6++ Gameplay Overhaul

Sotherius

Well-Known Member
Here is an idea for Raijin, instead of rebalancing it from its damage in doa6 retail, if possible, fix the input and remove the neutral input requirement from it. It will become just an option when there is ground explosion damage.

I think doa6++ started in the wrong foot, I think the beta mod should consist of only system wide and mechanical changes, From that characters could be addressed what they have and what they lack once the system wide stuff is fine tuned.

I think this also would be better to work with, because I assume patching characters individually will be just more work and lead to an even more lopsided balance.

This is all shower thoughts based on principle and footage i've seen and the conversations, I am yet to find time to try the patch myself but i'm excited but also cautious.
 

Rev_an

Active Member
Here is an idea for Raijin, instead of rebalancing it from its damage in doa6 retail, if possible, fix the input and remove the neutral input requirement from it. It will become just an option when there is ground explosion damage.

I think doa6++ started in the wrong foot, I think the beta mod should consist of only system wide and mechanical changes, From that characters could be addressed what they have and what they lack once the system wide stuff is fine tuned.

I think this also would be better to work with, because I assume patching characters individually will be just more work and lead to an even more lopsided balance.

This is all shower thoughts based on principle and footage i've seen and the conversations, I am yet to find time to try the patch myself but i'm excited but also cautious.
decent idea, i'm not confident enough in our knowledge of the input checker code to do it. alex knows the system better than I do.

retail damage would warrant a buff even if the input was easier because the juggle is more damage too often.


my workflow kind informed my decision making on the other thing, I was able to do the character additions way before we had the tech for the colliders, i actually did those last and they were the main obstacle to the little bit of closed testing i did with 3-4 people who i have ironically not been accused of catering to even though they had the most input so far.

adding all the new moves makes things different in a visually obvious way, especially dokuja fujin. People were watching streams and not really realizing the meter was gone because sometimes we save meter too long in retail and those oldest prototype streams used "meter always full" instead of empty.

but you put christie in her stance or do 1kkpp with honoka or whatever and you can't miss that something isn't normal.

maybe that was too much, maybe i should've designed better workflow or sat on changes i had ready to go instead, but this thread is the only place i've gotten outright negativity. Some people are skeptical or not interested, i heard japan is confused, but it's been overwhelmingly positively received in the places i'm able to get feedback from.

soth hit me up when you try it, i remember our connection wasn't awful considering the distance.
 

deathofaninja

Well-Known Member
Premium Donor
News Team

I was surprised the official DOA account promoted my Insignia post for DOAU returning back to the original XBOX online. I truly doubt Team NINJA has a problem with this DOA6++ project as long as people are buying the base game, but I guess I can't say for sure. Maybe it's a sign that they care about fan made projects. Sega is similar to allowing such things to happen.
 

Rob

The Dragon Shrine Maiden
Premium Donor
I tried the raijin buff because nobody does it

This is the exact same balancing logic regarding Phase 4's 9PP+K:

GSw5SrB.png



You don't need a fucking beta to know how criminally stupid buffing Raijin does at 200 on normal, 301 on hi counter. I know a few DOA players who have exceptionally good execution who could nail that a few times during a match. Hell, I've recorded myself doing 5 of them in a row in training mode.

"Nobody does this move, I've never seen it used ever...so it's ok to keep in"

And this is exactly why I can't take you seriously.

This mod is such a meme its amazing lmao
 

deathofaninja

Well-Known Member
Premium Donor
News Team
This is the exact same balancing logic regarding Phase 4's 9PP+K:

GSw5SrB.png



You don't need a fucking beta to know how criminally stupid buffing Raijin does at 200 on normal, 301 on hi counter. I know a few DOA players who have exceptionally good execution who could nail that a few times during a match. Hell, I've recorded myself doing 5 of them in a row in training mode.

"Nobody does this move, I've never seen it used ever...so it's ok to keep in"

And this is exactly why I can't take you seriously.

This mod is such a meme its amazing lmao

I wanna see you do five in a row. Because you have a lot of he said she said comments. JFYI. Let's see the hype behind your gameplay and maybe I can get behind you.

Once again, this is a beta test, and if it helps you any why don't you contribute gameplay you would like to see so it can be considered? I am willing to bet the move will change, but this gives people an idea of how much freedom they actually have at their disposal.

You can call it meme play all you want, but I'm in favor of the instant kill Raijin and will probably be one of the only people. As far as I know I've seen every DOA5 and DOA6 tournament available (though I have missed a few Hoodless Weeklies). I'm pretty sure there are less than 6 times it has been done offline. The move isn't happening in competitive play and the reward should be worth it if it's landed.

Emery landed it on his first go with AI in neutral via ++ and then my boy started struuuugggling cause it's a very difficult move to perform.

As I've told Rev I also think that Zack Beam should be an instant one shot kill.
 
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Rob

The Dragon Shrine Maiden
Premium Donor
It's not even about being able to do 5 or 10 in a row.

The reason nobody does Raijins in the retail game is because of how worthless the damage output is. It's literally a meme.

Now that you can instakill someone on a HiC from that throw in the mod, everyone should be playing Hayate and only practice doing it. It'll be a race to who can land it first lmao. Fantastic new meta.
 

