TRI Mike
Well-Known Member
Once we get a patch to play as petite lady Marie Rose, I'm sure the general mechanics and frame data of the game will be changed. So I'm thinking now is the time for us to once again start expressing our opinions on what needs to be added, changed and go away. Since this part of the forums is general, let's try to keep the character-specific stuff in their own forums... (unless the mods are OK with it).
First and like I've expressed in the 240 vs 300 thread. I think the default life setting must be reduced to what it was in DOA2, 3, 4 and Dimensions. Me and several other seasoned players like @virtuaPAI have already expressed more than enough reasons as to why the game does NOT benefit from having 60+ seconds rounds where nothing hurts and people just play without caring for making mistakes. My personal group is already playing in 240 and we all agree 100% the game is much better this way.
The ground game needs to be completely redone, I was one of the few who supported the idea of having forced techs after ground slams and some juggles for every fighter. My characters in vanilla: Tina and Helena benefitted a lot from it and while Helena can still (kind of) do it, Tina lost a lot of potential there. But even if forced techs are still gone, the problems with DOA5U's ground game go far beyond that. The invincibility in tech rolls and people staying in the floor is just ridiculous and I can't find any viable strategy to deal with a grounded foe other than backdashing or attempting to hold a wake-up kick.... btw those need to be nerfed further. Make them linear, don't allow them to stun even in Hi-counter, make them BOTH unsafe and make them slower and with less range. It's absurd that the wake-up kick is still one of the most powerful attacks in the game.
Some characters are still too negative on block like Hitomi, which I was testing a bit yesterday. I didn't find a single positive-on-block move and the safe ones are easily holdable or crushable. I personally can't complain about Tina because she's really safe except for a couple of negative guard breaks (honestly TN, when are you guys gonna understand there's no LOGIC to a negative guard break!¿) but the vast majority of the cast is too unsafe.
Unholdable stuns need to be more important for EVERYONE. Tina lost two of her most important attack properties that guaranteed her excellent damage and the one that remains was nerfed and no longer gives her a free launcher. The rest of the cast also suffered from this so I feel that holding in stun is happening too much. Not like in DOA4 but it's getting quite silly. This could be (kinda) solved by making small combos hurt but with the current life setting of over 9000 life we have to land extremely huge CB combos or grappler throws to deal scary damage.
Now, lets discuss this.
First and like I've expressed in the 240 vs 300 thread. I think the default life setting must be reduced to what it was in DOA2, 3, 4 and Dimensions. Me and several other seasoned players like @virtuaPAI have already expressed more than enough reasons as to why the game does NOT benefit from having 60+ seconds rounds where nothing hurts and people just play without caring for making mistakes. My personal group is already playing in 240 and we all agree 100% the game is much better this way.
The ground game needs to be completely redone, I was one of the few who supported the idea of having forced techs after ground slams and some juggles for every fighter. My characters in vanilla: Tina and Helena benefitted a lot from it and while Helena can still (kind of) do it, Tina lost a lot of potential there. But even if forced techs are still gone, the problems with DOA5U's ground game go far beyond that. The invincibility in tech rolls and people staying in the floor is just ridiculous and I can't find any viable strategy to deal with a grounded foe other than backdashing or attempting to hold a wake-up kick.... btw those need to be nerfed further. Make them linear, don't allow them to stun even in Hi-counter, make them BOTH unsafe and make them slower and with less range. It's absurd that the wake-up kick is still one of the most powerful attacks in the game.
Some characters are still too negative on block like Hitomi, which I was testing a bit yesterday. I didn't find a single positive-on-block move and the safe ones are easily holdable or crushable. I personally can't complain about Tina because she's really safe except for a couple of negative guard breaks (honestly TN, when are you guys gonna understand there's no LOGIC to a negative guard break!¿) but the vast majority of the cast is too unsafe.
Unholdable stuns need to be more important for EVERYONE. Tina lost two of her most important attack properties that guaranteed her excellent damage and the one that remains was nerfed and no longer gives her a free launcher. The rest of the cast also suffered from this so I feel that holding in stun is happening too much. Not like in DOA4 but it's getting quite silly. This could be (kinda) solved by making small combos hurt but with the current life setting of over 9000 life we have to land extremely huge CB combos or grappler throws to deal scary damage.
Now, lets discuss this.