Gill Hustle
Well-Known Member
Good I have your attention.
Here's why I ask:
Now many of you are familiar with a fighting game by the name of Street Fighter 4, yes?
Well I remember during it's development at Capcom Japan, there was footage of the designers using arcade sticks when they were testing out things. Why is this relevant? Well my guess is during that time since SF4 was first being brought to the arcade, they had to make sure all of the moves transferred over to an arcade cabinet. Hence everything had to feel "right".
Now moving forward let's look at the follow up game Super Street Fighter 4. A game that unlike the previous title was developed for console only (which later came to arcades).
Now I can't honestly say for sure that the devs used arcade sticks for Super, but let me use one character from there to further my point. My avatar Juri.
Those of you that are familiar with her play style know that she requires holding
buttons to store her fireballs. So a technique of holding all 3
buttons on a default 360 pad and at the same time making her a viable threat seem like a nightmare to a stick player like myself. I'm saying it can't be done, but setting up a lot of her tactics can't be easy imo.
Another note to my theory is Dictators U2 move was changed from QCFx2 to a charge motion in the later "Arcade" version of Super
.
So what does this have to do with DOA?
Well for one, those of us lucky to play DOA1 and DOA2 as arcade games were a little annoyed at the changes to the game after DOA2 came home to console and onward. Most notably the counter system and also I noticed while playing DOA++, you have to hit :F+P+k: to escape multi throws. As opposed to just
.
This was most likely due to the fact that TN was using pads for the console versions of DOA2 and up as opposed to arcade sticks, seeing as how a person had to be "Hardcore" to own one.
So I guess what I'm getting at is if the devs use Sticks with DOA's original set up

set up (No button macros!) on an arcade stick, the game could get more of it's old skool feel back.
I'd like to say more, but I don't want eyes glazing over so I'll wait for responses.
Now many of you are familiar with a fighting game by the name of Street Fighter 4, yes?
Well I remember during it's development at Capcom Japan, there was footage of the designers using arcade sticks when they were testing out things. Why is this relevant? Well my guess is during that time since SF4 was first being brought to the arcade, they had to make sure all of the moves transferred over to an arcade cabinet. Hence everything had to feel "right".
Now moving forward let's look at the follow up game Super Street Fighter 4. A game that unlike the previous title was developed for console only (which later came to arcades).
Now I can't honestly say for sure that the devs used arcade sticks for Super, but let me use one character from there to further my point. My avatar Juri.
Those of you that are familiar with her play style know that she requires holding
Another note to my theory is Dictators U2 move was changed from QCFx2 to a charge motion in the later "Arcade" version of Super
So what does this have to do with DOA?
Well for one, those of us lucky to play DOA1 and DOA2 as arcade games were a little annoyed at the changes to the game after DOA2 came home to console and onward. Most notably the counter system and also I noticed while playing DOA++, you have to hit :F+P+k: to escape multi throws. As opposed to just
This was most likely due to the fact that TN was using pads for the console versions of DOA2 and up as opposed to arcade sticks, seeing as how a person had to be "Hardcore" to own one.
So I guess what I'm getting at is if the devs use Sticks with DOA's original set up
I'd like to say more, but I don't want eyes glazing over so I'll wait for responses.