IGN's 12 Days of DOA5

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daman077c

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-Im curious as well.

CB, IIRC, is all dependent on the Stun Threshold. If the last hit you do is a CB, and it fills the stun threshold, you get an unholdable stun. IIRC, in my time playing the game over the weekend, they removed the ability to do two back to back and get a CB regardless of the threshold. At least, that was what I was experiencing.
 

Raansu

Well-Known Member
I know. You're grumpy and you're feigning a threat that will likely never come into fruition.

Everyone knew that, so I was trying to help give you a better reason.

I'm not feigning anything. I'm going to rent it through gamefly first. If it turns out good I'll keep it, simple as that. Remember kids, DoA4 was looking solid as well until the game came out. I don't trust TN enough to listen to the correct people. Nothing is set in stone till the game officially goes on sale. Then enjoy it for as long as you can till they patch it.
 

Rikuto

P-P-P-P-P-P-POWER!
I'm not feigning anything. I'm going to rent it through gamefly first. If it turns out good I'll keep it, simple as that. Remember kids, DoA4 was looking solid as well until the game came out. I don't trust TN enough to listen to the correct people. Nothing is set in stone till the game officially goes on sale. Then enjoy it for as long as you can till they patch it.

lol @ trust issues. You and Grap3, I swear...

Just remember trust goes both ways. You don't support them now when it matters, don't expect them to care what you say in the future. Only reason you got anything at all so far is because they were listening. Some of us don't feel the need to slap the hand away when it reaches out. It's a shame that you do.
 

Pupi18

Well-Known Member
DrDogg I know the guide isnt finished yet but could you give an estimate on how many pages the guide will be? I already know is more than Amazon but hearing an estimate number from you would be nice. XD

I haven' been excited ever for a guide but this game has me very pumped to actually be excited for the guide too.
 

DR2K

Well-Known Member
I'm not feigning anything. I'm going to rent it through gamefly first. If it turns out good I'll keep it, simple as that. Remember kids, DoA4 was looking solid as well until the game came out. I don't trust TN enough to listen to the correct people. Nothing is set in stone till the game officially goes on sale. Then enjoy it for as long as you can till they patch it.

Of course DOA4 looked solid, then it was butchered to death by Itagaki in the last month of balancing. (which delayed the game a month from its release)
 

Omegan Eckhart

Well-Known Member
I can't say much about the last batch of video (the Bayman series) because I wasn't watching them play for the most part. But in all previous videos, I can assure you that punishment was happening very often.

You have to remember that the people playing are good players. They won't just toss out random unsafe attacks and hope that the opponent won't punish. If they do use an unsafe attack, it has a follow-up, which prevents the opponent from punishing.

Not trying to be offensive, but I've played the game A LOT more than you have. You should probably have a little more faith in what I say about these matches.

Don't worry I'm not offended, you know more about the game currently than I do I get that. I just watched matches of Ayane having all sorts of strings blocked and not getting punished at all, even moves like 6P2K.

I watched the stream recently and my suspicions were confirmed though as I saw people I know are good at the game, namely Vanessa fighting an Ayane and she punishing the crap outta her. The game looks much better when it's being played right ;)
 

Matt Ponton

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So what exactly does CB depend on? Hit number, stun thershold?

There are three levels to the stun threshold. We don't really have a name for them yet but I guess you could say "Low, Medium, High" as the levels correspond to the height the opponent is launched, but have to be careful about confusion with hit levels as that's different. You get minimum launch height at Low Threshold, medium launch height at Medium Threshold, and maximum launch height at High Threshold. At High Threshold you can CB! to perform the CB! Stun. The exact range values aren't known yet, but I have a good estimate on it:

I forget the numbers, but Shimbori posted the changes in the system. There are three different max threshold values: 28/35/42. These three values are how far the extension of the critical threshold is displayed on the life bar. The 35 is 125% the value of 28, and 42 is 150% the value of 28. So you can see, the maximum limit depends on what the Counter Hit level (Normal, Counter-hit, Hi-counter hit) of the attack that initiated critical state is.