Rob

The Dragon Shrine Maiden
Premium Donor
i never said it was ok to keep in, dingus. There's a big difference between trying things out in a beta and abdicating responsibility when supporting a product that is for sale.

Perhaps you've heard of a binary search?

bro stop acting like shit is permanent. it's a beta.

You kept it in when you released the mod you fucking clown lmao.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
It's not even about being able to do 5 or 10 in a row.

The reason nobody does Raijins in the retail game is because of how worthless the damage output is. It's literally a meme.

Now that you can instakill someone on a HiC from that throw in the mod, everyone should be playing Hayate and only practice doing it. It'll be a race to who can land it first lmao. Fantastic new meta.

So, you believe that with great practice people could land HC Raijin so consistently that he would become the meta?

And come on guys, I don't mind swearing, but calling people names just shouldn't be part of the discussion as tempting as it is.
 

Rob

The Dragon Shrine Maiden
Premium Donor
So, you believe that with great practice people could land HC Raijin so consistently that he would become the meta?
Of course. It's really not this insanely difficult move. I don't know what controller you are using, but on stick it's not that difficult for me and I have old man reaction speeds. I definitely struggle doing it on a mushy PS4 dpad (what an awful peripheral for fighting games btw. I know DOA is low to no execution so it's serviceable, but its like why hurt yourself?)

Don't underestimate the kind of execution people can do. Like if you think doing a Raijin is crazy, I know of plenty of other video game stuff that would boggle your mind to what is humanly possible.
 

Awesmic

Well-Known Member
Standard Donor
Of course. It's really not this insanely difficult move. I don't know what controller you are using, but on stick it's not that difficult for me and I have old man reaction speeds. I definitely struggle doing it on a mushy PS4 dpad (what an awful peripheral for fighting games btw. I know DOA is low to no execution so it's serviceable, but its like why hurt yourself?)

Don't underestimate the kind of execution people can do. Like if you think doing a Raijin is crazy, I know of plenty of other video game stuff that would boggle your mind to what is humanly possible.
You mean, like Psychic Force 2012?
 

Rob

The Dragon Shrine Maiden
Premium Donor
You mean, like Psychic Force 2012?
Dude, I totally want to play that game and understand what the fuck is going on lol. I don't know if they fixed it, but it kept crashing on me on the character select screen. And nobody was in the FC2 room when I was trying to get it to work.
 

Awesmic

Well-Known Member
Standard Donor
Dude, I totally want to play that game and understand what the fuck is going on lol. I don't know if they fixed it, but it kept crashing on me on the character select screen. And nobody was in the FC2 room when I was trying to get it to work.
Wong is fun, and I'll leave it at that so we can get back on topic.

The insta-kill Raijin is overkill though. Instead of doing that, why not have his kick holds go into Raijin the way Hayabusa's punch holds go into Izuna for (way) less damage?
 
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deathofaninja

Well-Known Member
Premium Donor
News Team
Of course. It's really not this insanely difficult move. I don't know what controller you are using, but on stick it's not that difficult for me and I have old man reaction speeds. I definitely struggle doing it on a mushy PS4 dpad (what an awful peripheral for fighting games btw. I know DOA is low to no execution so it's serviceable, but its like why hurt yourself?)

Don't underestimate the kind of execution people can do. Like if you think doing a Raijin is crazy, I know of plenty of other video game stuff that would boggle your mind to what is humanly possible.

Well good for you! You must be 10x better than me because that move can eat shit, die and fall off a cliff as it stands. That being said I do not like playing Hayate at all. His move-set is not for me.
 

Rev_an

Active Member
Wong is fun, and I'll leave it at that so we can get back on topic.

The insta-kill Raijin is overkill though. Instead of doing that, why not have his kick holds go into Raijin the way Hayabusa's punch holds go into Izuna for (way) less damage?
of course it's overkill. its purpose is to be overkill (or prove us wrong that it's not overkill.... lol)

but now a combo hold is a great idea. kinda labor intensive but that sounds cool enough that i might do it in a year when everything is more stable.
 

Radiance

Well-Known Member
i've seen someone Teru Rock was facing online some weeks ago pulling off raijins consistently.

Raijin is one of the inputs that once you get the hang of it, you don't get it wrong anymore, people just don't do it all the time because Nakiryu is more worth it in most scenarios.

True, it's really not a difficult move; if you can do an izuna drop, you can do a raijin. Let's not pretend DoA has difficult inputs. I guess for the people bad at the game perhaps.
 

Rev_an

Active Member
True, it's really not a difficult move; if you can do an izuna drop, you can do a raijin. Let's not pretend DoA has difficult inputs. I guess for the people bad at the game perhaps.
you can mash circles and get an izuna, the raijin input requires you to be on neutral. It is factually incorrect to say they are the same difficulty. I don't play ryu, i can do 5 izunas in a row, how many raijins do you think i've ever done in a row?
 

Rob

The Dragon Shrine Maiden
Premium Donor
It's only difficult for the scrub cheatbox users since they can skip neutral input.

The Raijin is designed to be done using a joystick lever with a square gate. That's what makes hitting those diagonals easier for the 3rd part.
 
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