IGN Pro League DOA5 Pro Gaming Tournament

Berzerk!

Well-Known Member
And finally back in Australia. Was fun playing in this tournament! Hopefully I'll be back in America sometime in the near future with a much stronger skillset and knowledge of the game. : D

You did well! I hope you're hungry to play locally first of all! Practice vf in the meantime. :)
 
Is there a reason why 33 for CD and 2_8 for sidestep works for VF5 but wouldn't work for DoA5? Are you sure it isn't just the way they handle the buffer system that needs tweaking?

I obviously haven't played it, but i guess the current problem is that 32 will get you a sidestep? If thats the case then just make it that that 3 doesn't count towards the sidestep input and that you need both directions for the dash you want, with the leniency of allowing a different input in between.

So 32 wouldn't do anything, 323 would get you a CD. The only problem i see happening is that if someone were really sloppy and did 2323. Maybe make 3 cancel the input for sidestep? It's much harder to get accidental 3 inputs when trying to get 2 rather than the opposite.

What i want to ask though, is that if 22_88 for sidestep worked completely fine and you never got an accidental input error, are there differences between using that and 2_8+H+P+K?
 

Arnell Long

Active Member
Honestly, we shouldn't be debating anything.

If debating was absent here on FSD, our beloved DOA5 would be more akin to DOA4. I see no harm in conversing with fellow members, although at times the mutual understandings aren't there. Besides, we're talking about the build we have now, not to argue, but for the betterment of the Franchise. Just like the Questions & Answers Thread, we are all curious on the current state of DOA5 and by logically "debating", we can further push for improvements.

This game still has a long way to go and things can and will change.

Exactly, you proved my point, that is why we have a solid game on our hands, by coming together as a Community to discuss said issues, and thanks to our "feedback" we can continue to "change" DOA5 into an even more refined product come release. I admit we sometimes get into back n forth judgements, but what Community doesn't? With that being said, Team Ninja is listening, and we are speaking, DOA5 has got this far, why not share a couple of your opinions to further that molding?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
2_8H+P+K feels awkward to me and over incumbent. It requires me to use all three buttons for movement commands when I've become adjusted to only using directionals. The only DOA game that forced you to use buttons to step was the early DOA2 Arcade ones when they still had jump mechanics, and even then it was only one button not all three.
 

Arnell Long

Active Member
For some odd reason, I think characters like Brad Wong, Elliot, Lisa, and Bass will be a definite threat in DOA5. These core mechanics will surely compliment their overall game..."gut feeling mind you"...
 

Skilletor

Active Member
2_8H+P+K feels awkward to me and over incumbent. It requires me to use all three buttons for movement commands when I've become adjusted to only using directionals. The only DOA game that forced you to use buttons to step was the early DOA2 Arcade ones when they still had jump mechanics, and even then it was only one button not all three.

I'm fine with it. Feels like VF. :p

Would make my Sarah transition even easier.
 

Arnell Long

Active Member
This is DOA...not VF, 2 buttons, 3 buttons, blah blah. That is the least of the worries, we honestly should be thinking about their Frame Data transitions and stuff of that nature.

The characters "move lists" are already virtually unchanged for the most part, so whatever amount of buttons we have to do for side-stepping is fine with me, as long as they make up their minds...of course if we can come to an agreement that is...

I concur Sorwah.
 

Skilletor

Active Member
This is DOA...not VF, 2 buttons, 3 buttons, blah blah. That is the least of the worries, we honestly should be thinking about their Frame Data transitions and stuff of that nature.

The characters "move lists" are already virtually unchanged for the most part, so whatever amount of buttons we have to do for side-stepping is fine with me, as long as they make up their minds...of course if we can come to an agreement that is...

I concur Sorwah.

Frame data isn't anything I care to think about so early and before anybody has had substantial play time with the game. Simple stuff like movement and accidentally getting sidesteps instead of a crouch dash worries me. That's a big thing that can be addressed.

