Shinji XYZ
New Member
I watched oMASTERo stream the other day when he discussed the differences in mechanics between DOA5 and DOA6. It was pretty clear to me that DOA6 has improved upon the overall Stun and Juggle system when compared to DOA5. An issue had been brought up that the "meter" currently builds up too fast, resulting in players abusing the "Break Hold" too much.
"Break Hold" was created to counter the "Fatal Stuns". But since we could use the "meter" anytime to "Break Hold", BH is currently used to counter all types of Strikes and this could be annoying for players who want to keep the offensive momentum going, only to be disrupted by a simple "Break Hold" (crutch).
My suggestion is to limit the use of "Break Hold" only when you are in a "Fatal Stun" status. Currently, when you have one to three bars of meter, the meter color is "Blue". When the meter is full (four bars), its color is "Purple". "Break Hold" uses two bars of meter. If we got Fatal Stunned, then this would be the ONLY time that we could use the BH. If we had at least two bars of the meter when we got Fatal Stunned, those two bars will change color to either "Orange" or "bright Red" as a visual indicator that we have enough meter to "Break Hold" and is currently getting Fatal Stunned by our opponent.
Regarding the Ground game, a one-hit tech-up like in DOA5 seems quite forced and feels pretty weird to me. In Tekken, you cannot lie on the ground for too long because you would get punished Hard by your opponent. What we need in DOA are meaningful ground Strikes that cause reasonable damage that we could do over and over to those opponents lying too long on the ground, thus forcing them to tech-up. My suggestion would be to increase the damage for 8P+K, 2P, 2K, or maybe other types of abusive attacks that would cause similar effects to punish grounded opponents. This way, the flow of the battle would feel more natural than forced. Another suggestion would be once you got hit with either 8P+K, 2P, or 2K, you could only do a quick tech-up or firstly roll (foreground, background, forward, or backward roll) then tech-up, but you won't be able to do any get-up attacks (low or mid kicks). Thus, this would give an advantage to the player doing the offense. (I realized that currently, DOA has no ground roll system implemented in the game yet).
By making these adjustments, I believe we could change the overall meta for DOA6. The "meter" would now mostly be used for offense rather than defense, and lying on the ground for too long would be a disadvantage.
"Break Hold" was created to counter the "Fatal Stuns". But since we could use the "meter" anytime to "Break Hold", BH is currently used to counter all types of Strikes and this could be annoying for players who want to keep the offensive momentum going, only to be disrupted by a simple "Break Hold" (crutch).
My suggestion is to limit the use of "Break Hold" only when you are in a "Fatal Stun" status. Currently, when you have one to three bars of meter, the meter color is "Blue". When the meter is full (four bars), its color is "Purple". "Break Hold" uses two bars of meter. If we got Fatal Stunned, then this would be the ONLY time that we could use the BH. If we had at least two bars of the meter when we got Fatal Stunned, those two bars will change color to either "Orange" or "bright Red" as a visual indicator that we have enough meter to "Break Hold" and is currently getting Fatal Stunned by our opponent.
Regarding the Ground game, a one-hit tech-up like in DOA5 seems quite forced and feels pretty weird to me. In Tekken, you cannot lie on the ground for too long because you would get punished Hard by your opponent. What we need in DOA are meaningful ground Strikes that cause reasonable damage that we could do over and over to those opponents lying too long on the ground, thus forcing them to tech-up. My suggestion would be to increase the damage for 8P+K, 2P, 2K, or maybe other types of abusive attacks that would cause similar effects to punish grounded opponents. This way, the flow of the battle would feel more natural than forced. Another suggestion would be once you got hit with either 8P+K, 2P, or 2K, you could only do a quick tech-up or firstly roll (foreground, background, forward, or backward roll) then tech-up, but you won't be able to do any get-up attacks (low or mid kicks). Thus, this would give an advantage to the player doing the offense. (I realized that currently, DOA has no ground roll system implemented in the game yet).
By making these adjustments, I believe we could change the overall meta for DOA6. The "meter" would now mostly be used for offense rather than defense, and lying on the ground for too long would be a disadvantage.
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