Dead or Alive 5: Remaining Issues

Awesmic

Well-Known Member
Standard Donor
and awsomic, if your not one of the two groups then just start your own lol. i will become a member if you mail me some pancakes
I dunno about pancakes, but I got plenty of cheesecake. I'll try to order some stock.

On a serious note, I'm more of a neutral when it comes to all this stuff. I like the critical bursts, but don't like some of the limitations some characters have to set it up (lack of required stuns, etc.). I like the Power Blow mechanic, but not the way it currently flows in tag mode. I can see why some people prefer to remove holds from stun, but at the same time, I also believe having more NH launchers available is also a solution... but don't quote me on that. I don't wanna rub people the wrong way.

All I know is this schism within the community's a bit jarring to follow sometimes. Right now I just wanna chill, wait for some more balance test footage similar to what was recently shown, and hopefully see what Christie is actually capable of doing if it ever shows up.

Oh, and Blackula, for future reference, my group is called "Snap M.C."... Stay Neutral and Play My Character."
 

DrDogg

Well-Known Member
I also believe having more NH launchers available is also a solution...

I would agree with this, but how often do you see anything connect on NH in DOA games? It's such a rare occurrence that I don't think having NH launchers or stun moves adds anything to the game.
 

OSTCarmine

Active Member
My opinion was that Kasumi's 11 hit combo that technically could have been a 12 hit was sexy as hell.
how could it have been 12? by my thinking, regardless of which string she finished with it would always end up as 4 hits. i would have chosen P6P6KK myself, but to each his own.
My thoughts on the vid are varied... I really hope Leifang's combos off sabakis and those redirecting throws is guaranteed. She was my favorite in that vid. Kokoro opened nicely, its really astonishing to see the kinda damage she can output in skilled hands. Rig stole the show though... that guy is flashy as hell. Fancy Footwork indeed...
 

Shinigamimatt

Active Member
how could it have been 12? by my thinking, regardless of which string she finished with it would always end up as 4 hits. i would have chosen P6P6KK myself, but to each his own.
.

She could have easily ended the combo with PP6PK. or she could have finished her string after the P6P6K with another 2K
 

DrDogg

Well-Known Member
how could it have been 12? by my thinking, regardless of which string she finished with it would always end up as 4 hits. i would have chosen P6P6KK myself, but to each his own.
My thoughts on the vid are varied... I really hope Leifang's combos off sabakis and those redirecting throws is guaranteed. She was my favorite in that vid. Kokoro opened nicely, its really astonishing to see the kinda damage she can output in skilled hands. Rig stole the show though... that guy is flashy as hell. Fancy Footwork indeed...

Almost all of those combos started from a hi-counter attack, so the damage had a 150% modifier.
 

Shinigamimatt

Active Member
Also, yeah, Rig was awesome. I know some people were complaining about him compared to other TKD fighters, but he seems to have earned a spot among the others.
 

Doug Nguyen

Well-Known Member
Almost all of those combos started from a hi-counter attack, so the damage had a 150% modifier.
at :38 seconds does kasumi's hi counter throw increase the whole combo to 150%? Its her combo throw one. And did team ninja make all those attacks hi counters for the sake of the video because the other player didnt even move at all to make them hi counters.
 

UnD34D

Active Member
I'm super excited you can attack after Jann Lee's wall :6: + :P: + :F: again! Also, I noticed when Lei Fang does he :4: + :P: + :F: back to wall, you can hear Jann Lee collide with the wall a little bit, does the wall being there give her anything guaranteed off this grab (does it in 3.1? I don't have a copy to test anymore), is there not back to wall (again, is there in 3.1?)
 

