Speaking of which....
@0:26 Watch me perform my Naraku high-counter throw punishment WITH environment assistance.
@2:51 Watch Hayabusa's counter and do more damage than my punish.
Truly, I can't imagine why anyone would hate this game.
I think the most important thing to note here is that it's extremely difficult to tell who has the advantage throughout this match. Seriously, this is the only game in which I can't tell who's at advantage. I don't even play Marvel or SF and I know which player has the advantage at all times. That seriously needs to change.
On a side note... was that match pretty boring for anyone else? If so, that's another issue that needs to be addressed. I skip SFxT tournament streams because it's boring to watch. If DOA can up it's game, I'd hate to see people skip over it because it's boring to watch.
Agree... a float of various system adjustments, as discussed above. Are there any measures proposed that you favour? What is your opinion on the practicality of the suggestions against what TN would likely implement?
It's really hard to say. Team Ninja has a set plan. Our feedback will only make them sway slightly in one direction or another. But none of the changes we've proposed are that difficult to implement.
Adding a damage modifier every time you miss a counter works to an extent, but it actually gives the scrub more power IMO. They'll ignore this fact and counter just like before, which could cause me to lose to a guess, which is the most frustrating thing about DOA. DOA is the only game in which I actually get upset when I lose because I feel I've learned nothing from the loss other than "guess better".
I still prefer stuns that prevent counterholds completely, and/or attacks that ignore counterholds. Give me those two additions done right and that's a big step in the right direction. I also don't think that's difficult to add, even late into the development cycle.
Attitudes to tournaments have changed amongst the broader scene and it is a generally understood consensus that you need to go to play a live tournament for it to count. As for DOA's popularity at tournaments, it's really up to the new game coming into this changed environment, and key people leading the way and representing the game well on streams etc.
DOA5 will have several opportunities to shine on a major tournament stream before the end of the year. No matter what the game turns out to be, I can guarantee that much.
Watch Sega with VF, they are doing some of the right things. Allowing it to stream at tournaments, doing the prelaunch party with Level Up and the top players, supporting it at EVO, etc.
I'm actually very much against Sega putting up $15k for VF5: FS at Evo. With the number of Japanese players coming, the significant changes between VF5 ver B, ver C and Final Showdown, and the fact that only a handful of US players have ever even touched the game, it's basically giving the Japanese players $15k and telling them to stomp all over the US players.
It'd be one thing if a majority of players were on even footing, but the fact that the Japanese players will have a two-year head start on the American players (who will have practically ZERO play time), I'd rather see Sega run a VF5 tournament AFTER the US release for $15k.
DOA5 needs to be a game were is can get new players and a game to be competitive enough for people that want to run the game at a tournament, because lets face it. When you got KOFXIII, SCV and Soon to be Tag2, plus 3 Capcom fighters....you think there is going to be enough room to stream DOA5? This may push a few buttons but it's the current situation, DOA5 has to be good enough to push games like VF5FS or KOFXIII off the Streams and take it's spot convincingly. In it's current state, im not sure.
You forgot Mortal Kombat. It's still getting quite a bit of stream love at tournaments.