DOA5 E3 Version Q&A

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Deleted member 473

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Does anyone else thinks this game is fighting game of the year?
 

DrDogg

Well-Known Member
Here's hoping. I know we all wanna see this series do well. As long as I get some years of fun like DOA2U, I'll be happy. A huge competitive scene would be a nice bonus, though.

A "huge" scene would be nice, but not really necessary. I'd be happy with a competitive scene equal to that of MK9. Over a year after release MK gets about 40-80 players at most majors, with what looks to be about 230 at Evo. This is a far cry from what Marvel and AE get, but it's enough.

It's something we all want, Well at least I hope so....
Seeing the game on stream would be a nice thing, heck if someone is already thinking of a 24 hour stream...more power to ya~ But I think since the community has nothing to lose at this point, it can only get better.

We do have something to lose. DOA4 is 7 years old at this point and people are open to the potential changes in the series. This is mainly because it's been so long since a console DOA game, but also because of the new generation of players that came in with SF4. If DOA5 is not what people want, it's unlikely DOA6 will get the same opportunity to succeed.

Does anyone else thinks this game is fighting game of the year?

This is the E3 Q&A thread. While we have gotten off topic here and there, you don't need to make random statements that have nothing to do with E3 or the competitive scene. You're free to make a new topic about that, but it shouldn't be in this one.
 
Ahem...

To Rikuto: short question, does Bayman's Fire Bullet (6P+K in 4 and 4P+K in earlier DOAs) launch again on stun, counter or hi-counter hit?

Also:

... but I'm not a fan of toning down characters unless they're blatantly OP.

Now, I've read Sirlin's Playing To Win article before, and I've also read the comments people have made about it . A good chunk of those were arguments about how hypocritical competitive players were about arbitrarily calling things overpowered while simultaneously criticizing lesser players on declaring everything they could not overcome overpowered without trying to work around it.

From what I can tell of the DOA5 E3 build, Sarah and Bayman are leaps and bounds ahead of the rest of the cast who still are forced to play the stun guessing game, but you've clearly stated you don't think they're broken or anything. What is this dividing line that you use to decide if something actually is overpowered or just really really good?

It's not really a DOA5 question, ya, but it's bugged me a lot since I thought about the issue, as I never fully read the stuff on Sirlin's site.
 

DrDogg

Well-Known Member
From what I can tell of the DOA5 E3 build, Sarah and Bayman are leaps and bounds ahead of the rest of the cast who still are forced to play the stun guessing game, but you've clearly stated you don't think they're broken or anything. What is this dividing line that you use to decide if something actually is overpowered or just really really good?

Sarah and Bayman can run their offense giving the opponent a limited number of counterhold opportunities. All this means is that the opposing player will have to play defense to avoid getting hit, use proper spacing to stay out of Sarah's frame traps, pay close attention to Sarah's risk/reward ratio if she does close in, and use proper sidesteps and movement to escape when applicable.

None of that is overpowered or broken. It just stops the opposing player from having a way out of every mistake.

Overpowered would be a character that makes it very difficult to defend against them, or is so good that making one mistake essentially means you lose the round. As long as there's a reasonable way to get around the character's offense, it's not overpowered.

BUT... even if you have a few OP characters, I'd rather see everyone be OP rather than toning everyone down to mediocre status. Ideally everyone would just be top tier, or you'd have a small gap between top tier and bottom tier so that bottom tier characters can still hold their own fairly well against a top tier character.
 

DriftSlave

Active Member
We do have something to lose. DOA4 is 7 years old at this point and people are open to the potential changes in the series. This is mainly because it's been so long since a console DOA game, but also because of the new generation of players that came in with SF4. If DOA5 is not what people want, it's unlikely DOA6 will get the same opportunity to succeed.
I don't think it'll come down to that, but that's just wishful thinking, but your right though here is something to lose...I was being a tad too optimistic. The thing is, it's hard to evaluate how the game will do with how it is right now, and without factoring how TecmoKoei will market the game...ultimately it will rely on the publisher in getting the game out there and how much money they are willing to spend on the marketing. Personally I don't think the are in the position to be sparing any funds considering what they did with NG3. In short, DOA5 has to do well, or allow them to break even... sorry for going off topic~
 

Rikuto

P-P-P-P-P-P-POWER!
Fire bullet still crushes highs, and still unsafe as hell on block. No idea whether or not its a launch on CH because I phased that move so far out of my armory I just never had the opportunity to find out. but I'd truly hope nobody is thinking of using it that way when Bayman has been given far safer range covering options which result in much higher damage.


