Tougeki Combo Exhibition!

PhoenixVFIRE

Well-Known Member
Here's a question.

Can you do two Critical bursts in one combo using a partition? Setup-->CB-->combo-->Partition-->a few hits-->CB(since there is another stun threshold)-->Combo.

LOL imagine the damage or possible death combo if they don't counter.
 

grap3fruitman

Well-Known Member
Standard Donor
This makes up for the bunny footage earlier today. This is the kind of stuff I like to see. I do have two concerns however:

1) Are these all actually combos? Some of them didn't give me the impression of actually being guaranteed.
2) I'm sad that we got the Dimensions training music again and not a proper remix of the DOA1 training mode as has been tradition in games 1-4.
 

DrDogg

Well-Known Member
Here's a question.

Can you do two Critical bursts in one combo using a partition? Setup-->CB-->combo-->Partition-->a few hits-->CB(since there is another stun threshold)-->Combo.

LOL imagine the damage or possible death combo if they don't counter.

You could not do that in the E3 build, so I doubt you can do that now. Although there weren't a lot of partitions in the E3 build, there may be more now.

This makes up for the bunny footage earlier today. This is the kind of stuff I like to see. I do have two concerns however:

1) Are these all actually combos? Some of them didn't give me the impression of actually being guaranteed.
2) I'm sad that we got the Dimensions training music again and not a proper remix of the DOA1 training mode as has been tradition in games 1-4.

1. Some parts were guaranteed. As the video description stated, anytime the opponent was BT or in a sit-down stun. Obviously, not all of these combos were guaranteed, but most had at least a partial guaranteed section. I don't think the objective of this trailer was to show guaranteed stuff though. It's nice and flashy.

2. I like the music. It's soothing when you're sitting in training mode for hours.
 

grap3fruitman

Well-Known Member
Standard Donor
Here are Shimbori's thoughts on the trailer from the Team Ninja Twitter account:
Yohei Shimbori via @TeamNinjaStudio said:
I put together a video of combos in preparation for Tougeki (a.k.a. Super Battle Opera)! http://youtu.be/fNh1w-6izmQ

It's something I just slapped together, so there are some rough spots, but it's good for visualizing the flow of combos.

We're still balancing the game, so stuff like damage and the height of juggles could change.

So just take a look to see how they're shaping up overall.

You can see all kinds of combos in the video. A guaranteed combo after landing a low hold on a crouching opponent...

...A guaranteed combo when your feet match up with the opponent...

...A guaranteed combo from a throw, etc.

Some non-guaranteed combos are in the video too.

If you all like this video, I'd definitely like to make more.

But we're really busy right now, so I might not be able to. Don't get your hopes up.

In the Alpha Demo and the E3 version, there were two levels of launch heights, but there are 3 in this version.

You can launch people even higher, so there's more of a payoff for gambling.

We also changed the critical threshold from 24, 30, 36 to 28, 35, 42.

So you can cause Critical Burst with fewer hits from big moves, but you'll have to land more fast moves to cause it.

Also, I'm also really focused on bringing out the fun that only happens when playing other people.

For example, there are more strikes that aren't punishable after guard...

...and strikes where only a normal (escapable) throw is guaranteed after hit.

We don't set one pattern of counterattacks, so the person getting attacked has options when at a slight disadvantage.

This will make it even more exciting to watch how fights play out. Top players should have some really fast-paced fights.

Sidesteps are also strong when at a little disadvantage.

They avoid jabs, elbows, knees, and low punches so they're great against characters with no OH or spinning strikes.

Later!
 

TRI Mike

Well-Known Member
This definitely makes up for the lack of good stuff in the bunny video. Pretty cool shit indeed. I'm now considering Rig.
 

Raansu

Well-Known Member
The snow stage and that temple stage were bad ass. I'm still a little miffed at Jann Lee needing to do a combo into a feint for his CB. Just seems to obvious and was hoping to see him do the CB without that string but I think his dragon gunner having a guaranteed follow up and the wall reset somewhat makes up for it.

In the Alpha Demo and the E3 version, there were two levels of launch heights, but there are 3 in this version.

You can launch people even higher, so there's more of a payoff for gambling.

We also changed the critical threshold from 24, 30, 36 to 28, 35, 42.

Not a fan of that.

For example, there are more strikes that aren't punishable after guard...

...and strikes where only a normal (escapable) throw is guaranteed after hit.

I do like that.
 

Doug Nguyen

Well-Known Member
I do like that.

For example, there are more strikes that aren't punishable after guard...

...and strikes where only a normal (escapable) throw is guaranteed after hit.


