IGN Pro League DOA5 Pro Gaming Tournament

EMPEROR_COW

Well-Known Member
Premium Donor
I see what you're saying, I thought you wanted the tag button to be removed for PB's.

You're not going to just be able to get those stuns if you're playing someone good; you won't be able to repeat, you're going to have to mix it up.

Dude, counter hit sit down stuns are SO fricken easy for some characters..
Look at how many times Rikuto caught Vanessa with it. In tag, every one of those would have been a power blow. Hell, you wouldn't even need burst for a power blow. A tag-canceled sit down stun would be just fine to guarantee it like I said.

Believe me, having PB in tag would make tag so shit. They really need to remove it and fix the inputs back to the alpha build. When you're down to 1 character, the power blow functionality can return. I think it would be alot more interesting that way.
 

Jefffcore

Well-Known Member
Don't get CH by it.

You're also judging from 3 days of play. That was probably the first time she even dealt with it. It didn't work on Master.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Don't get CH by it.

You're also judging from 3 days of play. That was probably the first time she even dealt with it. It didn't work on Master.

It did and he got sat down a few times. But master slow escaped it and screwed up Rikuto's burst. Thats why Rikuto stopped doing it. But, If you tag cancel it, the amount of stun would be drasticly higher, which would guarantee your Power blow.
 

EMPEROR_COW

Well-Known Member
Premium Donor
DOA's loose as hell buffer system. That 2 I hit ten minutes ago? That still counts towards my step! =P
No, it doesnt man. Certainly not to that extreme. Hell, you would have hated Leifang cuz she used to have a :2::2:H+P+K taunt, but even then it never happened.​
If its really bugging you they can make the other taunts :2::8::2:H+P+K and :8::2::8:H+P+K .. Problem solved, especially since they removed jumps.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
No, it doesnt man. Certainly not to that extreme. Hell, you would have hated Leifang cuz she used to have a :2::2:H+P+K taunt, but even then it never happened.​
If its really bugging you they can make the other taunts :2::8::2:H+P+K and :8::2::8:H+P+K .. Problem solved, especially since they removed jumps.​

Yes. Yes it does. It happened to me during my stream of the first night with the alpha demo. I would free step then do a side step and get a taunt.

Also, I think you're giving too much credit to the length of the sit-down stun if you think sit-down>Tag>PB will work.

Also, just so you know, there is an H+P+K icon.
 

DrDogg

Well-Known Member
H+P+K to step means more accidental taunts mid-game. I think 22 and 88 are fine.

I never once got an accidental taunt. 22_88 means movement is nerfed and you get an accidental step during 33 notations.

And just return powerblows to their universal setting of H+P+K. Having different ones with completely bizzare inputs for characters feels unnatural and stupid.

I see no problems with the PB inputs. They seem intuitive and proper for the most part. I'd much rather have them as specific inputs instead of one universal input.

My only issue with movement in DOA5 is the 88_22 sidestep notation. That needs to return to the way it was in the demo. Nothing else needs to change as far as inputs go.
 

EMPEROR_COW

Well-Known Member
Premium Donor
I never once got an accidental taunt. 22_88 means movement is nerfed and you get an accidental step during 33 notations.

Exactly .. I think this will even ruin free stepping in a way, and turkey backdashing..

This was never an issue when sidestep was :2:or :8: H+P+K

They really should get rid of the double ups and downs. And just return powerblows to their universal setting of H+P+K. Having different ones with completely bizzare inputs for characters feels unnatural and stupid.

The last thing I want to do is get stupid input hickups like that
Double taps hurts ayane's stances really bad as well.

I never got the taunts, not even once, without accutally wanting them. I have to clearly press down x3 H+P+K to acctually get it.
 

Lei

Member
How are you waving? If you're just doing 33 repeatedly, you'll get the 22 sidestep pretty frequently... which is a problem. It doesn't help that some attacks start with the 33 notation.

Also, some characters have a faster forward dash than wave dash. Did you try going to neutral before using a step out of WD?

I do a dp motion wavedash, Going neutral carries inputs still and if I wait a second and press direction p+k+g I still get taunt.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
coincidentally playing VF5FS I couldn't do an offensive step with Wolf as 2_8P+K+G but I could step properly with 22_88.
 

Arnell Long

Active Member
DOA5'S Arcade Mode at E3 showing character's Critical Bursts and Power Blows.

