When do you think DOA6 will be released and what do you want to see in it

Release date predictions

  • 2014-15

    Votes: 9 7.9%
  • 2016+

    Votes: 105 92.1%

  • Total voters
    114

Lulu

Well-Known Member
Fair enough, but you are talking about removing a core mechanic in the game. Can you imagine how unplayable DOA would be without the slow escaping mechanic? Let me do Jann Lee's H+K sit-down stun. BAM, Critical Burst! Let me do Rig's Bending Stance KK6K. BAM, Critical Burst! Like seriously, what are you thinking? Who cares if you need to mash buttons or not? Gotta make some kind of effort to reduce the amount of hitstun. Actually, what would be your recommendation as a replacement of the slow escaping mechanic? Because the entire removal of it would be even more stupid than the way you call it now.

Unplayable how..... the unholdable stuns and the Stagger Escaping go hand in hand.... obviously you would remove them both. Besides I'm pretty sure Rig's two linked SDS' s can't be Stagger Escaped anyway.... As well as Ryu Hayabusa's SDS' s and many other characters..... theres a bunch of Combos with SDS that can not stagger escaped anyway..... thats where the phrase "Guaranteed Set Up" comes from.
 

KING JAIMY

Well-Known Member
Besides I'm pretty sure Rig's two linked SDS' s can't be Stagger Escaped anyway.... theres a bunch of Combos with SDS that can not stagger escaped anyway.....
You're not doing it fast enough. A lot of sit-down stuns don't guarantee a Critical Burst. But in case you are talking about non-CB strikes, then you're right.
 

Lulu

Well-Known Member
You're not doing it fast enough. A lot of sit-down stuns don't guarantee a Critical Burst. But in case you are talking about non-CB strikes, then you're right.

Its not me... its the AI, anyway I'm actually talking about linking 3 SDS with the first one being caused by the environment. I don't bother with Stagger Escaping and I'm trying to stop using SDS's aswell. I really really don't like it at all.
 

KING JAIMY

Well-Known Member
Its not me... its the AI, anyway I'm actually talking about linking 3 SDS with the first one being caused by the environment. I don't bother with Stagger Escaping and I'm trying to stop using SDS's aswell. I really really don't like it at all.
The double SDS of Rig into CB from the environment is indeed guaranteed. You can't stagger escape that.
 

Lulu

Well-Known Member
No, a full guaranteed setup. You don't count the initial hit as a guess. Anyway, I think we should get back on topic, lol. ;)

Fair Enough....
So somebody mentioned balancing the Tag Mode..... if theres another thing I want its defensive tag mechanics. DoA as far as I can tell does not have a single defensive tag feature. Its all geared towards offense, and thats highly uncharacteristic of the games nature.... hell in Hayabusa's Combo Challenge its him and Momiji linking three Sit Down Stuns together.... thats not cool.
 

SoftCabbage

Well-Known Member
Badass combo is alright as long as the execution is hard. That way, only the real experienced player can execute it effectively.

If you want to balance, please balance Alpha lol. F*cking jelly bitch can take half of your health on a single counter or throw.
And with that, I hope that thing won't be in DOA6. Enough with clones. Go with more creative story writing please.
 

KING JAIMY

Well-Known Member
Fair Enough....
So somebody mentioned balancing the Tag Mode..... if theres another thing I want its defensive tag mechanics. DoA as far as I can tell does not have a single defensive tag feature. Its all geared towards offense, and thats highly uncharacteristic of the games nature.... hell in Hayabusa's Combo Challenge its him and Momiji linking three Sit Down Stuns together.... thats not cool.
Agreed with this...
Go with more creative story writing please.
and this.
 

WAZAAAAA

Well-Known Member
Fair enough, but you are talking about removing a core mechanic in the game. Can you imagine how unplayable DOA would be without the slow escaping mechanic? Let me do Jann Lee's H+K sit-down stun. BAM, Critical Burst! Let me do Rig's Bending Stance KK6K. BAM, Critical Burst! Like seriously, what are you thinking? Who cares if you need to mash buttons or not? Gotta make some kind of effort to reduce the amount of hitstun. Actually, what would be your recommendation as a replacement of the slow escaping mechanic? Because the entire removal of it would be even more stupid than the way you call it now.
Core mechanic my ass lol, how many people even knew it existed before 2010? Of all the people who knew it, who didn't use a forum or the internet to discover it? What was the first DOA which explained it (at least vaguely) inside of the game, freaking DOA5+ in 2013?

This is a mechanic that basically makes any given hitstun duration VARIABLE, because as I said it occurs accidentally too. And when you do it on purpose, you're still going to get different stun frames each time. Is this a good thing? It's there because someone thought that stagger escaping would be cool in DOA just because it's in VF anyway, lol

I didn't know it existed until probably 2012, and the various DOA's still played just fine for me, I bet many are in the same situation. The moment I knew it existed I just cheated it with turbo functions, that's how I have personally "adapted" to such annoyance lmao.