I never once got an accidental taunt in the alpha demo. Three buttons provides less room for error, imo, with the way DoA's inputs work.
 

Arnell Long

Active Member
I also never had an accidental taunt, I just agree with Sorwah, Allan Paris, Rikuto, DrDogg, etc on the 2 button layout, but hey, if we have to get 3, who am I to complain when we're on the path of getting such a solid game either way.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
I'm fine with it. Feels like VF. :p

Would make my Sarah transition even easier.

Funny people keep saying that considering I still haven't gotten Wolf's offensive step to work in VF5FS. I can only presume it was removed. I've been using his 22_88 just fine though. So to me, 22_88 feels like VF. :p
 

Raansu

Well-Known Member
Funny people keep saying that considering I still haven't gotten Wolf's offensive step to work in VF5FS. I can only presume it was removed. I've been using his 22_88 just fine though. So to me, 22_88 feels like VF. :p

It's there, it's just the timing is weird. Using 22_88 is a bad habit to get into. It works, but you won't be able to use the quick step doing that. Timing 2_8 g+p+k is ideal for the side steps.
 

DrDogg

Well-Known Member
I also never had an accidental taunt, I just agree with Sorwah, Allan Paris, Rikuto, DrDogg, etc on the 2 button layout, but hey, if we have to get 3, who am I to complain when we're on the path of getting such a solid game either way.

If the final release is exactly the same as the E3 build (sans Sarah/Bass), I would not play it competitively. It's on the right track, but it still has a ways to go. All of the problems that prevented DOA from having a solid competitive scene are still there. They aren't quite as significant, but still very big problems.

It doesn't help that a discussion with the dev team, Manny, Vanessa, sWooZie and Chosen1 didn't really make much progress. At one point Manny clearly stated that he didn't want DOA to change further because there was "no guarantee" the larger FGC would give it a chance even with the changes. We came to somewhat of a compromise, but it's extremely clear those players don't understand how other fighting games work at a competitive level, and they have Team Ninja's ear.

So while I'm confident we're on the right track, it really depends on who Team Ninja listens to more from this point onward. I proved that crew wrong on a couple of points throughout E3. And I'm talking basic points that were clear as day to me, but muffled by them. Not trying to diss them or anything, but they want DOA as it is. They are not interested in the changes that would give the game more appeal to the FGC.
 

UncleKitchener

Well-Known Member
Standard Donor
It doesn't help that a discussion with the dev team, Manny, Vanessa, sWooZie and Chosen1 didn't really make much progress. At one point Manny clearly stated that he didn't want DOA to change further because there was "no guarantee" the larger FGC would give it a chance even with the changes. We came to somewhat of a compromise, but it's extremely clear those players don't understand how other fighting games work at a competitive level, and they have Team Ninja's ear.

Do half these people even play other games at a competitive level?
 

Arnell Long

Active Member
Although I'm working on my tweaks, I'm no expert in DOA, but any logical gamer who plays fighting games know that DOA4 took a few steps back and quickly burned out as competitive viable. I concur with you and share some your thoughts DrDogg. We do have a promising DOA on our hands, but I do see it lacking the tournament legitimacy as it stands.

However, the turnout of the E3 build is thanks to you, Rikuto, Sorwah, and others who "truly" want the game to succeed amongst the brutes, such as SF, TK, SC, etc. Being the best DOA is cool for our community, but getting respectful feedback and new followers from other communities is the true winner here.

Let us hope Team Ninja can continue to hear you guys out so that we can get the proper DOA title we've longed for...
 

DrDogg

Well-Known Member
Do half these people even play other games at a competitive level?

At one point, Manny argued with me that Soul Calibur didn't have guaranteed air combos because of the air control system. When I called him out on such a ridiculous claim, he then said that it must've changed in SC5 because that's how it was in SC4.

Not only was he 100% incorrect, but he continued to argue that he was right. This is just one of many reasons why we need input from people who actually understand other competitive fighters.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top