DOA6 DOA6 Gameplay Wish List

KnacKrover

Well-Known Member
The offensive holds that make the opponent get critical stunt. I know it's sound shallow but as I try these OH holds it just felt like it didn't much effective than regular counter hold. make less spam move which is totally annoyed when I was against AI like these "7P and 236K" in case, if you know who I mentioned.
 

crapoZK

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I agree on more sabakis man. They're dope. There are so many moves that certain characters could get that would help them out a bunch if they had more sabakis.

Brad Wong needs a bunch of sabakis (As well as a lot of other things) to become a better character and not a "struggle slot"
 
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Radiance

Well-Known Member
Id definitely give the slower characters more sabakis since they have shitty frames. It would decrease the "my turn/your turn" scenario, give them better options, and force people to fight them in other ways. Sabaki's are fun because they arent true counters/parries so you have to be able to adapt and make reads. If used wrong you'll get CH. Creates a nice risk/reward.
 

Force_of_Nature

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What are you guys' perspective on potentially implementing armour moves in DOA6, ala Tekken 7's Power Crushes? It can serve as an alternative to straight-up sabakis or Offensive Holds (not that I would suggest removing OH's or sabakis).

I also wouldn't mind adding some equivalent to "Rage Drives" to accompany the PowerBlows & Power Launchers when the health bar is red.
 

crapoZK

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What are you guys' perspective on potentially implementing armour moves in DOA6, ala Tekken 7's Power Crushes? It can serve as an alternative to straight-up sabakis or Offensive Holds (not that I would suggest removing OH's or sabakis).
If we have any sort of armor it would be cool to have OHs have armor for the grapplers. The perk to this would be that the active frames for the armor on the attack are higher than how many active there currently are to eat an attack with an OH. I'm not too sure how armored moves would work, but Power Blows could also have armor when charging, but not on the actual attack. It would also be a good idea to let people beat armor moves with throws specifically (before the active frames of the attack actually comes out), and if successful, you can get Hi-Counter Throw effects. But if you fail, you already know what happens.

These armor attacks better be like -9 on block lmao, can't be having people throwing them out every turn.

A RD equivalent would be dope as well, and would give TN an excuse to bring back extensions of strings that didn't appear in previous games. For example, without red health, Zack can only do 236P. However when he does have red health, he can do his DOA4 236PPP, which puts the enemy in the old spin stun, which allows for guaranteed follow-up damage. We'd have to make the Drive Attacks/Strings unholdable as soon as the first hit connects and probably make it jail on block, but you can still hold it if they just whiff it out. If you do a Drive String at the end of the threshold, the effects will still be the same, but you cannot get guaranteed Critical Bursts. The effect of the CB will be as if it was just a regular attack. The incentive is to get a free launcher or follow up after some of these "Drive Attacks".
 
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UpSideDownGRUNT

Well-Known Member
If we're gonna add a rage drive like attack it might be good to rebalance or remove one of the other options, having PBs, PLs and the RDlike would be a bit much IMO.
 

UpSideDownGRUNT

Well-Known Member
I considered putting that in my post specifically for the reason that they're not viably used in tournaments and are flat out unneeded for most characters.

Also if we're gonna include character mechanics here, I propose making Hitomi more of a specialist in defence and spacing... She's too much of a jack of all trades and its more harmful than positive.

Hitomi doesn't need to be the Asuka of DOA/Leifang 2.0 or anything but she needs to excel at something other than being "the tutorial character". It's one of the reasons I still prefer Ein to learning Hitomi.
 

crapoZK

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I considered putting that in my post specifically for the reason that they're not viably used in tournaments and are flat out unneeded for most characters.

Also if we're gonna include character mechanics here, I propose making Hitomi more of a specialist in defence and spacing... She's too much of a jack of all trades and its more harmful than positive.

Hitomi doesn't need to be the Asuka of DOA/Leifang 2.0 or anything but she needs to excel at something other than being "the tutorial character". It's one of the reasons I still prefer Ein to learning Hitomi.
There's always one character that can do everything, it just succs that she's the universal counter-pick.