Also, if people don't like being man handled by Bayman, slow escape. You'll still have to deal with avoiding/breaking my DDT and overcoming that frame advantage after the break, but it won't be 50% lifebar guaranteed.
 
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Deleted member 473

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I already understand it, and then you state the obvious... -__-
 

Lobo

Active Member
Did Sarah have stance options like her flamingo stance in FS? Also, are there any new stance options for any of the returning cast. I couldn't tell if Kokoro got one or not, but she was definitely doing a lot of new things I hadn't seen in 4 in the E3 vids.

After playing VF5FS for a couple of days, I really like how all almost all of the characters have some type stance where they have different options from. It would be really cool to see Leifang with an evasive stance like Bokuho, or even an auto-parry stance like Lei or Vanessa in VF5
 

DrDogg

Well-Known Member
Did Sarah have stance options like her flamingo stance in FS? Also, are there any new stance options for any of the returning cast. I couldn't tell if Kokoro got one or not, but she was definitely doing a lot of new things I hadn't seen in 4 in the E3 vids.

After playing VF5FS for a couple of days, I really like how all almost all of the characters have some type stance where they have different options from. It would be really cool to see Leifang with an evasive stance like Bokuho, or even an auto-parry stance like Lei or Vanessa in VF5

Sarah had all of her VF5FS stances. I don't recall anyone having new stances, although Christie's stance went through some changes. Kokoro may have a new stance, but the move lists weren't complete in the builds so I don't have an exact notation or even know when exactly you can go into it.

If you look at DOA5, most of the current cast does have a stance of some sort. It's not that far off from VF5 in that regard.
 

Lobo

Active Member
Thanks for that!

If you look at DOA5, most of the current cast does have a stance of some sort. It's not that far off from VF5 in that regard.
Hmm, what is your definition of a 'stance' then? Right now I'm only coming up with a few chars who had stances off the top of my head.

Helena - Bokuho
Brad - Lie Down, and like 2 or 3 others I dont remember the name to
Busa - Ninpo
Zack - Sway, Duck, etc.
Christie - Snake stance

I may have forgotten a few, but other than those, I can't think of other stances that come to mind. I guess my view on what stances are is being able to transition into a state where the movelist changes to moves unavailable standing normally upright. Unless you're counting things like BT as stances, it didn't seem like many chars in DOA4 had stances.
 

DriftSlave

Active Member
Ayane's BT is her stance if anything, also her advance and retreat spins have moves out of them. Kasumi has a special step out of certain moves, so that falls under stances...
 

Lobo

Active Member
Yea, I knew I had left out a few. Ayane's :3: :3: / :1: :1: shenanigans were one of the ones that slipped my mind. Same with Kasumi's flower nonsense, lol.

And now that were remembering things, can you say that things like Hayate's SS orTina/Bayman's tankroll can be considered stances? I didn't when I was originally trying to think of stances. I dunno it just seems that you have to try hard to say something is a stance or not in DOA, when in VF you have like chars like Eileen, Shun, and Lei who always seem to find a different stance, and even grapplers like Wolf and Jeffry getting some use out of their stances.

Not trying to say DOA needs to be more like VF, but I was just showing you where I was coming from on my definition of a stance, and if there were any more plans to give the existing cast new stances or stance-specific moves.
 
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Deleted member 473

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Ayane's BT is her stance if anything, also her advance and retreat spins have moves out of them. Kasumi has a special step out of certain moves, so that falls under stances...
I used that to bait opponents a lot when i'm using Ayane. :)
 

DriftSlave

Active Member
it doesn't need to be...DOA has evolved like VF has, characters have individuality in their movesets, more so in 5 then past iterations. DOA never really had issues with clones much(aside from Alpha) so that was never a issue. however I believe this is going to turn into one of those Stances/more moves = depth discussion...and I would avoid that.
 

Raansu

Well-Known Member
I just feel like our comments are not getting to them :(

What are you talking about? Several of us have spoken with Shimbori personally and we can see the input we gave him being implemented. Even more so, some of the discussions on these very forums have shown to have influence within the E3 build of the game. It's painfully obvious that TN is paying attention to us and is making changes based on our inputs and Peter Garza said in an interview that Shimbori browses forums in english all the time for any kind of input.
 
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