DOA6 DOA6 Gameplay Wish List

Force_of_Nature

Well-Known Member
Standard Donor
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.

No problem.

IMHO for a DOA5 successor:

- Remove the retracking of "linear" strings
- Allow sidesteps to be performed out of 66 forward dashes or 44 backdashes
- Remove the ability to move at R1F
- Make it that a low attack never hits an opponent in an air state or a "Tech Jump" state (i.e. Low Crush)

Other optional implementations
- Make jabs neutral on block or +1 for slower characters
- Heavily reduce delayability on block, but add more jail strings
- Considering the removal of critical holds (holds while stunned) and instead make it that an opponent needs to fully slow escape a stun before performing a defensive hold (like how you need to fully stagger escape a stun/guard stun before you can block in VF) (though stun durations would need to be reduced)
- ^ Alternative is more unholdable stuns instead
- Add increased recovery on holds, and shorter duration: 0(15)15 would be recommended at least
 
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WAZAAAAA

Well-Known Member
- Allow sidesteps to be performed out of 66 forward dashes or 44 backdashes
?
you can cancel a dash with a sidestep already

- Considering the removal of critical holds (holds while stunned) and instead make it that an opponent needs to fully slow escape a stun before performing a defensive hold (like how you need to full stagger a stun/guard stun before you can block in VF) (though stun durations would need to be reduced)
- Add increased recovery on holds, and shorter duration: 0(15)15 would be recommended at least
Standing low hold.
1.0

muh holds
why does everyone want to nerf muh DOA holds
 

Hazard

Well-Known Member
Standard Donor
why does everyone want to nerf muh DOA holds

Cause we don't want DOA, we want VF :^)

I wouldn't want removal of critical holds though, I think defense should still have a chance in stun. If anything, Critical Holds just need a much tighter window.
 

DestructionBomb

Well-Known Member
Standard Donor
There's also that option for when someone backdashes that's considered CH. You know, If they want the CH damage so much fine that's cool...but please remove that deep ass stun on CH for when you are trying to backdash to avoid damage in certain scenarios. Lots of matches get costed because you are trying to avoid a wake up kick at that right moment to whiff punish them, only to find out that the kick managed to hit you at tip range that doesn't even look like it hit you. I know the CH damage is based off the CH function of move properties of X move that is pretty much what you would do to a person who's attacking and netting a CH there, but playing defensively and trying to score that whiff punishment for reads can be hilarious at times. If I fuck up, then that's on me and the game would show me where I messed up at the range so that the next time I can fix that mid-match.

Either remove that stun and keep the CH damage, or the CH itself, or have the same situation for when you CH jab someone that their movement stops in all attack formats. If they had some way to keep that function, then let launchers or long range knock downs punish people for backdashing so much for trying to back away up close in your face.
 
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Radiance

Well-Known Member
I'd keep critical holds. It's kind of what makes DOA. Players are properly rewarded for knowing how to manipulate stuns and knowing when/what to hold or when they can or cannot slow escape. It's a bit unique once you actually understand the different stuns and their uses. It took me a long time to realize that and made me a slightly better player. I'd sorta be okay with changing low holds from crouching to standing animation. It eliminates the guess work and once you realize some held you can just throw punish them, however being able to recognize when a player is low holding also shows you have reaction skills and the ability to adapt to your opponents play style. It's rewarding
 

Lulu

Well-Known Member
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 can't do that for those characters anymore than I can for Honoka, Naotora & Mai.... but making Top 3 is not the Sole Deciding Variable of Tournament Viability... nor is it even particularly the one that has the most Influence.

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.

Yeah and all the characters approach Neutral the same way. Zoners, Grapplers & Their Mothers resort to using the Jab to start everything. This is exactly the type of Homogenous Play Style Team Ninja was trying to Avoid.

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

I mean just that.... Tinas can Poke more often than the rest of the grapplers because her mids and lows aren't as slow as Bass & Leon's. Lisa's 4H+K is Faster.... but I rarely see it that often. Tina also has pretty fast BT Moves.... in all honesty it seems like they want you to Strike more with Tina than use her throws.
 

Radiance

Well-Known Member
I mean just that.... Tinas can Poke more often than the rest of the grapplers because her mids and lows aren't as slow as Bass & Leon's. Lisa's 4H+K is Faster.... but I rarely see it that often. Tina also has pretty fast BT Moves.... in all honesty it seems like they want you to Strike more with Tina than use her throws.


Still not seeing it, the exception only being Bass. All the other grapplers have i11 highs like Tina, and i13 mids as well. Bayman's fastest mid is i14, but Lisa has an i12 in forward and backturn. Tina's playstyle revolves around crushing, so yes, she strikes more but I probably attack more than throw with Lisa and Rachel as well.

Yeah and all the characters approach Neutral the same way. Zoners, Grapplers & Their Mothers resort to using the Jab to start everything. This is exactly the type of Homogenous Play Style Team Ninja was trying to Avoid.

