What improvements would you like to see in Doa5

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
I would like to see the following improvements:
  • No defensive holding out of Parrys
  • No defensive holding out of Guard Breaks/Crushes
  • Reduce the amount of Criticals on normal/counter blow , while Increasing the amount of hit stun
  • Increase the amount of knockdowns
  • Remove force tech and allow opponent to be continuously hit until ready to rise
  • Ground throws should be as effective as ground hitting attacks
  • Remove Universal OH and replace it with Universal SS attacks
  • SS blows should evade up to throw punishable disadvantage(if throw is not used, than up to Attack punishable disadvantage).
  • Increase the amount of true combos
  • Divert attacks(sabakis) should divert mid as opposed to high(every character have high crush, making Diverting high attacks pointless).

This is what I can think of so far.
 

Hurricane Rev

Active Member
Wake ups System = When someone is getting up and do a High, Medium or Low wake up kick, you will get a hit (but don't get stun) or the kick will push you away (if its a Med or High) rather than getting hit by a wake up kick and your in stun.

Grabs = Grabs are a bit strange in DOA4.

Counters = Some counters in DOA4 does to much damage. Just need to turn down the damage just a little IMO

Sidesteps = Was useless in DOA4.

Stun = Less Stun

Better New Characters = Put Rio in the game and a Shoto Type character in the game. Also make Alpha 152 Playable :D

And That is what I have got.
 

Game Over

Well-Known Member
Oki Game -- no invincible frames

Attacks that cause ground bounce against standing/crouching opponents should do the same against opponents hit while teching forward/backward
(must tech into fore/background to avoid)

Attacks that launch standing/crouching opponents should do the same against opponents hit while teching forward/backward
(must tech into fore/background to avoid)

Full-circular sweep attacks should strike opponents within range on ground, teching forward, and teching into the fore/background
(must tech backward to avoid)

Half-circular sweep attacks should strike opponents within range on ground, teching forward, and teching in the direction of the sweep motion
(must tech backward or in the direction opposite of the sweep motion to avoid)

Attacks that stun, knockdown, or knockback against standing opponents should have the same effect against opponents in range teching forward/background
(only low attacks can strike opponents on ground, teching into fore/background will avoid most attacks)



How about that?
 

The HuBBs

Active Member
3.1 Style Side Stepping.

Back to Basic Counter System(only 3 counters, H, M, & L) with a shorter window.

Limit the ground and stun game.

Death by falling instead of 1hp left.

More organic stages similar to that of DOA2 and DOA3. The stages in DOA4 wee bland and felt more like a caged arena. Whereas in DOA 2 and 3 I felt like I was actually in a huge environment that I could almost explore.
 

HajinShinobi

New Member
I want everything that was DOA4 I just want real side stepping.

Oh and less damage all around.

How do you want the damage scale to be lessened? Be specific, saying just "Less damage" doesnt mean much of anything.

You want everything to be low risk/low reward, high risk/low reward? I'm just curious as to why I've been seeing players get so concerned about the damage scale for DOA.
 

R4712-VR88

Active Member
3.1 Style Side Stepping.

Agreed!

More organic stages similar to that of DOA2 and DOA3. The stages in DOA4 wee bland and felt more like a caged arena. Whereas in DOA 2 and 3 I felt like I was actually in a huge environment that I could almost explore.

Yeah, I think this would be cool too. Like the Lorelei was awesome in DOA3. It was huge!

Also I think they should bring back moves having frame advantage/disadvantage like in DOA3.1. And of course I too would like to see even shorter counter windows.
 

RYUxHAYABUSA

New Member
3.1 Style Side Stepping.

Back to Basic Counter System(only 3 counters, H, M, & L) with a shorter window.

Limit the ground and stun game.

Death by falling instead of 1hp left.

More organic stages similar to that of DOA2 and DOA3. The stages in DOA4 wee bland and felt more like a caged arena. Whereas in DOA 2 and 3 I felt like I was actually in a huge environment that I could almost explore.

My thoughts exactly.
 

The HuBBs

Active Member
after playin some more DOA++ with Mr Wah I have concluded that DOA5 should return to holding back to block, and leaving the free button as the designated offensive hold& counter/parry button. I believe that is what made DOA++ so great and added so much depth that I believe would make DOA5 stand out so much.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
As an addendum to what Hubbs stated above, I would be interested in seeing it also return to the idea that High and Low defensive holds parried, and only the Medium defensive holds did hold attacks.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
after playin some more DOA++ with Mr Wah I have concluded that DOA5 should return to holding back to block, and leaving the free button as the designated offensive hold& counter/parry button. I believe that is what made DOA++ so great and added so much depth that I believe would make DOA5 stand out so much.

I would have to disagree, only because it will impede the player from buffering a myriad of attacks while blocking, as well as techniques such as fuzzy guarding and Free canceling.

As an addendum to what Hubbs stated above, I would be interested in seeing it also return to the idea that High and Low defensive holds parried, and only the Medium defensive holds did hold attacks.

That sounds interesting. With that, TN would have to remove the ability to DH while in a Parry Stagger.

TN need to revamp the wall system:
  • Knock back attacks can remain the same, producing a wall crumple, however, only SE should be allowed.
  • While juggling an opponent to the wall, the floated character should bounce off the wall after ever consecutive wall blow, until he/she falls into the wall slump stun.
  • Minimal invulnerability frames should be allowed during the wall slump. If your opponent do not tech right away(during the small frame of invulnerability), you should be able to attack them and reset the situation.
 

