Dead or Alive 5 Ultimate General Discussion

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Kronin

Well-Known Member
This video is funny, there's NO WAY a women's boobs can move with the wind, and funny thing is they continue to talk and no hold down there balloon boobs lol


It was obviously the effect of the sixaxis by the player. The ordinary video has the jiggle algorithm sign of the TN's games, but in no way so exaggerated:

(Skip to 7:40)

By the way I would love the option to make the Aircraft Stage rainy! I hope that Team Ninja could add this effect (making it optional like in the old games, with certain stages where you were able to change the weather).
 

shadow0x0cloud

New Member
Hey guys, I'm kinda new to Doa5 and 3d games in general. I was drawn in by tag battle in this game, and wanted to know if people play tag competitively, or is it just 1v1 competitively?
 

Kronin

Well-Known Member
Hey guys, I'm kinda new to Doa5 and 3d games in general. I was drawn in by tag battle in this game, and wanted to know if people play tag competitively, or is it just 1v1 competitively?

Until now just 1 VS 1, but the developers with DoA5/DoA5U are making new and important additions just for making the Tag a competive mode.
 

crapoZK

Well-Known Member
Standard Donor
But DOA5's tag was ass to me so, I dunno. I'm looking forward to the new tag mode on DOA5U.
 

Ghosty-J

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EMPEROR_COW

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Premium Donor
I think before jumping to bash the current stun system, people need to learn it first.
- There are stuns that allow HOLD and SE .. (regulars)
- There are stuns that allow HOLD but NOT SE (crumples)
- There are stuns that allow SE but NOT HOLD (turn arounds)
- There are stuns that allow SE but NOT HOLD FOR A DURATION (trips, lifts, slips, twirls, sit downs)
- There are stuns that do NOT allow either HOLD or SE (Faints, Limbos, Bursts)
When you fully grasp what your character CAN and CANNOT do, and what type of stun you put your opponent into as well as get put into, you will have a much better appreciation of the current stun system and will understand how truly deep it is.

Random factor is there, yes. It is there in every fighting game out there.
But, with the correct knowledge you can learn to minimize it and use it to your advantage, just like with any other fighting game out there.

I personally think DOA5's current stun system is great and hope they don't mess with it apart from some frame tweaks.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Hey guys, I'm kinda new to Doa5 and 3d games in general. I was drawn in by tag battle in this game, and wanted to know if people play tag competitively, or is it just 1v1 competitively?

The majority play 1v1. At my events I run tag, but It's generally 1/5th the numbers. 5u is sure to make things interesting.
 

Julius Rage

Well-Known Member
I think before jumping to bash the current stun system, people need to learn it first.
- There are stuns that allow HOLD and SE .. (regulars)
- There are stuns that allow HOLD but NOT SE (crumples)
- There are stuns that allow SE but NOT HOLD (turn arounds)
- There are stuns that allow SE but NOT HOLD FOR A DURATION (trips, lifts, slips, twirls, sit downs)
- There are stuns that do NOT allow either HOLD or SE (Faints, Limbos, Bursts)
When you fully grasp what your character CAN and CANNOT do, and what type of stun you put your opponent into as well as get put into, you will have a much better appreciation of the current stun system and will understand how truly deep it is.

Random factor is there, yes. It is there in every fighting game out there.
But, with the correct knowledge you can learn to minimize it and use it to your advantage, just like with any other fighting game out there.

I personally think DOA5's current stun system is great and hope they don't mess with it apart from some frame tweaks.

Good points.

I think if people stick to this system long enough you'd see high level players applying the concepts more intelligently.

What ld like too see is player break downs...say you'd take all available offline footage on Calibur blades and math out the percentage of times he lands/misses a counter or how often Rikuto actually lands an advanced counter or how quickly whomever slow escapes.

When there are so many factors at play (like in basket ball) you don't look at how the game should be played but at how a person is playing it.

Another wall of text brought to you by Julius.
 

Koompbala

Well-Known Member
Good points.

I think if people stick to this system long enough you'd see high level players applying the concepts more intelligently.

What ld like too see is player break downs...say you'd take all available offline footage on Calibur blades and math out the percentage of times he lands/misses a counter or how often Rikuto actually lands an advanced counter or how quickly whomever slow escapes.

When there are so many factors at play (like in basket ball) you don't look at how the game should be played but at how a person is playing it.

Another wall of text brought to you by Julius.

Thats not a wall of text its just your phone makes it seem that way. I was actually thinking of doing this when I play versus. I was thinking of recording every match and see what works what doesn't. Based off percentages of different factors.
 
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