Even I can play Hitomi at a better than decent level by playing her like she's Zack lmaoooo
 

Radiance

Well-Known Member
Well everyone is pissed about DOA5 not being supported anymore... Whenever DOA6 comes. Something I want is a reasonable tag mode. Let's be honest, DOA5's tag mode was a charade and TN didn't bother to tweak it at all even though we had offline paired tag tournaments. Too many moves had refloat properties, height was ridiculous, and combo's for high damage were often to easy to pull off for such high damage. It literally became Tekken, and I feared getting launched in tag mode. DOA3's tag mode was fair. There were enough refloat properties to allow for creativity, but wasn't over the top and you couldn't get away with spamming the same move/string over and over.


Characters are being launched so high because of CH.. Didn't play DOA3.1/3.2 but it's pretty obvious CH launchers give max launch height

and one more thing I want after looking at DOA3 combo vids... Let us have consistent crushes. Can't say how many times I've had my hop kick beat by a wake up low sweep..

 

NinjaDon

Active Member
this isn't really part of the mechanics but changed inputs / or increased 'let' directions/ lower detection and much higher for Hayate's Raijin would be nice lol (making all his moves a lil faster would be nice too, but then again, I'm a noob rn)
 

Kensei_warlord

Well-Known Member
Make a steady 120FPS or 240FPS fighting games,
Because 60FPS is slow-motion and 30FPS cutscenes looks like sliding pictures?
 

KwonJigglypuff

Well-Known Member
I know it would be quite hard to balance, but I'd like characters to have flashy improvements on some of their most iconic moves, when their power gauge is filled. This "Power Move" would exist in addition to their universal PBs and PLs. The idea is to give the roster more diversity and highlight each fighter's individuality.
Technically, it means more damage or new properties. Esthetically, it just means alternative animations, a slow-motion and some optional customizable effects (butterflies, wind, water, etc).
Compared to "stable" PBs and PLs, these moves are more situational in terms of imput, rewarding because they don't stop the action but gives advantage, and don't have universal damage (can be hi counter). Also, they should feel epic, exciting and rewarding during a match. This is not a reversal mechanic, more like a specific trump card that define the character.

Examples (all moves are in slow-mo): Mila's tackles (1.5x damage and one additional punch), Bayman's Hell Suplex (1.4x damage, second part ends with a garanteed ground throw), Lisa's Deja Vu (1.3x damage keeps holding the opponent's head with her feet instead of launching it, stands up, stomps the opponent's head and does the pose she uses in her tag victory pose with Ein), Helena's 236P+K (1.2x damage, sit down stun and BKO dash and 22 is faster for a few seconds), Raidou's Torn Sky Blast (stuns the ennemy for a few seconds), etc.

What a mess to balance...
 

Radiance

Well-Known Member
Thought about this and i feel its necessary. Everyone should have at least a 10 frame jab and i12 mid. Was playing Leon today and i was really annoyed with how alot of my options are just shut down in the neutral game because my fastest high is i11 vs a i9 jab and my fastest mid with no followup/leads to light to light stun on CH is i13 vs i11. Some characters like Bass and Brad have it way worse with even slower options. Its kind of overkill giving characters bad options in the neutral game when the point is to open up your opponents because you want to stun them. Generally these characters also have to work harder when they shouldnt have to.

Characters with i9 jabs and i11 mids can keep them but for the characters that have high jabs slower than i10 or mids slower than i12, make it the default. The only exception would be Nyo Tengu because her jab (p,p) stuns on NH.
 

Lulu

Well-Known Member
I don't think Any suggestions regarding empowering Slower Characters is necessary.... like not even alil bit.

With virtually almost every move being negative on block and even on hit in some cases then all you need to do is block something to swing the advantage in your favour... simply put the only downside of playing Nyotengu or Brad Wong is that you simply aren't allowed to Attack First in Neutral.

No extra Sabaki's or Armored Moves necessary.

No lets talk about what we really want.... Projectiles !!! :)
 

Radiance

Well-Known Member
I don't think Any suggestions regarding empowering Slower Characters is necessary.... like not even alil bit.

With virtually almost every move being negative on block and even on hit in some cases then all you need to do is block something to swing the advantage in your favour... simply put the only downside of playing Nyotengu or Brad Wong is that you simply aren't allowed to Attack First in Neutral.

No extra Sabaki's or Armored Moves necessary.

