited counter attempt. You're hoping the opponent doesn't have good reactions and instead goes for an incorrect guess. There's nothing skillful about that.

My idea of good offense is to force my opponent into a situation in which their reaction time means nothing. They either have to block (because I have frame advantage) or they will eat my next attack. I force them to react exactly how I want them to react or suffer the consequences. There's no guess work on either end. I created a situation that forces a certain reaction.

That's what DOA is lacking at the moment. Only the VF characters have situations like these.. Sarah more so than Akira because his frame data still needs to be adjusted.

I'd rather for the sake of diversity have characters that don't have strong CB/don't have to rely on them. As you mentioned Christie has a lot going for her outside of CB, it's just a matter of possibly making her tools better(or more advanced players, preferablly character specialists) outside of CB.

Without a good CB, Christie basically has to play the game like it's DOA4. The only way I could see this being avoided is by giving her a huge damage buff, but I think that could possibly skew the system even more and make her too good.

The universal counter system and the ability to counter out of stun really makes it difficult to have characters that don't have good Critical Burst be anything other than low tier.

As far as I'm concerned, if people want guaranteed combos, they should go play Virtua Fighter, Soul Calibur, or Tekken.

DOA will always have a casual fan base. What we're trying to do here is make it a competitive fighting game. It has already been proven in the past that DOA as it currently stands is not considered a competitive fighter my the greater FGC. That's why things need to be changed.

Also, DOA has guaranteed combos. Every time you launch an opponent you get a guaranteed combo. Altering the game so some of these guaranteed combos can be done without a launch isn't a huge change in the grand scheme of things, but it would do a lot to cater toward the greater FGC.

But, my real question is, if you don't like String Delays, Counter Holds, and Free Canceling, what draws you to Dead or Alive? These three things are the heart of the game, and the mechanics that make it different from the fighting games around it. Without these things, what would separate DOA from every other fighting game out there not including the stages?

The stages are a big draw and should not be excluded from the conversation. Counter holds are also okay, but only when done outside of a combo. Once I stun you, why should you be able to escape that stun 65% of the time? Not only can you escape, but you can inflict damage to me in the process. That doesn't even make sense from a competitive standpoint.

String delays are also okay, just not every single string. I also really like free canceling, just not in its current application.

It's partly that, but there's also the fact that, despite Sabin (Arturo Sanchez's) best efforts, MLG folks don't seem to respect FGs, or at least the community much, which resulted in some terrible streams as well as some questionable rules (e.g. winning the winners final not giving you a twice to beat advantage).

I was at MLG Anaheim and spoke to Art and a few other MLG employees about how things were run. Art does not have as much power as people think, and he doesn't seem to really be speaking up about what needs to be changed (if he is, he's speaking up to the wrong people).

There are a lot of problems with MLG when it comes to fighting games. Either Art isn't addressing these issues for whatever reason, or MLG isn't asking Art for his advise or trying to figure out how best to cater to the FGC.

Lets be clear. It's not that COMBOS are unsafe in Doa it's blocked strings. If a guy blocks your whole string and you're dumb enough to play through to an unsafe string ender you deserve to be punished.

It's not just finishing the strings that's the issue. Most of the attacks in the entire game are unsafe. Doesn't matter if it's the first attack, second attack or the last attack. Free canceling and string delays are there to give you a false sense of safety, so why not just make the strings actually safe (or at least more than 10% of the attacks).

Quick question though. . . .did any of you guys mess around with sidestepping in the middle of some strings or not enough time to play with that?

Just looking at what tracks and what doesn't. Stepping mid-string will help, but then better players will use attacks/strings that track and we'll be right back in the same situation, just with slightly less options for the offensive player. It makes things better, but not quite where they need to be.
 

Matt Ponton

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I was at MLG Anaheim and spoke to Art and a few other MLG employees about how things were run. Art does not have as much power as people think, and he doesn't seem to really be speaking up about what needs to be changed (if he is, he's speaking up to the wrong people).

There are a lot of problems with MLG when it comes to fighting games. Either Art isn't addressing these issues for whatever reason, or MLG isn't asking Art for his advise or trying to figure out how best to cater to the FGC.