Kasumi
Critical Burst: Forward Punch+Kick
Power Blow: Back Punch+Kick

Bayman
Critical Burst: Up back Punch
Power Blow: Down back Punch+Kick

Kokoro
Critical Burst: Up back Punch
Power Blow: Down Forward Punch+Kick

Zack
Critical Burst: Up forward Punch
Power Blow: Down back Punch+Kick

Lei Fang
Critical Burst: Quarter circle back Punch
Power Blow: Up back Punch+Kick

Ayane
Critical Burst: Forward Punch+Kick
Power Blow: Down back Punch+Kick

Hayate
Critical Burst: Up back Punch
Power Blow: Down back Punch+Kick

Hitomi
Critical Burst: Forward Punch+Kick
Power Blow: Down back Punch+Kick

Tina
Critical Burst: Forward Punch+Kick
Power Blow: Down back Punch+Kick

Akira
Critical Burst: ForwardForward Punch+Kick
Power Blow: Down back Punch+Kick

Christie
Critical Burst: Punch+Kick
Power Blow: Down back Punch+Kick

Hayabusa's wasn't shown.


FYI...I copied the icons but they turned to just words when my post went up.
 

Rikuto

P-P-P-P-P-P-POWER!
Dude, counter hit sit down stuns are SO fricken easy for some characters..
Look at how many times Rikuto caught Vanessa with it. In tag, every one of those would have been a power blow. Hell, you wouldn't even need burst for a power blow. A tag-canceled sit down stun would be just fine to guarantee it like I said.

Believe me, having PB in tag would make tag so shit. They really need to remove it and fix the inputs back to the alpha build. When you're down to 1 character, the power blow functionality can return. I think it would be alot more interesting that way.

1. Vanessa never slow escaped my sit down stun. If she had, my critical burst would have been throw punishable on block. Both Master and Mamba were able to do this. Perhaps it simply never occurred to her to try that.

2. Vanessa never countered mid kick either, which would have stopped the entire situation from even happening. Swoozie at least caught on and attempted to.

3. There isn't a snowballs chance in hell anybody is going to be able to tag in after a stun and get a charged powerblow off on a slow escaping opponent. Even doing this without a slow escaping opponent would prove difficult if not impossible.

4. Most tag teams are going to go for a launch, not a power blow. So who cares?
 

EMPEROR_COW

Well-Known Member
Premium Donor
1. Vanessa never slow escaped my sit down stun. If she had, my critical burst would have been throw punishable on block. Both Master and Mamba were able to do this. Perhaps it simply never occurred to her to try that.

2. Vanessa never countered mid kick either, which would have stopped the entire situation from even happening. Swoozie at least caught on and attempted to.

3. There isn't a snowballs chance in hell anybody is going to be able to tag in after a stun and get a charged powerblow off on a slow escaping opponent. Even doing this without a slow escaping opponent would prove difficult if not impossible.

4. Most tag teams are going to go for a launch, not a power blow. So who cares?

1-2. I agree and I mentioned that.

3. In the current state of the game, TAG mode is pretty much ruined:
- fastest start up for a POWERBLOW is around 20 frames.
- In theory, you cannot HOLD from a SIT DOWN STUN till maybe around that. Lets say 15 frames for arguments sake. This is considering you did a slow escape even. Obviously this is based on visuals, but if its anything comparable to hayabusa's qcb P stun this should be the case.
- However in TAG mode, RECOVERY FRAMES are CANCELED. Meaning, if you do a SIT DOWN STUN and CANCEL it out into TAG, this will probably give you a rediculous frame advantage like maybe 25-30 frames (In Theory yes, but based on prior knowledge of older DOAs)
- What this means is if you do a SIT DOWN STUN and CANCEL into TAG, your partner gets a guaranteed POWERBLOW.

If anyone has access to the build I would really like this to be tested. As, I think this could be a horrible exploit. Is the slow escape effective enough to stop this in TAG considering you're at alot more -ve frames than normal? I don't know needs testing.
But, even with hayabusa's qcb+P stun you can guarantee a :3::3:P launcher even with the fastest slow escape in the alpha build ( -17 if my memory serves me correctly). In tag, this would be a GUARANTEED POWERBLOW.

4. Again, I mentioned that this is how it SHOULD be. But, if there is an exploit, its gonna be used. Also, Powerblows in their current state at E3 seem to deal more damage than normal. If you were near the wall. you might consider the POWERBLOW over the launch, especially if its as broken as I'm proposing.

Again, this is Theory fighter I'm talking about here. Has anyone tested how much -ve frames you're at from a sit down stun normally and with maximum slow escape ? I'd be curious to know the numbers. Then I can give you a better estimate of how much more -ve frames you get in tag.
 