Can you explain this im kinda have trouble imagining the last part. But yeah i do like how more strikes are safe.
 

Raansu

Well-Known Member
For example, there are more strikes that aren't punishable after guard...

...and strikes where only a normal (escapable) throw is guaranteed after hit.

Can you explain this im kinda have trouble imagining the last part. But yeah i do like how more strikes are safe.

He's saying that there are strikes that are negative frames but only just enough to land a guaranteed 5 frame throw(the ones you can break out of). DoA4 had strings like that as well but they were few and far in between. Most attacks were pretty much easily grabbed with slower throws.
 

Doug Nguyen

Well-Known Member
He's saying that there are strikes that are negative frames but only just enough to land a guaranteed 5 frame throw(the ones you can break out of). DoA4 had strings like that as well but they were few and far in between. Most attacks were pretty much easily grabbed with slower throws.
Are negative frames safe or unsafe? I dont know all the termanology. And so hes saying you can do the escapable grab after a negative frame strike? and are those escapable grabs the fastest ones to execute?
 

Raansu

Well-Known Member
Are negative frames safe or unsafe? I dont know all the termanology. And so hes saying you can do the escapable grab after a negative frame strike? and are those escapable grabs the fastest ones to execute?

A safe attack means you recover faster than your opponent. So if I do an attack that is safe on block I will recover faster than you will and if you tried to throw me my next attack will come out faster and beat yours. So being negative on block is "typically" unsafe but it depends on how far into the negative you are.

So say 8p is -4 on block but the fastest throw is 5 frames. If you tried to throw I'm going to hit you. Now say I did 6k and its -6 on block. Your 5 frame throw will beat me as I'm still in recovery but if you tried to do a slower throw I'll recover before your slower throw initiates and will beat out your slower throw and since 5 frame throws are breakable doing an attack that is -6 is less risk as I can assume you are going to punish with a 5 frame throw so I have a chance to break that throw.

It's the same with frame advantage. If I'm +1 on block that means my next attack will come out 1 frame faster than you meaning most of my options are going to beat yours. So like if I was +1 and did a 10 frame jab it now comes out in 9 frames.

In DoA4 5 frames was the fastest and were the standard throws. Just f+p and no directional input but they were breakable (the slower throws are unbreakable unless its a multi part throw. DoAD they were 7 frames and were changed to being unbreakable. DoA5 they are 5 frames again and breakable, however, the grapplers are 4 frames.
 

Doug Nguyen

Well-Known Member
A safe attack means you recover faster than your opponent. So if I do an attack that is safe on block I will recover faster than you will and if you tried to throw me my next attack will come out faster and beat yours. So being negative on block is "typically" unsafe but it depends on how far into the negative you are.

So say 8p is -4 on block but the fastest throw is 5 frames. If you tried to throw I'm going to hit you. Now say I did 6k and its -6 on block. Your 5 frame throw will beat me as I'm still in recovery but if you tried to do a slower throw I'll recover before your slower throw initiates and will beat out your slower throw and since 5 frame throws are breakable doing an attack that is -6 is less risk as I can assume you are going to punish with a 5 frame throw so I have a chance to break that throw.

It's the same with frame advantage. If I'm +1 on block that means my next attack will come out 1 frame faster than you meaning most of my options are going to beat yours. So like if I was +1 and did a 10 frame jab it now comes out in 9 frames.

In DoA4 5 frames was the fastest and were the standard throws. Just f+p and no directional input but they were breakable (the slower throws are unbreakable unless its a multi part throw. DoAD they were 7 frames and were changed to being unbreakable. DoA5 they are 5 frames again and breakable, however, the grapplers are 4 frames.
Ohhhh ok thanks. That was really clear. When you block are you always at +1 frames? And would an offensive hold work? Oh and you mentioned if i was at -4 frames i would beat out a 5 frame grab but does the next strike have to land to prevent the 5 frame grab? or do grabs only work on a neutral stance person, meaning you cant grab a person mid way of a strike. Because how im seeing it your at -4 frames then you do a 2 frame strike wouldnt the 5 frame grab beat that?
 

DrDogg

Well-Known Member
We also changed the critical threshold from 24, 30, 36 to 28, 35, 42.

stewie1_new_small.jpg


For example, there are more strikes that aren't punishable after guard...

...and strikes where only a normal (escapable) throw is guaranteed after hit.

freshprincedance1mllm5ojif.gif
 

TRI Mike

Well-Known Member
The game is gonna be great. I'm well aware not everything will be perfectly fixed but they're definitely doing an awesome job. I'm really happy right now.
 
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