System Delays

Stikku

Active Member
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So what's with DOA5's lack of this wonderful DOA mechanic?
 

Stikku

Active Member
They didn't seem to be there when I played. It's either no longer universal or the actual maximum time you can delay is too short to matter.

This game really is far too stiff.

It's almost as if TeamNinja forgot that free canceling was a thing so they hard wired the combos to drop quicker. Yeah that sounds silly since free-canceling is still in the game. But Delays are no longer really "delayed" so much as they're "barely noticeably not instant".

I don't know how many times Hayate's cartwheel 9H+K kick combo dropped on me because I'd delay the sweep but the sweep wouldn't come out at all. Same for the follow up after the sweep.
 
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Jacnob

Member
/offtopic Where are those screenshots from?

/ontopic I wouldn't say they're "barely noticeably not instant" I notice them quite often.
 

StrikerSashi

Well-Known Member
Premium Donor
I'm a big fan of delaying the P in Kokoro's 2KP and similar strings. The amount you can delay is pretty hilarious. Same for most of her moves and characters that pressure similarly. Like Kokoro's 6PPP can be delayed so long, the animations just looks silly.
 

Stikku

Active Member
Well it must not be universal anymore then. Or maybe they just forgot to give it to hayate.
I'm comparing the delay of DOA5 to DOA4/DOA:D by the way.
 

David Gregg

Well-Known Member
I haven't played dimensions in a while so I really can't compare but sort of going off of what @StrikerSashi said, delays in 5 seem to be most prevalent in predictable characters like Eliot and Kokoro.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
The amount of delay differs between characters and even the character 's move list. Overall, move delay isn't as egregious as past titles where you practically could delay for a full two seconds sometimes.
 

Stikku

Active Member
Calling it "egregious" in past titles is going a bit too far. The greater delay in past titles is definitely a helping factor to what made DOA unique from other 3D fighter games like Virtua Fighter or Tekken. When they announced Akira and VF characters for DOA5, I was hopeful to see what Team Ninja would do to alter them to bring them into the gameplay mechanics of DOA. But it seems that what they did instead was carve the DOA mechanics to be more like VF, so the VF Characters weren't being made to fit into DOA, but rather the DOA characters were being made to fit into VF. which sucks, cause this isn't Virtua Fighter. It's Dead or Alive.

Freestepping has been over shadowed by Command Side-stepping, and the delay factor has been trimmed considerably making it more rigid with less regard for proper reaction and more interest in simply dialing in a combo when combined with the enhanced stun effects and reduced counter-hold viability.

I just really think the seeming lack of delay really took some charm away from DOA.
 

Malfury

Active Member
I agree about the DOA to VF part a bit. Feels like instead of truly combining them, they are making the feel of DOA more like VF. Then again, though, you can't do nearly half the ridiculous stuff you can accomplish in VF in DOA5.
 

Stikku

Active Member
...
I don't know how many times Hayate's cartwheel 9H+K kick combo dropped on me because I'd delay the sweep but the sweep wouldn't come out at all. Same for the follow up after the sweep.
I don't know why I wrote 9HK instead of 3HK. I think I was thinking of numbers on the phone pad instead of the numpad lol.

Anyway, the DOA5U 1.04 changelog seems to explicitly mention this exact 3HK delay thing for hayate, so that's amazing! Am I the only person who mentioned this? Maybe not!
It'll be cool to delay the sweep again
:):):):):)
 
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