The Alpha Male

New Member
I like doa4 so how about a few tweaks to the move sets, new characters (Non ninja gaiden related), new stages, largest life points as the normal life settting and Brock Lesnar as a unlockable.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
After playing some more DOA++ I came to realize an option that could be brought back to help solve DOA4's over defensive wall crumple and DOA3's over offensive wall crumple.

What if the user were able to tech the wall hit. They would still take the damage from the wall, but if they pushed :F:+:P:+:k just before impact then they would roll to the foreground or background along the wall. If the opponent did a linear attack to hit the wall crumple then the wall techer would avoid the move by teching. Additionally, if they techer didn't tech in time then the offender gets the free hit.

I was reminded of this due to DOA++'s ground dangerzone where the user had to tech the ground to avoid being bounced back up vertically and was forced to eat more damage.

You could also make it so the window for teching was made slimmer based on if a Normal, Counter, or Hi-counter blow/hold/throw knocked them into the wall.

Thoughts?
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
After playing some more DOA++ I came to realize an option that could be brought back to help solve DOA4's over defensive wall crumple and DOA3's over offensive wall crumple.

What if the user were able to tech the wall hit. They would still take the damage from the wall, but if they pushed :F:+:P:+:k just before impact then they would roll to the foreground or background along the wall. If the opponent did a linear attack to hit the wall crumple then the wall techer would avoid the move by teching. Additionally, if they techer didn't tech in time then the offender gets the free hit.

I was reminded of this due to DOA++'s ground dangerzone where the user had to tech the ground to avoid being bounced back up vertically and was forced to eat more damage.

You could also make it so the window for teching was made slimmer based on if a Normal, Counter, or Hi-counter blow/hold/throw knocked them into the wall.

Thoughts?

-That would be the best solution. So if you "know" where your opponent is going to tech, you can continue the onslaught and get that free launcher/throw. If your opponent is successful in teching, than it leaves you in a disadvantaged situation.

-How would you guys feel if they scrapped the whole not being able to throw stunned opponents? I think it would make the situation favor the player with the advantage a lot more, and force the defensive player to critically think about which DH they will have to use.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
-How would you guys feel if they scrapped the whole not being able to throw stunned opponents? I think it would make the situation favor the player with the advantage a lot more, and force the defensive player to critically think about which DH they will have to use.

As mentioned in our convo together. I think, as it stood in DOA4 pre-release, the game would be dumbed down to a stun - throw game. The offensive player would get the stun, and input a throw. There are only 3 things that would happen after the stun: (1) Offensive player throws a stunned player granting neutral advantage, (2) Offensive player throws a holding player granting 150% revision, or (3) Defensive player holds at different height level than the throw giving defensive player recovery advantage.

Why risk extending stun threshold? I mean mainly this is the reason it was removed from DOA4. The idea of throwing a stunned player just seems to me to be a fix of character clipping animation really. I see no method for how it would improve the game's design/problems.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Doa's current problem is that there are too many staggers. Reducing them down to Doa2/3 status while returning true combos and un-holdable strings would fix the whole stagger issue. Parries and throws that are stated to have frame advantage should be just that and inescapable. Throws and holds that have a critical status should be escapable, The wall tech like you mentioned would fix the overly offensive/defensive doa3/4 style wall play. Increasing the whole FS system back to 3.1 style would be great and will add more movement depth. They should add some type of counter blow properties when hitting an opponent who is recovering from an attack. This will open up the game to more bait and whiff tactics to get counter blows.
 

Baron West

Member
In-depth Sidestepping and Side throws would be great. They would add a lot to the game.

Some kind of hit analysis tutorial that shows the best execution for the multi-throws.

Bringing back the larger stages from DOA2HC would be nice.

Bosses like Raidou, Tengu and Alpha are the kind of bosses I like. None of that Genra nonsense.

Being able to switch stances(switch to BT et cetera) before the round begins ala VF Vanessa would be awesome with characters like Brad Wong, Helena and Ayane.

Tina needs a costume where she has Brown Hair and her DOA1 costume with the Red Tied Top. It appears in DOA dimensions she got back the DOA1 multi-throw...so I'm kinda happy.

The new Zack sucks. I've been playing him since DOA1 and this guy in DOA4 who can't do decent 33K combos is not Zack. He needs a major upgrade. Playing him went from fun to being a chore. Give him some 52 Blocks stance or something.

Brad Wong needs more useful basic moves. I have fun with all of the trickery, but at the end of the day his fundamentals are weak. Lei Wulong and Shun Di don't need to go into stances in order to be effective. They can beat opponents with simple core moves. Brad HAS to rely on trickery to win. I applaud the improvements since DOA3, but he could be much better.

4 point counter or 3 point counter...tough call. Team Ninja could just give the game the DOA2HC option of choosing either one, but it depends on the frame data. I prefer the 3 point counters in DOA3 to the 4 point counters in DOA4 because the insta-counters are a little too cheap in DOA4.

Someone should have a wall combo throw. That is to say all 3 links turn into interlinking wall hits when close to a wall.

More characters should have the unblockable attack like Jann Lee and Bass.

A color edit feature like Soul Calibur.

A little bit more depth to the Tag Team mode.

A voice actor for Bass that does him justice since the original passed away.
 
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