Rikuto

P-P-P-P-P-P-POWER!
1-2. I agree and I mentioned that.

3. In the current state of the game, TAG mode is pretty much ruined:
- fastest start up for a POWERBLOW is around 20 frames.
- In theory, you cannot HOLD from a SIT DOWN STUN till maybe around that. Lets say 15 frames for arguments sake. This is considering you did a slow escape even. Obviously this is based on visuals, but if its anything comparable to hayabusa's qcb P stun this should be the case.
- However in TAG mode, RECOVERY FRAMES are CANCELED. Meaning, if you do a SIT DOWN STUN and CANCEL it out into TAG, this will probably give you a rediculous frame advantage like maybe 25-30 frames (In Theory yes, but based on prior knowledge of older DOAs)
- What this means is if you do a SIT DOWN STUN and CANCEL into TAG, your partner gets a guaranteed POWERBLOW.

If anyone has access to the build I would really like this to be tested. As, I think this could be a horrible exploit. Is the slow escape effective enough to stop this in TAG considering you're at alot more -ve frames than normal? I don't know needs testing. But, even with hayabusa's qcb+P stun you can guarantee a :3::3:P launcher even with the fastest slow escape in the alpha build ( -17 if my memory serves me correctly). In tag, this would be a GUARANTEED POWERBLOW.

4. Again, I mentioned that this is how it SHOULD be. But, if there is an exploit, its gonna be used. Also, Powerblows in their current state at E3 seem to deal more damage than normal. If you were near the wall. you might consider the POWERBLOW over the launch, especially if its as broken as I'm proposing.

Again, this is Theory fighter I'm talking about here. Has anyone tested how much -ve frames you're at from a sit down stun normally and with maximum slow escape ? I'd be curious to know the numbers. Then I can give you a better estimate of how much more -ve frames you get in tag.

Emperor... you're listening, but you're not hearing.

You can slow escape sit down stuns. This isn't theory. It's been done.

There is absolutely 100% no way you are going to tag in your partner and hit your enemy with a power blow if he is slow escaping.

So nothing you are talking about is an issue. Furthermore tag mode is actually improved because the lowered gravity of DOA 5 allows for more intricate tag juggles than DOA 4 did.

So how is this ruining anything? Tag matches involve four health bars, two of which are constantly re-generating. Tag can go on for a long time... big damage is more than necessary in that mode of play.

And people seem to be confused about how long it takes for a powerblow to come out...

It's around 20 or so frames for the PB to "charge". The "release" portion of the animation adds additional frames on top of that.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Emperor... you're listening, but you're not hearing.

You can slow escape sit down stuns. This isn't theory. It's been done.

There is absolutely 100% no way you are going to tag in your partner and hit your enemy with a power blow if he is slow escaping.

So nothing you are talking about is an issue. Furthermore tag mode is actually improved because the lowered gravity of DOA 5 allows for more intricate tag juggles than DOA 4 did.

So how is this ruining anything? Tag matches involve four health bars, two of which are constantly re-generating. Tag can go on for a long time... big damage is more than necessary in that mode of play.

And people seem to be confused about how long it takes for a powerblow to come out...

It's around 20 or so frames for the PB to "charge". The "release" portion of the animation adds additional frames on top of that.

My question is .. how fast can you slow escape it ? Like, what negative frames would you be at ? Surely there's going to be some guaranteed things here and there which is fine but I would like to know numbers.

Granted, minimal charge power blow is at 20 for smoke effect then a bit more for the hit and roughly just under 40 to connect. Is that enough to avoid it in tag ? I need numbers. With hayabusas qcb+P putting you at -17 .. in tag that could be -40, even more or slightly less. This is considering you were on crack and you managed to get the -17 which is not easy to do consistently.

Honestly, I really hope you're right because Tag is one of my favorite modes and I would hate to see it ruined by an exploit. For that I need numbers.

In any case, I think Powerblows and Tag Powerblows are unnecessary because there aren't any dangerzones in tag. so theres no point in positioning. And as you said, the main point of tag is to exploit the juggle system.
 

Rikuto

P-P-P-P-P-P-POWER!
I can't even get off my 20 frame CB on mamba or master when they are slow escaping my sitdown stun, which is active for like 30 frames.

Powerblows take longer than 20 frames to come out, so what you are worried about is mathematically impossible.

On top of that, SE becomes more effective as you continue to use it and build it up. Tag matches last a long time... you'll be using it a lot.
 
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