Except it's safe and it works. I shouldn't have to start a match down hill because my characters quickest options is 1-3 frames slower than my opponents. Thus I have to either commit to blocking or doing something unsafe where the risk is greater than the reward. It's unbalanced.
 

Lulu

Well-Known Member
Except it's safe and it works. I shouldn't have to start a match down hill because my characters quickest options is 1-3 frames slower than my opponents. Thus I have to either commit to blocking or doing something unsafe where the risk is greater than the reward. It's unbalanced.

Yes you shouldn't and in a Perfect world DoA would retain both its Asymmetry and Perfect Balance.... but I've learned people would rather have a Broken Game that have characters with Unique playstyles than a Balanced Games with Characters that are more similar to each other....

Don't get me wrong... if you want me to admit that the Slower Characters are Weaker than yeah... sure... no arguments here. I merely disagree the degree of how weak you think they are... namely that they cannot compete at a Tournament Level.

And even if they were I still disagree with the Suggested Solutions.... making them more like Kasumi or Leifang just seens counter intuitive. If you want someone faster or with more parries then play someone whos faster or has more parries.

Just to be clear I'm against making these characters more similar.... But if you can come up with a Buff that doesn't infringe on another Characters Turf then I wouldn't say no to that.... Thats exactly what Tina Needs.

As it is right now this feels like a similar situation to when people think The Bokuho Duck and Marie's Side Step are Broken... purely because they approach those Characters the sane way the approach the rest of the Roster. Which obviously isn't what you are supposed to do.

Its the samething Slower with Characters except it works the other way around... the fact you cannot throw out the First Punch is just something you have to Adapt to... after you block a Hit you can throw out the next punch. Its not like you start Downhill and keep going down from there. The Disadvantage is Temporary.
 

breathofflame34

Active 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.
99% of the time I forget Power Launchers exist, I think Hitomi is a great tutorial character tho. She's good for newer players to learn how to play, without being overwhelmed with all the flashiness, of stuff like Kasumi, and Ryu's moves. (Those might make someone brand bew at fighting games, just nope out of there, thinking that is would be way to complex to pull off.)
and in reply to Lulu, fighting games would suffer if all the characters had a similar playstyle, would Smash be the same, if eveeryone played just like Mario? Would Tekken be the same if everyone played like, old angry man, Heihachi?
 
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Lulu

Well-Known Member
and in reply to Lulu, fighting games would suffer if all the characters had a similar playstyle, would Smash be the same, if eveeryone played just like Mario? Would Tekken be the same if everyone played like, old angry man, Heihachi?

Thank You....:)

Although to be fair this highly subjective... There are some people who would prefer characters to be similar if there simply isn't any other way to balance them out and in tournament situations where theres money on the line.... making them all similar would be the Fairer choice.

But most of the time the desire to retain unique qualities is something people prefer even when money is on the line.... you gotta admire that commitment.
 

Radiance

Well-Known Member
I think you guys are confused slightly, no one is saying characters should play the same but to balance the neutral game =/
 

Lulu

Well-Known Member
I think you guys are confused slightly, no one is saying characters should play the same but to balance the neutral game =/

True....

I was just going off what people were saying when they suggested making slower characters faster and giving them more Sabakis.
 

crapoZK

Well-Known Member
Standard Donor
I wanna get Brad to be a better character (as I am learning him currently and finding his retarded flaws), and here are what I think he should get in the next DOA game. We don't need to take away his difficulty, but we need to add to his efficiency.
  • Add Sabaki to the back punches of :6::4::P::4::P: strings. The elbows will now deflect highs and mids when in contact. He can follow up with his stun attack in the string.
  • i10 jab instead of i12.
  • i13 :6::P: instead of i15.
  • BT:P: i12 instead of i15.
  • Add Sabaki to :214::P+K:. It just makes sense.
  • Make the start up to handstand a lot faster, and make the window between startup and ability to do attacks shorter.
  • Give Laying Stance grounded properties. Meaning, mid attacks will no longer hit and stun him for being in this stance. He is lower than Helena in BKO, so why is it such a risk to be in this stance especially if it's important to his kit. Brad will now be only be able to be hit with attacks that can hit grounded opponents i.e. force tech attacks and ground throws. Attacks that go into this stance will still have regular properties until he is deep into laying frames.
  • Make Laying Stance side roll actually dodge non-tracking attacks. The difference will be that Brad will have to dodge to the side that the attack is going towards, making it harder to make accurate dodges.
  • :9::P: - Sabaki on middle frames of the flip.
  • (LNG Feet Towards) :P: to jump over lows more effectively.
With a few more stuff (more moves with reduced frames and higher damage perhaps), Brad could be a scary character to fight in the coming games.
 
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Radiance

Well-Known Member
  • Make Laying Stance side roll actually dodge non-tracking attacks. The difference will be that Brad will have to dodge to the side that the attack is going towards, making it harder to make accurate dodges..
I thought side roll already evaded linear attacks? I've brad before so I think I remember this being the case?

Something I'd suggest doing is giving him increased damage or better combo options. His damage is too low in DOA5 for the risk he has to take.
 
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