I don't even give a shit if more guaranteed stuff can happen, is that even a bad thing? "Not enough guaranteed stuff/critical holds", aren't these two aspects part of the reason that makes DOA get trash talked as a fighting game anyway?
 

KING JAIMY

Well-Known Member
This is a mechanic that basically makes any given hitstun duration VARIABLE, because as I said it occurs accidentally too. And when you do it on purpose, you're still going to get different stun frames each time. Is this a good thing? It's there because someone thought that stagger escaping would be cool in DOA just because it's in VF anyway, lol
Slow escape happing accidentally may be a thing, but it's never at fastest. Most pro players slow escape at max, or at the very least slow escape fast enough to avoid some guaranteed setup. The hitstun duration does therefore not vary a lot in high level play.

I didn't know it existed until probably 2012, and the various DOA's still played just fine for me, I bet many are in the same situation.
This is the difference between high level competitive play and casual play. Slow escaping makes a huge difference in tournament matches, but may not seem notable in casual play. You lose a lot of setups if your opponent is consistently slow escaping at maximum.

I don't even give a shit if more guaranteed stuff can happen, is that even a bad thing? "Not enough guaranteed stuff/critical holds", aren't these two aspects part of the reason that makes DOA get trash talked as a fighting game anyway?
That would make the game too imbalanced. Some characters have more access to certain types of stuns (e.g. Sit-down stuns) which can lead into a psuedo-guaranteed Critical Burst. Remember when Jann Lee was OP in DOA5 Vanilla with that guaranteed CB from 1PK / 6H+K? It wasn't even fun playing against him because people were abusing the same setup over and over again.
 
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Lulu

Well-Known Member
Core mechanic my ass lol, how many people even knew it existed before 2010? Of all the people who knew it, who didn't use a forum or the internet to discover it? What was the first DOA which explained it (at least vaguely) inside of the game, freaking DOA5+ in 2013?

This is a mechanic that basically makes any given hitstun duration VARIABLE, because as I said it occurs accidentally too. And when you do it on purpose, you're still going to get different stun frames each time. Is this a good thing? It's there because someone thought that stagger escaping would be cool in DOA just because it's in VF anyway, lol

I didn't know it existed until probably 2012, and the various DOA's still played just fine for me, I bet many are in the same situation. The moment I knew it existed I just cheated it with turbo functions, that's how I have personally "adapted" to such annoyance lmao.

I don't even give a shit if more guaranteed stuff can happen, is that even a bad thing? "Not enough guaranteed stuff/critical holds", aren't these two aspects part of the reason that makes DOA get trash talked as a fighting game anyway?

I remember in DoA5 Vanilla when the Story Mode was the Tutorial..... I'm pretty sure Stagger Escaping was not there..... among a bunch of other things I know now.

That would make the game too imbalanced. Some characters have more access to certain types of stuns (e.g. Sit-down stuns) which can lead into a psuedo-guaranteed Critical Burst. Remember when Jann Lee was OP in DOA5 Vanilla with that guaranteed CB from 1PK / 6H+K? It wasn't even fun playing against him because people were abusing the same setup over and over again.

All the more reason to get rid of both those things...... people are still abusing them.
 
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KING JAIMY

Well-Known Member
I remember in DoA5 Vanilla when the Story Mode was the Tutorial..... I'm pretty sure Stagger Escaping was not there..... among a bunch of other things I know now.
As far as I know, DOA5 Vanilla didn't even have a Tutorial. I could be wrong though.
 

WAZAAAAA

Well-Known Member
This is the difference between high level competitive play and casual play. Slow escaping makes a huge difference in tournament matches, but may not seem notable in casual play. You lose a lot of setups if your opponent is consistently slow escaping at maximum.
Don't call it a "core mechanic" then if only high level players know about it.

That would make the game too imbalanced. Some characters have more access to certain types of stuns (e.g. Sit-down stuns) which can lead into a psuedo-guaranteed Critical Burst. Remember when Jann Lee was OP in DOA5 Vanilla with that guaranteed CB from 1PK / 6H+K? It wasn't even fun playing against him because people were abusing the same setup over and over again.
Thread is about a future DOA6 lol
 

SoftCabbage

Well-Known Member
And that helps the game how exactly ?

That makes slow reflex guy like me and other dumbo noobs not being able to access such powerful moves to our opponent.

If half-health-taking attack/combo can be done by executing as easy as PPPP+K, then that means there's balance problem with that particular character.

Training > Tutorial.

Training > Tutorial.
It was just an example for illustrative purposes. What would you think if they would introduce such setups in DOA6 again?

VS Mode > Training > Tutorial
 

Lulu

Well-Known Member
That makes slow reflex guy like me and other dumbo noobs not being able to access such powerful moves to our opponent.

If half-health-taking attack/combo can be done by executing as easy as PPPP+K, then that means there's balance problem with that particular character.

Then how do you explain the PowerBlow or Rachel's :6::H+P:
Powefull moves that only require a single simple command ?
 
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