I pray that MLG doesn't pick up DOA5, or any fighter really, they just destroy the grassroots competition communities and game in the end...
 

DrDogg

Well-Known Member
I pray that MLG doesn't pick up DOA5, or any fighter really, they just destroy the grassroots competition communities and game in the end...

How do you feel they destroy it?

With no confirmation from any knowledgeable parties, I honestly expect IPL and MLG to feature DOA5 for their events later this year. I also expect those two events to have a big impact on whether or not Evo picks up DOA5.
 

Matt Ponton

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Long history I don't feel like going into with them and their stunts in Philadelphia. There's a reason why they haven't come to Philly in a long while.

I don't want to derail this thread so if you want to continue discussing it we can do it in a private message but in short:
  • They will purposely choose dates that conflict with established community run dates
  • All of their prizes and prize money come from the publishers/developers of the game, which limits what the grassroots communities can get from those publishers/developers
  • The way they pay out their prizes and run their games (ruleset) isn't the way a grassroots community does it

I understand they are a business, first and foremost, and to me it's just another reason I don't care for eSports or the current version of eSports.
 

Lei

Member
The thing is though I saw someone mention they don't do bracket resets in grandfinals, when they actually do.....
 

DrDogg

Well-Known Member
The thing is though I saw someone mention they don't do bracket resets in grandfinals, when they actually do.....

Not when it comes to fighting games. They only have the continuation rule, which is pretty bad.
 

Lei

Member
Not when it comes to fighting games. They only have the continuation rule, which is pretty bad.

I thought in grandfinals it went to 6 and if you were in winners you start with 3 already so they have to win 2, matches of 3? Or atleast that's what I saw maybe I am mistaken
 

DrDogg

Well-Known Member
I thought in grandfinals it went to 6 and if you were in winners you start with 3 already so they have to win 2, matches of 3? Or atleast that's what I saw maybe I am mistaken

That's the continuation rule, and it only applies if the two players in grand finals have already played. It's also still very different from the standard fighting game rules.

For example:

With the continuation rule...
- The match starts with Player 1 up 3-0 due to the continuation rule.
- Player 2 wins 2 matches to make the count 2-3.
- Player 1 wins 2 matches to make the count 5-2.
- Player 2 wins 1 more match to make the count 3-5.
- Player 1 wins 1 more match to make the count 6-3 and the set ends with Player 1 winning.

With normal rules...
- The match starts with Player 1 in winners bracket, forcing Player 2 to win two sets of 3/5.
- Player 2 wins 2 matches to make the count 2-0.
- Player 1 wins 2 matches to make the count 2-2.
- Player 2 wins 1 more match to make the count 3-2 and move into the second set.
- Player 1 wins 1 more match to make the count 1-0 in the second set.

At this point in the continuation rule set, Player 1 wins. In the normal rule set, Player 1 still has to win at least two more matches.
 

Rikuto

P-P-P-P-P-P-POWER!
Long history I don't feel like going into with them and their stunts in Philadelphia. There's a reason why they haven't come to Philly in a long while.

I don't want to derail this thread so if you want to continue discussing it we can do it in a private message but in short:
  • They will purposely choose dates that conflict with established community run dates
  • All of their prizes and prize money come from the publishers/developers of the game, which limits what the grassroots communities can get from those publishers/developers
  • The way they pay out their prizes and run their games (ruleset) isn't the way a grassroots community does it
I understand they are a business, first and foremost, and to me it's just another reason I don't care for eSports or the current version of eSports.

The moment a grassroots tournament starts getting those same sponsors, they are no longer a grassroots tournament. When you start making business arrangements, you are a business.

Can't have your cake and eat it too, but I do understand how MLG has honked you off in the past. They've gotten better recently, but its been a long and rocky road.
 

Lobo

Active Member
I'm torn on free-canceling, mainly because I never even saw it as a bad thing before reading this thread. I liked how I got to use a larger variety of strings, whereas it seems like in games like Tekken or MK I'm always using the same string.

Then again, I just realize how often my game would revolve around whether or not I would finish the last :6::P: of Leifang's :P::P::6::P::K::6::P: string. I think I'm just now realizing how lame that was, but how it was one the only offensive options I had because every single thing Lei did was unsafe.

