What are the moves and grabs that need to be ''Nerfed''?

IcyProduct

New Member
I don't see why you'd want to make moves/grabs worse by 'nerfing' them. Would it not be better instead to make other moves better? What do you think needs to be nerfed?
 

Hurricane Rev

Active Member
(Rename This Thread Buffs & Nerfs)

Some moves and grabs does to much damage (especially when someone tries to counter someone moves). I don't think any moves needs to get better IMO. Alright maybe just few moves but not all. The things that needs to get nerfed are the following:

Counters - It does too much damage IMO

Haybusa's High Drop (Forgot the name lol) - It does too much damage IMO. It takes almost Half Life I think (If I'm wrong just tell me)

Grabs - Not all but some grabs does a ridiculous amount of damage. It just needs to turn down a little IMO.
 

IcyProduct

New Member
Well, I do believe that Ryu doesn't need such a powerful unbreakable chain throw. Give it to Tina maybe, she could use it. But it's his his signature move, so w/e. Grabs are more damaging on hi-counter to prevent people from counter spamming I guess. I like this.

I think they're plent of moves that need to get made better, or gotten rid of imo, these moves include Brad Wong, things like Tina's 7PPP/7PPF+P. I mean, the first move is 29 frames! And they're all high as well, haha. Useless things. Like..why have useless moves? Also her 66P+K(ass attack) is pretty bad.

I'm not really for the idea of making certain moves worse. You could 'nerf' Ryu's 2F+K I suppose since it crushes everything. But I prefer to just learn how to fight it.
 

Game Over

Well-Known Member
Personally, I'd like to see

frame advantage on hit for jabs and quick mids/lows,
frame advantage on block for stun attacks,
frame disadvantage on block for launch and knockdown attacks,
reduced active frames and increased recovery frames for defensive holds,
the ability to sidestep linear attacks,
an expanded throw-break system (EX: Virtua Fighter)

and perhaps

a certain stun that can not be DHed out of (EX: crumple)
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
Doa4's gameplay is pretty much nerfed. Throws are too slow to properly punish opponents. 95% of attacks cause a critical (on normal, counter and high counter blow) which allow your opponent to hold, making High/low/mid:p&:K mixups the dominant strat. Moves that do give you frame advantage is nerfed due to the ability to hold out of them...ie Parry's, set up throws, guard breaks and wall crumple. The ground game is nerfed due to your opponent being able to force(while being at a disadvantage mind you) a high/mid/low mixup game with rising attacks. The wall game is nerfed due to your opponent being able to force(while being at a disadvantage mind you) a high/mid/low mixup game with wall rising attacks. No frame advantage means you are always on the defensive and cannot form any frame traps or setups based around it. No true combos means you always have to go for a juggle to get guaranteed damage, instead of using setups to do the same.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
That's not entirely true VP. There are true combos, even though most are minor by being :P:p or :P:6:p. I don't know the list though off the top of my head, but the minor ones are there.
 

Hurricane Rev

Active Member
Well, I do believe that Ryu doesn't need such a powerful unbreakable chain throw. Give it to Tina maybe, she could use it. But it's his his signature move, so w/e. Grabs are more damaging on hi-counter to prevent people from counter spamming I guess. I like this.

I think they're plent of moves that need to get made better, or gotten rid of imo, these moves include Brad Wong, things like Tina's 7PPP/7PPF+P. I mean, the first move is 29 frames! And they're all high as well, haha. Useless things. Like..why have useless moves? Also her 66P+K(ass attack) is pretty bad.

I'm not really for the idea of making certain moves worse. You could 'nerf' Ryu's 2F+K I suppose since it crushes everything. But I prefer to just learn how to fight it.

I don't want to make every move bad. Its just that some move in this game can do alot of damage (more than half life). The damage need to be turn down abit IMO
 

Perfect Legend

Active Member
Only way frame advantage should be implemented is if a Sidestep is implemented into the game because currently there would be no way of getting away from frame advantage.
 

Game Over

Well-Known Member
Only way frame advantage should be implemented is if a Sidestep is implemented into the game because currently there would be no way of getting away from frame advantage.

Crush moves, sabakis, and parries would be tools to respond to being at disadvantage, but yeah, sidestepping should also be added. No reason not to have sidestepping in a 3D fighter.
 

Perfect Legend

Active Member
Crush moves, sabakis, and parries would be tools to respond to being at disadvantage, but yeah, sidestepping should also be added. No reason not to have sidestepping in a 3D fighter.

Crush moves are just moves that crouch honestly I wouldn't say its a defensive tool. Sabaki's and Parries are the same as holds just accept you can hold the sabaki before it hits you. Parries are the same as hold but they cover two hit levels.
 

Game Over

Well-Known Member
They do provide different options for responding to the situation, though. Not like the sidestep would be the ONLY way to respond to being at disadvantage.
 

virtuaPAI

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Staff member
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I agree with Perfect legend. Frame advantage becomes overpowering when you do not have a SS system available. Crushes are good, but not all characters have mid crushes(where most frame advantage come from). Even those characters with Mid crushes(most) can only crush at small disadvantages.
 

Perfect Legend

Active Member
I agree with Perfect legend. Frame advantage becomes overpowering when you do not have a SS system available. Crushes are good, but not all characters have mid crushes(where most frame advantage come from). Even those characters with Mid crushes(most) can only crush at small disadvantages.

Crushes are too unsafe defense wise aswell. If you get baited you can eat some life. At least sidestep requires you to use attacks that track instead of being able to mixup people with attacks that aren't real mixups. So stuff like Gen Fu's 3k string won't be good anymore and etc.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
As we know, team ninja have been utilizing the triangle system for 14 years now. Giving all the characters SS attacks will be a slight change in the game, and will not break the system, however, will add more depth to the game play. The SS system can be innovative. The system can be so that you have to attack while SS, but, you can chose between a high, mid, or low attack. The high attack= Launch, Mid attack= Knock down/back, Low attack =Stagger.

The SS attack frame properties can be 11/3/20. The 11 can be evasive frames(actual frames of evasion), 3 hit frames, with 20 frame recovery. This is all theory, but I believe it will work in practice with some tweaking here and there.
 
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