AKNova7

Active Member
UPDATES to the list! Integration of content from the old changelist thread and various issues from around the forum.​
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Requested Changelist: DOA5
1. The game requires more poke moves. While negative on block, or positive on block (preferably positive on block if the movement supports it,) the game needs more moves that are safe on punishment on block.​
Solution: Either (ONE of the following options)​
A) Add more moves to the game that are +0 to -4 on block, to encourage movement of some kind instead of just countering stuff.​
B) Add poke moves to the game that are positive on block slightly (+1 - +2) to encourage landing pokes into offense instead of just string delays.​
Since you introduced the Virtua Fighter characters into the game, this makes a lot of sense, because both options are used in Virtua Fighter, the difference would be that there are varying levels of punishment in DOA depending on how much of a risk one takes.​
2. String Delay is, while an interesting mechanic, very hard to methodically deal with at any level. And while, at this point, it's hard to remove, part of the largest pain is the combination of string delay and free canceling together. Both these things take away from the potential of the game, and make it hard for a player to effectively play defense, regardless of having one of the best defensive moves of all time, the defensive counter.​
Solution: Either (ONE of the following options)​
A) Reduce the amount of time in general characters have to delay attacks, and make free canceling slower.​
B) Adjust the frame data so if moves are delayed at all, they're unsafe on block, and make free canceling slower.​
C) Adjust the frame data so if moves are delayed at all, they're negative on hit (so people can't follow up with anything else) and disallow stuns and combos from delayed moves (because with the window there is, it's almost impossible to react to these at a competitive level).​
3. Arcade Stick Compatibility Issues per Consolidated Feedback
A) There are features in the demo that require the Right Analog Stick. Some arcade sticks do not have a Right Analog Stick, making these features difficult or impossible to use. Please provide other ways to access these features.​
B) Some other fighting games require the use of specific buttons for various features (text chat in Soul Calibur 5 is done by pressing L1). Some arcade stick owners only have 6-button sticks, or remove the last two buttons from their 8-button sticks. This makes it difficult/impossible to use features like this. Please allow players to change the button config of options like this.​
4. The Low Hold
The low hold is an anomaly, and one of the worst things to happen recently to DOA. The low hold is a move that holds low moves and dodges high moves, essentially a 0 frame 2 in one.​
Solution: Either (ONE of the following options)​
A) Have the character lean slightly forward, and extend their hands downward, both palms up, with the hand placement being around the knee. This would be considered a standing movement, because they're just barely still in level to be hit by highs.​
B) Have the same low animation, but have it not be considered a tech crouch.​
We prefer solution A), but, even though ugly, if it's impossible to change the animation at this point, B) would be a solid alternative.​
5. Wake-Up Kick: Issues per Consolidated Feedback
Decrease the hitbox and remove stun from Wakeup kicks. All wakeup kicks should be unsafe or disadvantage on block. Refine ability to sidestep, duck, or hop over with the right moves. (IE: Making the wake-up mid kick side-steppable.)​
6. Blocking Low Issues per Consolidated Feedback
It seems as though there's a delay in blocking low. When I try to block low, I get hit. When I try to counter low and I'm late, I get a block instead. If blocking low is not instant, that definitely needs to be changed.​
7. (Bonus): The Stun System​
While it is not practical to do at this time in the game development, possibly for a patch, or the next Dead or Alive game, assuming it is made, there has been massive support for a complete overhaul of the stun system. The fact that getting stuns is as easy as drawing counter-hits advocates a system where the entire game becomes very hard to use logic to defeat an enemy.​
Our request is that for future iterations of DOA (not necessarily 5), the stun system gets reworked, so getting stuns is all about using the right moves, and countering in stuns is removed. To compensate for this, the juggleswould be reworked and adjusted in damage as necessary. What we want is a DOA where you can actually play somewhat of a traditional fighting game, but that the game can also be played in many, many ways.​
Stunning on Counter-Blow/Hit regarding almost everything, having no presence on most normal hits, and being able to delay every string and cancel out of every string without warning, many things being very punishable on block, being able to hold out of stun combos, all these things make this game so very hard to play with any fundamentals. We don't want a game that is fundamental dominant, per say, but we'd at least like to every so often be able to use a fundamental or two to help fight the opponent.​
Consider us well, Team Ninja.​
- FreeStepDodge​
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This is hopefully close to the final version of the list. PLEASE give as much feedback and correction as possible, because, hopefully soon, I'll be able to post this in a poll on here and get the members of the forum to sign. Any questions, comments, or concerns, ask. And if there's anything necessary to add, request now. If one of the required issues was fixed of the E3 build, also let me know, I didn't play it.​
- AKNova7.​

 

Awesmic

Well-Known Member
Standard Donor
I would agree with this, but how often do you see anything connect on NH in DOA games? It's such a rare occurrence that I don't think having NH launchers or stun moves adds anything to the game.
Exactly. That's why I didn't want anyone to quote me on that, lest I rub people the wrong way about it.
 

MajesticBlue

Active Member
4. The Low Hold
In regards to low holds yeah, they limit the attackers options. The thing is though not having them tech crouch makes no sense. At least to me. The answer is in recovery. I would much rather see however many active frame of the holds tech crouch and have X recovery frames in standing state. (I consider this a compromise since you could add more recovery and just make wiffed low holds punishable by anything. Like nh launchers or more then enough time to low throw. Given how fast they are) With standing recovery frames you can 12 frame punish low holds....seems scary enough.