Each move has a critical stun value to attribute towards the Critical State Stun Threshold. I do not know if it's a % of the damage level or not, since it has to do with the lifebars I'd honestly expect so, but I haven't been able to prove it yet. Like the max threshold levels, each attack's critical damage is 1.00x, 1.25x, and 1.50x depending on the threshold severity that the opponent is in when hit. The attack that puts the opponent into critical state is not added to the threshold.

So if you have an attack like 9P that does 12 critical damage on NH and initiates the critical state, then the threshold is sitting at 0/28. The next successful attack in the state that extends the critical state will increase the threshold value. Let's say you extend it with P which on average is 9 critical damage. Then the threshold is sitting at 9/28. If your 9P was a HCB then you'd be sitting at 13/42 instead.

So, with that in mind, the Critical Burst (CB!) threshold levels required are 17/21/25 critical damage for each severity of threshold. This would be the point where it switches to "High Threshold". Here, you'll see "Critical Stun" on the HUD start flashing red. From these points on to the end of the threshold limit, a CB! will put an opponent into CB stun if connecting.

Holding out of the Critical State does not effect the Critical Threshold values in any way unless you are able to recover without being hit.

Where does this get interesting? It seems that danger zones such as the ceiling fall, wall break, or lanterns/tables will put you in such a critical state. So let's say you're Hayabusa and you do Hi-counter Izuna into ceiling, the opponent falls into an unholdable state that can even guarantee a Power Blow. For some reason, these danger zones are not affected by the Throw or Hit Severity of the attack that put them into the danger zone, but any attacks that occur while the opponent is hit is.

So, for example, Busa throws the opponent into the ceiling with a HCT Izuna. The opponent is susceptible of being hit while they recover on the ground in the ceiling fall critical state. Busa does a move that on normal critical stun value would do at least 12 critical damage. However, on hit, the opponent is rewarded with a 18 critical damage value (HCB) BUT the threshold maximum is still set to Normal due to the normal damage from danger zones (10 typically), so the user now has 18/25 threshold, which means they can now CB! or launch for the maximum launch height.

Fun, eh?
 

DrDogg

Well-Known Member
So what exactly does CB depend on? Hit number, stun thershold?

The in-game term is referred to as "critical damage". The first hit that causes the stun does not inflict any critical damage. Every hit after that inflicts a specific amount of CD. The harder the hit, the more CD it inflicts (for the most part).

A heavy hit generally caps out at 12 CD, but there are exceptions. Jabs and other light attacks can be as low as 2 CD. The numbers Shimbori mentioned on Twitter awhile back refer to the CD value that represents the stun threshold on NH, CH and HCH. Attacks inflict more CD on CH and HCH compared to NH, but the stun threshold value is also higher, so it levels out.

DrDogg I know the guide isnt finished yet but could you give an estimate on how many pages the guide will be? I already know is more than Amazon but hearing an estimate number from you would be nice. XD

I haven' been excited ever for a guide but this game has me very pumped to actually be excited for the guide too.

I don't have a final page count for you yet, but it's looking like each character section will be at least 10 pages (including frame data). Some characters may get up to 12-15 pages.

Don't worry I'm not offended, you know more about the game currently than I do I get that. I just watched matches of Ayane having all sorts of strings blocked and not getting punished at all, even moves like 6P2K.

I watched the stream recently and my suspicions were confirmed though as I saw people I know are good at the game, namely Vanessa fighting an Ayane and she punishing the crap outta her. The game looks much better when it's being played right ;)

Not every attack was punished in the August videos, but a vast majority of them were. Keep in mind, the Ayane Vanessa played wasn't as good as the Ayane in the August videos (no offense to that player), so he was tossing out a lot more unsafe attacks.
 

Matt Ponton

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Let me just channel Raansu right here:

For anyone who is curious...


Baymans 3k no longer gives a sitdown on a regular CH. Instead it only gives a sitdown if the person is in a crouch/tech crouch state. It can still be used to extend other sitdown stuns.

While this means he no longer has a straight path to a CB, he gained some other stuff at the same time since E3 that I found.

- 236k now gives +9 instead of +6 on block.

- 1pp is now a natural combo on counter-hit. As it results in a wall launch, that will create some scary pressure any time his opponent is stunned in the vicinity of a wall or breakable object.

- 2kk is now a natural combo on counter-hit. This can help Bayman reach CB with fewer guesses.

- A new offensive hold when Bayman is backturned gives him +18 and leaves his opponent BT. This sets him up for a guaranteed combo with a minimum of 100+ damage.

- BT 4k now grants sitdown stun on CH.

- H+K gives limbo stun and a guaranteed followup combo if Bayman is in the correct stance when it hits.

- 6H+P near a wall now results in damage, as well as +14. This gives him a couple of free hits afterwards and allows him to keep up the pressure.


So all-in-all, he is a pretty scary bastard still but he isn't as straight forward as he was at E3. He has all the necessary tools to win but you will have to be paying close attention to your opponents stance and the environment if you want to utilize all of them.

Raansu said:
What the fuck!? Team NINJA fucking nerfs 3K!? Fuck this shit. *flips table* *breaks disc* *throws controller across room*. This is obviously DOA4 all over again!

*Ignores rest of Rikuto's post*

*rolls eyes*
 

Omegan Eckhart

Well-Known Member
Not every attack was punished in the August videos, but a vast majority of them were. Keep in mind, the Ayane Vanessa played wasn't as good as the Ayane in the August videos (no offense to that player), so he was tossing out a lot more unsafe attacks.

True, I can't deny that. Oh I forgot Mr. Dogg, is there any chance we will see Helena gameplay before launch or is this all the characters we will see?
 

DrDogg

Well-Known Member
Where does this get interesting? It seems that danger zones such as the ceiling fall, wall break, or lanterns/tables will put you in such a critical state. So let's say you're Hayabusa and you do Hi-counter Izuna into ceiling, the opponent falls into an unholdable state that can even guarantee a Power Blow. For some reason, these danger zones are not affected by the Throw or Hit Severity of the attack that put them into the danger zone, but any attacks that occur while the opponent is hit is.

So, for example, Busa throws the opponent into the ceiling with a HCT Izuna. The opponent is susceptible of being hit while they recover on the ground in the ceiling fall critical state. Busa does a move that on normal critical stun value would do at least 12 critical damage. However, on hit, the opponent is rewarded with a 18 critical damage value (HCB) BUT the threshold maximum is still set to Normal due to the normal damage from danger zones (10 typically), so the user now has 18/25 threshold, which means they can now CB! or launch for the maximum launch height.

Fun, eh?

I'm not really a fan of this or the slippery surfaces, but that's just my personal preference. I think it changes the game too much when you get a specific level. It's much more significant than a smaller stage in SC5 or a ring-out level in VF.

True, I can't deny that. Oh I forgot Mr. Dogg, is there any chance we will see Helena gameplay before launch or is this all the characters we will see?

I'm sorry, who is this character you're referring to? I was unaware that a character by that name had been officially announced for DOA5.
 

Matt Ponton

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I'm not really a fan of this or the slippery surfaces, but that's just my personal preference. I think it changes the game too much when you get a specific level. It's much more significant than a smaller stage in SC5 or a ring-out level in VF.

Although I can agree to an extent, I've always felt that it's part of DOA's charm in utilizing the environment to its fullest.
 

Forlorn Penguin

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I don't have a final page count for you yet, but it's looking like each character section will be at least 10 pages (including frame data). Some characters may get up to 12-15 pages.

Wow. That's awesome. I definitely need to get this guide.
 
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