Dead or Alive 5: Remaining Issues

Matt Ponton

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You have no way of knowing without setting the AI to do it in DOA5's training mode, or having a friend mash hold after getting hit by an attack.
 

Allan Paris

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I think Zack's :3::P:(:P:):P: was as well but I could be confused, it certainly was in 4.0.

In 4, Zack had it with his :6::P: :K::K::K:, if you were hit with first kick you can't hold the next 2, you can hold the first kick though. Yeah, that one is not really natural.

He does have a setup to were if he did :P: :P: you couldn't hold any of the mid kick follow-ups until he got to the last one, if he does it.
 

Matt Ponton

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Yeah that's been a general staple for him across the games. The Frame Data even denotes it by putting the natural combo attacks in parenthesis.
 

AKNova7

Active Member
The game should be scripted combos anyway. The game allowing maximization of combos after stun on almost all HCB is almost as crazy as the stun system to begin with.
 

Allan Paris

Well-Known Member
Is there a way to test this in DOA4 in training mode with the cpu?
No.

Actually, yes you can. The unholdable situations you can test. I doubt the game lets you test Zack's natural combos. You have to do that with a friend. Zack is the only character that has that in his strings, in 4, that I know of.
 

Doug Nguyen

Well-Known Member
In 4, Zack had it with his :6::P: :K::K::K:, if you were hit with first kick you can't hold the next 2, you can hold the first kick though. Yeah, that one is not really natural.

He does have a setup to were if did :P: :P: you couldn't hold any of the mid kick follow-ups until he got to the last one, if he does it.
No wonder i always try to counter it but i never can since i couldnt react fast enough from the first kick.
 

OSTCarmine

Active Member
Kinda hard for me to visualize. Maybe ill just stick with playing the game casually then.
you dont need to know natural combos to advance beyond playing casually, its part of the DOA system so if you want to go pro you will eventually need to come to grips with this. but for the time being you could start just learning the game better... thats what im doing. heck, just being on FSD often will make you a slightly better player
 

AKNova7

Active Member
you dont need to know natural combos to advance beyond playing casually, its part of the DOA system so if you want to go pro you will eventually need to come to grips with this. but for the time being you could start just learning the game better... thats what im doing. heck, just being on FSD often will make you a slightly better player

Unless we can pressure them into adding a poking game. Which is what needs to happen.

Alright, so, more natural combos would actually be a good request too, actually. A nice alternative to removing SE from sitdown stuns.
 

Doug Nguyen

Well-Known Member
you dont need to know natural combos to advance beyond playing casually, its part of the DOA system so if you want to go pro you will eventually need to come to grips with this. but for the time being you could start just learning the game better... thats what im doing. heck, just being on FSD often will make you a slightly better player
So true. I have learned so much that before when i played online for DOA4 i sucked. I only had a C but now i have a B!! I learned a lot about the importance of blocking, not counter spamming, juggling and delays especially.

oh and not finishing combos and doing unsafe moves forsure.
 

Chris Harris

Well-Known Member
Unless we can pressure them into adding a poking game. Which is what needs to happen.

Alright, so, more natural combos would actually be a good request too, actually. A nice alternative to removing SE from sitdown stuns.

There is already a poking game it just needs to be expanded upon. Once again I will say it since no one seems to read my posts lol.

The game starts at mid/long range depending on what character you use. You are either using a long move to get in that's semi safe or using movement to try and bait an attack to whiff. Sometimes even trying to just bait an all in move (unsafe) so you can punish.

They have now added sidestep so if you have at least a few safe moves you can probably attempt a side step or the side step someones attempt to approach with a linear move. We're just not sure how they will handle the sidestep thus far and we won't know until we play the game.
 

Belinea

Active Member
He does have a setup to were if he did :P: :P: you couldn't hold any of the mid kick follow-ups until he got to the last one, if he does it.

If you wanted to risk it though, there was enough time between the second punch and first kick to deliberately let yourself get high counter blown, which would allow you to hold the string. The hold would do more damage than Zack's string, and it would stop his mix-up at the end of it. Works for the majority of unholdable situations in the game.

Zack is the only character that has that in his strings, in 4, that I know of.

Christie too, but the above applies to her as well.
 

AKNova7

Active Member
There is already a poking game it just needs to be expanded upon. Once again I will say it since no one seems to read my posts lol.

The game starts at mid/long range depending on what character you use. You are either using a long move to get in that's semi safe or using movement to try and bait an attack to whiff. Sometimes even trying to just bait an all in move (unsafe) so you can punish.

They have now added sidestep so if you have at least a few safe moves you can probably attempt a side step or the side step someones attempt to approach with a linear move. We're just not sure how they will handle the sidestep thus far and we won't know until we play the game.

Yes, this definitely needs to be expanded on. Because, for instance, characters that go into stances and don't have advantage or stepping involved....yeah. Poor them...

So, we should expand the poking game, IMO, especially for pokes that turn characters BT or put them into stances with poor non-DOA options. Is that a fair request?

I mean, sure, the game has a poking game, it's just for certain characters, it's almost impossible to poke safely with, because their safe moves are all in strings, for instance. The pokes need to be much safer, we need to see a lot more - less than 4.
 

DrDogg

Well-Known Member
If you wanted to risk it though, there was enough time between the second punch and first kick to deliberately let yourself get high counter blown, which would allow you to hold the string. The hold would do more damage than Zack's string, and it would stop his mix-up at the end of it. Works for the majority of unholdable situations in the game.

This is a big issue that I've also noticed. There are a good number of instances in which it's better for the defender to get hit on CH or HCH instead of blocking.

Akira's strings are a good example of this. On block, you can't counter after the first attack. However, on hit you can counter immediately.

Yes, this definitely needs to be expanded on. Because, for instance, characters that go into stances and don't have advantage or stepping involved....yeah. Poor them...

So, we should expand the poking game, IMO, especially for pokes that turn characters BT or put them into stances with poor non-DOA options. Is that a fair request?

I mean, sure, the game has a poking game, it's just for certain characters, it's almost impossible to poke safely with, because their safe moves are all in strings, for instance. The pokes need to be much safer, we need to see a lot more - less than 4.

At this point I'd be pretty happy if the only change we got was giving every character about 25% more safe attacks.
 

AKNova7

Active Member
I can start writing up a draft of the list of stuff we want when I return home on the 23rd. After all, that'd be somewhat difficult on a phone. Lol.
 

Rikuto

P-P-P-P-P-P-POWER!
I'm mentally prepared to play and enjoy this game whichever direction they take it with string safety. I already know how to play the game with faux pressure on string delay/cancels, so this doesn't bother me as much as it might others.

It would be nice if that was fixed, but I can definitely deal with things either way.
 

Shinigamimatt

Active Member
Pretty much what Rikuto said. I had to play that way with Kasumi in DOA4 anyway. So I expect the same here. My issues with DOA are in other areas.
 

Doug Nguyen

Well-Known Member
I'm mentally prepared to play and enjoy this game whichever direction they take it with string safety. I already know how to play the game with faux pressure on string delay/cancels, so this doesn't bother me as much as it might others.

It would be nice if that was fixed, but I can definitely deal with things either way.
Agreed. Plus i like playing offline a lot so im not too worried either. And i play more casually so i doubt ill even notice changes.
 

AKNova7

Active Member
I'm mentally prepared to play and enjoy this game whichever direction they take it with string safety. I already know how to play the game with faux pressure on string delay/cancels, so this doesn't bother me as much as it might others.

It would be nice if that was fixed, but I can definitely deal with things either way.

I refused to take DOA4 seriously, tbh. Simply trash.
 
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