CounterTerrorist
Member
Don't double-post
I know we're up in clouds still hype over the trailer, but we gotta bring it down to planet earth reality real quick.
Sidestep attacks need to go. Even without the weird buff they received in the new game, they fundamentally break the flow of DOA combat and reward low effort newbies too much. From the looks of the trailer, Helena seems to pull off her sidestep attack basically straight out of stun to easily and quickly dodge Kasumi and deliver a counter attack. I know some players of other fighting games complained about holding out of stuns in DOA4, but now imagine simply attacking out of stun. This doesn't make sense at all from a gameplay perspective. Even if there is just 1 neutral idle frame in there before activation, Helena lands this sidestep attack and then gets to capitalize off it with a huge combo, and the sidestep itself simply dodges any non-tracking or straight-forward attack so the defender doesn't even need to really understand their opponent's moveset that would otherwise be required to capitalize in a hold situation. IMHO this sidestep stuff was a turn-off for me in DOA5 and buffing it seems like the last thing they should have done before removing it completely for DOA6.
Another issue is with the gameplay from the interview with Shimbori. Zack performs a Super against Hayate at one point while Hayate is on the ground rising with a wake-up kick, and Hayate's kick goes clean through Zack as if he had invincibility frames while using the Super. What the heck is this? DOA game-feel is all about moves that hit cause they look like they should, and they even went as far as making low-holds in DOA5 a much more extreme crouch than they'd looked like previously. It begs how useful a Super Hold would be when the Super Attack can basically accomplish the same thing but with better results.
Am I the only one who really looked at the gameplay and tried to understand what was going on? What are your own thoughts on the gameplay shown so far?
Its just gonna fall in all the same pitfalls as doa5.
Sidestep attacks need to go. Even without the weird buff they received in the new game, they fundamentally break the flow of DOA combat and reward low effort newbies too much. From the looks of the trailer, Helena seems to pull off her sidestep attack basically straight out of stun to easily and quickly dodge Kasumi and deliver a counter attack. I know some players of other fighting games complained about holding out of stuns in DOA4, but now imagine simply attacking out of stun. This doesn't make sense at all from a gameplay perspective. Even if there is just 1 neutral idle frame in there before activation, Helena lands this sidestep attack and then gets to capitalize off it with a huge combo, and the sidestep itself simply dodges any non-tracking or straight-forward attack so the defender doesn't even need to really understand their opponent's moveset that would otherwise be required to capitalize in a hold situation. IMHO this sidestep stuff was a turn-off for me in DOA5 and buffing it seems like the last thing they should have done before removing it completely for DOA6.
Another issue is with the gameplay from the interview with Shimbori. Zack performs a Super against Hayate at one point while Hayate is on the ground rising with a wake-up kick, and Hayate's kick goes clean through Zack as if he had invincibility frames while using the Super. What the heck is this? DOA game-feel is all about moves that hit cause they look like they should, and they even went as far as making low-holds in DOA5 a much more extreme crouch than they'd looked like previously. It begs how useful a Super Hold would be when the Super Attack can basically accomplish the same thing but with better results.
Am I the only one who really looked at the gameplay and tried to understand what was going on? What are your own thoughts on the gameplay shown so far?
Its just gonna fall in all the same pitfalls as doa5.
Last edited by a moderator: