My DOA5 rollercoaster and apprehensions about DOA5

MeanMrMustard

Active Member
When DOA5 was first announced, I have to admit, I was hardly excited. I wrote it off as an iteration on DOA4 where nothing was guaranteed and fear of the hold would permeate the entire game. As time went on, however, I started seeing more footage of things that caught my eye. After seeing wall hits that guaranteed follow up attacks, my interest was piqued. Maybe the developers, sans Itagaki, have figured something out. Maybe they saw the value in having guaranteed damage, situations where the hold was not available, and strong (I'll get into what I mean by “strong” later), unique characters that were fun to use.

My excitement was building, and pretty soon the DOA alpha demo was released. Unfortunately, my interest again started to wane. The 3 point hold, cliffhangers, limited guaranteed situations in stun, and the lack of frame advantage on block and the plethora of unsafe attacks once again reinforced my original point of view that DOA5 would just be a prettier DOA4 with the same old shortcomings.

This lasted until E3. After tuning into the stream and listening to the joy in Rikuto's voice about the game once again grabbed my interest, even before seeing a second of gameplay. As players, Rikuto and I share similar mindsets, so I didn't need much evidence that the game was shaping up to be good if he said it was. However, minutes later, I got my proof. The introduction of the critical burst, not being able to hold out of sit down, lift, and limbo stuns, and a real side step system made my eyes wider than a kid on Christmas morning staring at his brand new Red Ryder BB gun sitting under the tree. I just couldn't wait to tear it open and play for three days straight. Bayman looked very strong and fun to use, Kasumi looked like she could finally be played in a solid way, and many other characters looked relatively safe with strong, unique tools of their own. My feelings for the new game had never been better, and I was ready to plop down my $60 for the game right there. The game was a true advancement of DOA2 and 3, with a bit of 4 sprinkled in for a mixture that made it the best DOA game to date, and the DOA game that I and many others have been waiting for.

My next encounter with the game was at an IPL event in San Mateo, California. This time though, I actually got to play the game. At this point, a few things had changed since E3, and unfortunately they weren't for the better. Specifically, sit down stuns were much harder to come by, critical bursts took 1-2 more hits in stun to activate (which to me made them all but worthless), and some characters seemed quite unsafe. This was ok though since the step system was in tact, there were still stuns that did not allow one to hold, and there were plenty of guaranteed situations.

One situation in particular was Bass getting a free 2f+p (pick up) after his 6kp juggle ender. This is something we haven't seen since DOA3, and was a fantastic addition to Bass' gameplay. It made him actually seem dangerous, and gave him some viability that he was sorely lacking in DOA4. This tool was not overpowered by any means, as it was difficult for bass to get into this situation due to his slower speed compared to the rest of the cast. In other words, this tool is something Bass needed to actually be a threat and it made him very fun to use. These situations were not given to Bass, instead they were earned, and when you earned one of these situations it was very satisfying and gave you a chance to win. This is what I mean by a “strong” character, and my dream is for a DOA to be full of “strong” characters with unique tools of their own to help them win matches. Now this is only one example from a character than I had extensive time with at the IPL event. There were other characters with similar tools, and the game felt balanced in a sense that every character could put you in a scenario that you didn't want to be in, but if you played smart you could turn around and put your opponent in a similar position. It was quite a refreshing turnaround from the stale, copy/paste gameplay of DOA4 where characters could only play one style because of the universality and hold friendly nature of the system.

Having left the event with high hopes of the game to come, I was looking forward to watching the next week's Summer Jam tournament which had the same build of the game for the east coast players to try out. From what I could tell, all of the feedback was positive, and the tournament even had over 128 players (which is the most for any DOA ever). However, the build they were playing was at least a month old, and Dr. Dogg, the author of the game's strategy guide, had already been playing an updated build of the game, and during his commentary he had pointed out some changes that were already made. One of these changes (ie nerfs) was that Bass' 6kp juggle ender no longer guaranteed a 2f+p pick up. This one little change makes Bass dramatically weaker, and puts him back in his DOA4 class of hardly being able to compete. In my opinion, nerfs like these should not be made until after the game is played for several months, if not a whole year. One month of closed testing is not nearly enough to decide if a tool like this should be taken out. It makes even less sense that this has been taken from Bass, when Jann Lee keeps his massive advantage after a dragon gunner (with guaranteed 66k, dash up p6p, dash up 6f+k, and possibly more). I'm not implying that I want Jann to lose his dragon gunner, because that is not the case at all. My only wish is that characters keep their strengths that make them unique, and the more strong characters with great tools like pick up, dragon gunner, Ayane's 3f+k, and Eliot's parry, the better, more fun, and competitively viable the game is.

Right now I am seeing a trend in DOA5's development that is all too familiar to long time DOA fans. One month before DOA4 was released, the game was looking fantastic. Reports from early hands on time were all positive. Stepping was in the game, frame advantage on block was in, many guaranteed situations were there. However, when the game was released one month later, all that had changed. Gone were instances of frame advantage, gone was any guaranteed damage, replaced by players being able to hold whenever they wanted, and gone was the “3D” aspect of my favorite 3D fighter, with stepping being all but useless. I really hope this does not happen to DOA5, but unfortunately from my outside perspective, it just might be. Characters are getting nerfs where they should be getting buffs, and as many players know, nerfing results more in watering down than anything else. It is my hope that Team Ninja sees that strong tools and characters add variety, fun, and challenge to a game. Rather than take the “this is too strong, let's nerf it” approach, I'd love to see a “where can we improve other characters to make them this strong in their own way” approach that would make Dead or Alive 5 one of the best fighting games ever.

About me for those who don't know: Former CGS DOA4 pro and long time DOA fan.
 

RoboJoe

Well-Known Member
I thought the reason for the sudden change in doa4's direction in the last month was that Itagaki was butthurt that his precious ninjas were on equal footing with the grapplers. He's gone now, thankfully, so I don't see why this would happen again.
 

DrDogg

Well-Known Member
While the 6KP nerf hurts, he still has ways to slam you to the ground for a guaranteed pick-up. You just can't get it as often as you could with 6KP. Also, 6KP still guarantees a pick-up on an opponent that isn't in the air. I'd rather not see nerfs, but I don't think this one is all that bad.
 

MeanMrMustard

Active Member
It's not this particular nerf that I'm upset about, it's the fact that they are being made in spite of all of the positive feedback they've been getting. This is just an example of the kind of nerfs they are making since it is the only one I know about for sure. I know there are other nerfs that have been made to other characters but I don't know what they are exactly. I'd rather see these characters keep their strong tools and other characters get buffs to help them keep up.
 
Sorry for using your thread but i didn't want to create a whole new topic on it:

How does attacking against side step work? In VF it has the half circular and full circular moves and certain tracking moves to work against side stepping, but im curious to know how viable side stepping in DOA5 is used against attacks and how you fight against someone using side steps.
 

MeanMrMustard

Active Member
It isn't the same half circular or full circular. Moves are separated into tracking and not tracking. So if a move tracks it will hit someone who is stepping, which will result in a counter hit.
 

Prince Adon

Best in the World!!!
Premium Donor
I didn't give a crap about DOA5 when it was first announced. Honestly my love for VF characters it what made me give it a look when I found out there would be some characters in the game. After that and the good feedback I've been hearing about so I'm hoping it don't end up being a disappointment in the end.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
It isn't the same half circular or full circular. Moves are separated into tracking and not tracking. So if a move tracks it will hit someone who is stepping, which will result in a counter hit.
-Actually, It is based on Circular, half circular and linear.
 

Berzerk!

Well-Known Member
Team Ninja needs to pay attention to this thread, its exactly what all of the competitive players have been saying.

So long as the game is solid and not pared back too much from the E3 build's standard this will be a great game. Its important to listen to high level players and I absolutely support everything Jared has said, from another longtime DOA fan and former WCG/CGS competitor, if it matters - all of us at tournament level are absolutely aligned on this stuff.

Guaranteed damage, unshakeable unholdable stuns, short windows to CB, more safe moves especially stance transitions and longer recovery on holds.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
Are you sure? I guess the info I got was wrong.
-The Alpha build was like as you stated. Moves that either tracked or didnt track. From what I played at GVN, circular moves was unavoidable, Half circular was left/right side dependant and linear attacks were all evadable. Throws also tracked except for those that Jumped.
 
-The Alpha build was like as you stated. Moves that either tracked or didnt track. From what I played at GVN, circular moves was unavoidable, Half circular was left/right side dependant and linear attacks were all evadable. Throws also tracked except for those that Jumped.
Are the sidesteps like VF then? Where if it actually sidesteps a move it goes into a new sort of animation (rather than just side stepping normally)
 

DrDogg

Well-Known Member
Are the sidesteps like VF then? Where if it actually sidesteps a move it goes into a new sort of animation (rather than just side stepping normally)

There's a different animation for a side step and a normal side walk. Doing a side walk (just holding up or down) isn't very evasive. Doing a side step always gives you the special side step animation.
 
Nah what i mean is in VF, when you actually side step an attack and just side stepping normally are 2 different types of side steps.
 

Chaos

Well-Known Member
I will try my best to lower my hypeness because all these nerfs is scaring the shit out of me. o_O I don't want DOA5 to fall in a dark evil place where DOA4 fell threw. Please TN, don't let us down! o_O
 

EMPEROR_COW

Well-Known Member
Premium Donor
Well ..
I've been rinsing the game lately...
in the gamescom build (same august build) there were alot of changes.. some good .. and some just shitty and unjustified..

One of the most notable buffs was with moves that did multi hits .. such as Christie's muti hit punch from 3PPP or PP4PPP. On block, hit or critical stun, the last part of the punches are no longer holdable if the first part of the move connected (it basicly becomes guaranteed). this was a great buff particularly for christie over the E3 build since that move made her too vulnerable to a hold when the opponent is still standing even if she put it in her block string or actually hit with it.

Another buff would be the improvement of the sidestep system. right now it is perfect and a very solid mechanic and feels right at home with the system.

In addition to this, the new 3 height launch system being implemented really gave an offensive buff to everyone ( NH launch < counter hit launch < and threshold launch)

However there were some pretty stupid nerfs which are just unjustified...
Ayane's inability to forcetech using 4K (I just dont get why on earth they would take that away).
Removing Lei Fang's 3KP (previously 3K4P). completely unjustified. now not only does her 3K not cause sitdown, the followup 3KP+K has become so predictable with no mixup option without a free cancel... I think thats stupid and unjustified.

But, all this is ok when you consider the worst possible tweak they could think of, which is returning the total frames to holds back to fucking 30 frames... The problem with this is that the situation is getting reset far too quickly from critical stun. Holds are back to their mashable state where your "in stun" hold recovers you before the original stun frames finish end and then you STILL have time to do a full damage "OUT OF STUN" hold. whereas in the E3 and Alpha builds you would never see this happen. and the hold felt just right, catering for PROPER OFFENSE and NOT SPAMMABLE DEFENSE.

And I swear it feels like low holds are faster as well... DrDogg, if you're reading this can you confirm it please?

Now I have to admit, the frustration isnt as bad now because of the multiple ways to guarantee damage now.. but it would be 100 times better if they just give us the 5 frames back ... that way we wouldn't have to worry about stupid resets and the attacker can have a much more solid offense.

as far as Critical Burst goes. Honestly, I think the way it is now is solid and good enough. and chances for it DO come quite frequently... I would hate for it to pop up even more.. this is just my personal preference because it avoids being too repetitive when it doesnt come too often. plus when you earn it it has a huge impact on the match (particularly if you have a powerblow) so I think CB (and Powerblows for that matter) are in their rightful place. ofcourse this is just my own opinion and I know alot of you disagree.

I am a little concerned about the final core changes they would make to the system ..
but if the team has half a fucking mind.. they would give us the 5 frames back to holds ..
and Un-nerf the stupid pointless unjustified nerfs ...
But the games gone gold already so all we can do now is .. hope..
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
I am a fan of strong defence/offence should win the game. A player on the defence should not be given multiple times to be successful. It is very lopsided. 4-5 hits to get critical bursts is 4-5x a defensive player can be successful(while only needing one time in the process), while it is a mandatory 4-5x the offensive player can fail to reach a CB. Lowering it down to 2-3 is still not balanced, but it gives the offensive player the incentive to play the stun game.
 
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