No lets talk about what we really want.... Projectiles !!! :)

Eh yes moves are negative on block but you still have to risk poking out. Most of the time no one will finish an unsafe string unless they're getting a reward out of it. Players are more likely to commit to safe strings, delay, or free cancel. Someone like Brad Wong who has a i12 jab, i14 low, and i15 6p (wr k is like i12 but unsafe and unreliable) is not going to risk jabbing out because of his shitty options. If they won't properly balance the neutral game, then yes, they should game slower characters more tools so they can be tournament viable.

Honestly, they should just put all characters on par in terms of movement speed and jabs. It was flawed idealogy to give characters attack speed based on fighting style. You dont have these problems in VF, thus you can pick up just about anyone, put in the time, learn matchups, and win.
 

Lulu

Well-Known Member
Players are more likely to commit to safe strings, delay, or free cancel.

Safe Strings are still Negative. As for Free Cancelling and Delays... they work exactly the way Team Ninja intended them to work. They let the aggressor maintain the illusion of advantage without having to make them plus on Block. If you make no attempt to try and attack after an immediate Free Cancel or try to interrupt delayed strings then obviously your character is going to suffer. The mechanic is designed to make you take a risk.

Also the slower Characters can make use of Delays & Free Cancels too.

If they won't properly balance the neutral game, then yes, they should game slower characters more tools so they can be tournament viable.

They're all Tournament Viable as far as I know....only counter matchup I can think of is Ayane vs Bass/Leon and even that one isn't completely One Sided.

Honestly, they should just put all characters on par in terms of movement speed and jabs. It was flawed idealogy to give characters attack speed based on fighting style. You dont have these problems in VF, thus you can pick up just about anyone, put in the time, learn matchups, and win.

I don't know anything about Virtua Fighter but balancing the characters by making everyone more homogenous is just going to make the each character less unique... which in turn makes the game less unique since that What Tekken & VF do already... its why I don't play Tina anymore I feel like how Strikes are too good for a grappler and shes got no unique Throws of her own....except for Giant Swing.
 

Radiance

Well-Known Member
They're all Tournament Viable as far as I know....only counter matchup I can think of is Ayane vs Bass/Leon and even that one isn't completely One Sided.

I dont agree. Show me a bass, brad, or Leon in top 3 at least twice then i'll change my thoughts. These characters are fun to play as they struggle too much.

I don't know anything about Virtua Fighter but balancing the characters by making everyone more homogenous is just going to make the each character less unique... which in turn makes the game less unique since that What Tekken & VF do already... its why I don't play Tina anymore I feel like how Strikes are too good for a grappler and shes got no unique Throws of her own....except for Giant Swing.

I dont know if you play those games or not but in Tekken all characters have i10 jabs that're +1 on block and in VF i think its i10 jabs that're -1. Characters still have their own unique play style so im sure what you mean. No one character in VF is similar to another.

I don't know what you mean by Tina having fast strikes for a grappler. She has an i11 jab, i14 2p and i13 6p. I think all the grapplers except Bass have an i11 jab. Their mids are about the same as well
 

Force_of_Nature

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I dont know if you play those games or not but in Tekken all characters have i10 jabs that're +1 on block and in VF i think its i10 jabs that're -1. Characters still have their own unique play style so im sure what you mean. No one character in VF is similar to another.

In VF5FS i12 jabs are +2 on block (Sarah has an i10 44P which is an exception for example or Vanessa's DS 9P). All 2P's in VF are blockable standing as special lows (Tekken's down jabs are also blockable standing as special mids). i10 jabs are indeed +1 on block and many d/f+1's are -1 on block (not usually worse than -3 regardless of potential follow-ups).

An interesting case is SoulCalibur such as SCV where characters like Nightmare and Astaroth are much slower than some other characters yet can still compete thanks to their long range weapons and other various tools. What I would like in a successor to DOA5 is removing the ability to move at R1F. It's obnoxious to the slower/spacing-based characters to allow a close range opponent like GenFu, Christie or Kasumi to get in your face for free at the start. In SC, you need to earn your way into CQC combat (it's also a reason why DOA5's neutral game can appear almost non-existent to onlookers that don't really understand DOA).

I also think that every "slower" character in a DOA5 successor should have an i11 jab at worst. i12 or i13 jabs are dumb.
 
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Radiance

Well-Known Member
Thanks for the correction.

I'd also be down for removing the ability to move before round start. It is very aggravating having a i9 character in your face before the match starts when you're playing someone like Bass lol. I agree, make players work for their offense/first attack.
 
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