Which brings me to unsafe moves.
That was something I knew from the get needed to be fixed, and is something I really hope DOA5 will fix. I think Lei had all of two safe moves in DOA4, :3::K::4::P: and :K::K:, which was pretty freaking annoying, as every other player knew those were only safe moves as well. It led me to bad habits, because I would always do :4::6::P: afterwards, which was basically testing whether or not you knew those moves were safe or not. I'm speaking on behalf of Leifang, but it seemed like every other character, except maybe Kokoro, was the exact same way.

So long story short, for someone who thought DOA4 was actually a good game, even I knew that having (in Lei's case) 95% of your moves being unsafe was just dumb, and agree 100% with DrDogg on that this needs to be changed.
And, upon reflection, probably agree that string delays should also be fundamentally reworked.
 

d3v

Well-Known Member
E-sports or the concept of playing games competitively on a professional level is fine, the MLG is not.
 

Matt Ponton

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Anything is better than CGS. Saying MLG is better still ends up lessening it by bringing it down to CGS' level.

Are we off topic far enough yet?
 

d3v

Well-Known Member
To keep things from getting too off topic, this is going to be my last reply to this.
Sure, "Yomi", is the biggest part of fighting game, but very helpful also is being able to not only limit the actions of your opponent if the system allows it, and breaking mix-ups by theory, if the system allows it. Forcing your opponent to play in a place that's not comfortable for them. It's the other part of the fighting game you seem not to respect. It's called mindgames.
Mind games are all about yomi, or more precisely, tricking your opponent into acting a certain way because they're expecting something.
I already understand how metagaming works, but I simply disagree with it. Meta-balancing is why the fighting game community is so small, and will never draw as many people as some other genres, as sad as it is. So, while the fighting game community might accept it, the game can't garner it's own community, and that's why it needs to depend on the fighting game community for people.
The problem is that the only way to create a game with perfect balance, is to create a game with only 2 characters, the second of which is simply an exact clone of the first. The moment you start making unique characters, then players will always find advantages and technology to use and abuse. Also, you are forgetting the fact that fighting games are one of the most emergent genre's in video games. In other words, how the game is played is pretty much determined by the players. The best fighting game developers are the ones who embrace this and don't forcibly stop players from doing this.

Now on meta-balance, this concept requires first and foremost, interesting matchups and interesting matchups require having interesting characters. Now consider that a game's true competitive balance and tiers are actually not that evident to low level casual players since these are based on high level play. More often then not, a causal player does not truly understand why a character is top tier and is not able to actually use the tech that makes that character top tier. All that only comes to play in competitive play. For casual play, all the casual player really cares about is if the characters are interesting and fun enough to play.They don't care that Mags/Storm/Psylocke is dominant or that Meta Knight is banned, they just want to pick their favorite characters and press buttons with them.
 

DR2K

Well-Known Member
Without a good CB, Christie basically has to play the game like it's DOA4. The only way I could see this being avoided is by giving her a huge damage buff, but I think that could possibly skew the system even more and make her too good.

The universal counter system and the ability to counter out of stun really makes it difficult to have characters that don't have good Critical Burst be anything other than low tier.

She has guaranteed set ups and NH launchers, so the Christie player doesn't have to play DOA4. If she does get the defensive player in a DOA4 mindset, it would be easier to go into her CB, I would assume.

If someone like Chrisite could go into CB as easily as Bayman, then what exactly would be the point of using Bayman or Tina? Why should someone as fast and evasive as her get the same damaging options as they do?
 

Rikuto

P-P-P-P-P-P-POWER!
She has guaranteed set ups and NH launchers, so the Christie player doesn't have to play DOA4. If she does get the defensive player in a DOA4 mindset, it would be easier to go into her CB, I would assume.

If someone like Chrisite could go into CB as easily as Bayman, then what exactly would be the point of using Bayman or Tina? Why should someone as fast and evasive as her get the same damaging options as they do?

Traditionally it would be because they are not the same.

Nothing is saying they are doing the same amounts of damage, for example.
 
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