5. Wake-Up Kick: Issues
Just getting rid of the high kick should open the game up quite a bit I would think. In Doa4 and Doad I thought they should have to pick between range and invulnerable frames. Without playing any of the new bulids I will trust that removing the high kick will help.

6. Blocking Low Issues
This was a biggie for me. It take like what? 5 frames to block low unless you tap 3 (33?)into a low block? If you get rid of the delay wouldn't it remove fuzzy guard as well though? It can be a pain to deal with but it puts you in situations (like on a wakeup tech) that you have to guess between standing and low guard.

7. Stuns
I like the way Rikuto put this. (Can't remember where) light stuns are just Doa's frame advantage. Now some stuns are heavy and scary enough that it is still in the attackers favor anyway.

Now 1 and 2. They are related....at the most maybe tighten them up *slightly* and give some characters better delays. You have to remember that if you mess with the free system juggles will be affected. (Unless they make it otherwise.)

Safe moves dont make the game any less of a 50/50. Unless they give frame advantage. Moves that leave you at well, negative 4 or 3. After the attack is blocked it is still a 50/50. I may not get anything guaranteed but you still have to guess. At plus 4 I wouldn't be afraid to throw unless you always attack at a disadvantage.(If you do then you will eat counter hits all day.) Yeah, I agree having throw safe options are very nice. Still, the reward can go to either player.

Overall I'm just saying that system changes will bleed into each other. I think it would take actual hands on testing and tweaking from people who understand everything to make it worth. Still sharing ideas is never bad I guess. That vison of Doa does conflict with my own though...I admit.
Wow. Long post. Those are just my veiws.
 

daman077c

Active Member
Safe moves don't make the game any less of a 50/50. Unless they give frame advantage. Moves that leave you at well, negative 4 or 3. After the attack is blocked it is still a 50/50. I may not get anything guaranteed but you still have to guess. At plus 4 I wouldn't be afraid to throw unless you always attack at a disadvantage.(If you do then you will eat counter hits all day.) Yeah, I agree having throw safe options are very nice. Still, the reward can go to either player.

That lack of safe moves is what we're trying to fix, along with the prevalence of holding in stun. We've got part of that with unholdable stuns, but still, there's too much attacking at a disadvantage because everything is so unsafe, so it's a "go for broke" situation all the time. If you make more moves safe, there will be less of that.
 

Doug Nguyen

Well-Known Member
That lack of safe moves is what we're trying to fix, along with the prevalence of holding in stun. We've got part of that with unholdable stuns, but still, there's too much attacking at a disadvantage because everything is so unsafe, so it's a "go for broke" situation all the time. If you make more moves safe, there will be less of that.
Didnt team ninja say something about moves being more safe recently? Also unsafe moves are so annoying when playing against blockers/grapplers. It always goes like this you strike and get blocked then the opponent just grabs you. Incredibly annoying when your just trying to have a casual fight.
 

MajesticBlue

Active Member
If I know you are gonna throw me I will attack when at frame disadvantage everytime. Throws being unseeable makes them a pretty good option. So in a sense you turn every barely safe move into a 50/50. You have to break it down and look at your options after blocking something around -3/-4. You can fuzzy out of some situations....but then there is anti fuzzy.
Player A does a move thats -3.
Player B's options
Fastest mid. = If you have a good fast mid this will beat out any attack Player A throws out.
Throw. = Throws are so fast you have both players having to commit if they will eat a throw.
Player A has counter options.
If you know PlayerB will throw out an attack your only good options are crush, block or hold.
If PlayerB gets fed up with you blocking he will follow up with the throw. If you know they
will throw you it is time for your best launcher.

9 times out of ten you can't beat both of those options. So by making more moves safe and tightening up the string delay, it will make the game play out as said situation. A move being safe or not should depend on its function. Every character should have some safe options though.

Doa gets over it's safety issue via the free system. Even if you get rid of that and add safe moves you are playing very similar 50/50s. One is do I try and interrupt/finish? The other is do I throw/block?

Also how many moves are not part of a string even? So if they make things safer on block but leave the free system the way it is you have the same problem anyways. As I said last time though it would be nice to see some safe options. If there is little to be gained from a move it shouldn't be ultra unsafe. Same thing with some moves on normal hit.....Like Bayman's 6PP2K. Throw punishable on normal hit. Kinda would rather see those fixed.

I just feel the system for Doa is gonna be unbalanced or not very fun if it isn't thought out right. The ones that are tested are mechanics present in other fighters. Imo Doa needs to find its own answers to its balance issues.
 
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