DoA5: Tag Team Action Trailer [7-19-2012]

PhoenixVFIRE

Well-Known Member
Actually, they said a while back that Tag PB were going to be exactly what we saw. You start a PB the character executes everything until the slowmo part and during that part you have the option(why wouldn't you tbh LOL double damage HELLO) of Tagging in your other character and they will do their PB and finish. I don't see why this is a surprise to anyone. Like another said this is pretty much what I had already expected. I just wish the transition was done a bit cleaner and faster. Actually, they shouldn't have even made it an option to tag out during the slowmo part it should just automatically do a Tag PB, that way it doesn't look weird.
 

Lobo

Active Member
Liking the love for Leifang in this vid, getting teamed up with both Jann and Hitomi. Also pretty sure I saw a new move for her around the 1:15 mark right after she tags from Hitomi. I would guess the notation would be something like :3: :P: :2: :P: :+: :K:. Hadn't seen many new moves from her, so I guess I was just really excited to see something different from her. The stun afterwards looked pretty good as well. I'm not sure if it was a sit-down stun or not, but Rig was definitely on his ass after that.
 

TRI Mike

Well-Known Member
Did anyone notice that no one held out of stun in the trailer¿ This could lead to very good news people.
 
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Deleted member 473

Guest
If its no holds out of stun anymore, GAME OF THE YEAR NO DOUBT! :)
 
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Deleted member 473

Guest
Is it two different stage transitions in this trailer?
 

UnD34D

Active Member
Are there even any disadvantages to not spam counter while being hit in a combo?
uh, you keep getting hit by the combo? not to mention a shit ton of attacks stun in doa, so if you keep getting hit, you'll get launched, and then juggled.
 

Doug Nguyen

Well-Known Member
uh, you keep getting hit by the combo? not to mention a shit ton of attacks stun in doa, so if you keep getting hit, you'll get launched, and then juggled.
No i mean does spamming counter extend the stun threshold or do you take more damage if you counter too much.
 

UnD34D

Active Member
No i mean does spamming counter extend the stun threshold or do you take more damage if you counter too much.
Anytime you counter wrong you take more damage in the form of counter hits and high counter hits. It doesn't extend any stuns, in fact one of the larger problems with DOA is that you can counter out of any stun. Its a system that constantly gives you chances to be rewarded despite messing up, a system that caters very much to casual and weak players.

I watched the trailer again to see if I noticed anything new, Jann gets some sick height out of his relaunchers which is cool. I don't know what you mean by he can do moves from his stance...
 

Doug Nguyen

Well-Known Member
Anytime you counter wrong you take more damage in the form of counter hits and high counter hits. It doesn't extend any stuns, in fact one of the larger problems with DOA is that you can counter out of any stun. Its a system that constantly gives you chances to be rewarded despite messing up, a system that caters very much to casual and weak players.

I watched the trailer again to see if I noticed anything new, Jann gets some sick height out of his relaunchers which is cool. I don't know what you mean by he can do moves from his stance...
Oh ok thanks. I was trying to look up some terminology for it but couldnt find any. But yeah i agree. Counter spamming is so annoying. Makes fights seem like a block and counter fest. No real combos going on.

This is what it says in the termanology page. It says nothign about getting hurt more when countering though.

Counter Blow (CH): Counter Blow(cb) - counter Blow means that a character was hit while doing a strike. Damage is increased by 25%

High Counter Hit/Blow(HCH/B):: This is a term describing when a character is hit out of a throw attempt or while backdashing. Damage is increased by 50%
 

UnD34D

Active Member
This is what it says in the termanology page. It says nothign about getting hurt more when countering though.

Counter Blow (CH): Counter Blow(cb) - counter Blow means that a character was hit while doing a strike. Damage is increased by 25%

High Counter Hit/Blow(HCH/B):: This is a term describing when a character is hit out of a throw attempt or while backdashing. Damage is increased by 50%

They occur when you counter also. Watch any vid ever, you'll see it happen. DOA4 let you throw out counters quicker than any DOA and you could counter out of any stun, which was a problem and one of the reasons there were absolutely no guarantees in the game. 5 might have changed that, I'm praying it did. Not to mention counters leave you open for grabs though. According to the "triangle system," the counters weakness is being grabbed.
 

Doug Nguyen

Well-Known Member
They occur when you counter also. Watch any vid ever, you'll see it happen. DOA4 let you throw out counters quicker than any DOA and you could counter out of any stun, which was a problem and one of the reasons there were absolutely no guarantees in the game. 5 might have changed that, I'm praying it did. Not to mention counters leave you open for grabs though. According to the "triangle system," the counters weakness is being grabbed.
Oh ok thats good. THey should punish people who counter to much. Hope DOA5 fixes that too.
 

UncleKitchener

Well-Known Member
Standard Donor
Wait, what that Lisa in the mask? I thought it was a tanned Tina in a luchador outfit.

Also, shoutouts to Clark at 1:10 mark.

Remember that one of those characters is also recharging health before the power blow connects.

DOA2 had tag throws implemented as 12 frame throws that required a :6::6::F+P+K: notation for the default.

DOA3 changed them to occur if you were doing the character's standard throw.

Personally, I prefer the 12 frame throw speeds for tag throws over the 4/5 frame throws that also remove a throw (or more) from the character. In DOA4 this became really abusable as everything was unsafe and a 5 frame throw was unbreakable AND granted at least 80 damage. It should also be noted that team tag throws will do 10 more damage than a non-team tag throw.

I think the team power blow would flow better if the first character tagged out before the darker slow down.

Anyone else see that Rig can juggle into an air throw?

And that launch height from Jann Lee!

Tag throws got pretty stupid from 3 onwards, so I'm not surprised they're being reverted back to 2.

Bass' 3K doesn't sit-down stun anymore :(

I was expecting to hear something like that. Maybe it only happens on CH, which means that it's actually nothing new because it's been like that since DOA2. I think you could the opponent into the laydown stun (don't know what you'd call it) in 3 form certain stuns.

They way I see it, DOA5 Bass is going to be like Asuka where you're fishing for counter hits and cornering people.
 
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