What would you change about DOA?

Mavis

Well-Known Member
I'd add custom music for the PS3 version, some more costumes for the characters and maybe some extra modes to play.

I can't really speak for all the technical terminology like the rest of you guys as I have no clue what any of it means.

Buffs,crushes, nerfed, top tier??? You lost me at buffs lol. :rolleyes:

It was funny, last night when i joined a lobby i was losing to A+ ranks, i asked one of them what their technique was and he replied "Just use crushes and wall stuns"

Umm.....right! Gotcha, trying that now......will get back to you lol.
 

Brute

Well-Known Member
Standard Donor
Buffs,crushes, nerfed, top tier??? You lost me at buffs lol. :rolleyes:
Buff=get stronger. Like being buff.
Crush=Go under/over an attack. Like you're crushing your mass distribution.
Nerf=get weaker. like a nerf gun.
Top Tier=Less effort put in to win. Like Jan Lee. xD

BTW, have I played with you on PSN before? I think I recognize your PSN ID
 

Mavis

Well-Known Member
Buff=get stronger. Like being buff.
Crush=Go under/over an attack. Like you're crushing your mass distribution.
Nerf=get weaker. like a nerf gun.
Top Tier=Less effort put in to win. Like Jan Lee. xD
Thanks for the definitions :)


BTW, have I played with you on PSN before? I think I recognize your PSN ID
Yeah we played a few days back, i added you not long ago. We only had a handful of matches though. Pretty sure you destroyed me :rolleyes:

It's hard playing alot of you guys because of the time differences so i tend to be online when most of you are offline.
 

TakedaZX

Well-Known Member
About DOA? Hmm... Honestly the game is solid as it is. I liked 4 but apparently no one else did except for the scrubs? I guess that means I'm a scrub :c The main thing I'd change is my character and as soon as I learn all the others buff them accordingly as they need it. Hayate needs some of his old tools back. They took steps backwards with him, not forwards.

inb4 he has the wind dash. It's gimmicks. Useless. Only 2 parts of it are viable and they're both high, the launchers aren't they great either, they just launch on NH and P+K knocks them too far away, forcing you to 8p or h3PP right after.

Custom music, a over world avatar lobby system like in doa4, and online tag match with a second controller or friend from online.
 

Brute

Well-Known Member
Standard Donor
Thanks for the definitions :)
Yeah we played a few days back, i added you not long ago. We only had a handful of matches though. Pretty sure you destroyed me :rolleyes:
It's hard playing alot of you guys because of the time differences so i tend to be online when most of you are offline.

Ah, I'm sorry for forgetting. I have an awful memory with these things. xD
 

Brute

Well-Known Member
Standard Donor
No worries. When you want to fight again just let me know, I'd be happy to play some more matches with you.
Yeah, that sounds good!
I'm pretty caught-up for the next few days, but I'll let you know when I free up.
 
I'd say, reduce the amount of stun caused by jabs. 24 frames for an attack that executes in 9 to 12 frames, and only does 10 to 12 points of damage is obscene. Also, more special properties added to existing moves when landed under certain circumstances. As an example, a knee to a standing opponent would be -8 on hit as a neutral strike, but +2 on counter-hit. That same knee, on any forward facing crouching opponent would cause a sit-down stun.
 

MLP715

New Member
I agree that fighters should be accessible, but they shouldn't be so accessible to the point where someone who spends hrs in training mode lose to random buttonmashers even though the player that lost is a better player. That's what DOA5 does. It allows mashers to beat better players by simply being random. How can you beat someone that doesn't even know what they're gonna do next? They have no pattern, no strategy, no nothing. Just press all the directions coupled with punches and kicks and win. I know several other decent players who deal with this as well. Fighting skilled players in this game is easier than fighting mashers. I don't mind losing in tekken because the players are better than me, I deserve to lose. In DOA I don't like when I beat an A ranked player in a match and then right afterwards lose to an F ranked masher, it doesn't make sense. The game needs to be less masher friendly, period. I'm typing this on my phone so forgive any typos.,

i agree with this to a point ,if your a high level player you should be able to adapt not to mention be familiar with just about every option any given character has. now keep in mind some players just have better fighting game knowledge than others im not a high level DOA player (i am however a tournament level VF player and i do fairly well) but ive beaten S+ ranked players and lose to E- players keep in mind im ranked F+! as for mashers just use your character knowledge and use the best tools to wiff punish then win and move on if player X mashes and you lose its not their fault its your fault for not adapting to nonsense

(keep in mind this is not an attack on you i just quoted you for context)
 

Batcommander

Well-Known Member
I do too. As a Lisa player, it's annoying to have someone like Christie or Kasumi get onto my ass before the round starts. They can start pressure before the match starts, that's lame.

I would like them to add more natural combos into this game. Doesn't even have to be big stuff, just little things like Eliot's 9KK, Lisa's PP, etc.
 

HiguraShiki

Active Member
I would nerf low holds. It's pretty stupid how you can just low hold out of high attacks and grabs. Maybe giving low holds a much greater recovery or allowing you to standing throw people who hold low.
 

Brute

Well-Known Member
Standard Donor
I would nerf low holds. It's pretty stupid how you can just low hold out of high attacks and grabs. Maybe giving low holds a much greater recovery or allowing you to standing throw people who hold low.
Former maybe. Latter is a terrible idea, imo.
Honestly, I think both the active time and recovery time should be increased on holds. I know the hardcore people will get their panties in a bunch because "Oh, we're too hardcore for online" but tough shit I'm gonna say it anyway for those of us who play online a lot. Lag often fuck holds up. For example, every noob Hayate player spams 3H+K,K. This isn't normally a problem, as we can counter the low kick. However, since the active window is much shorter now, we have to input the hold right when the attack hits, rather than before (even if the following attack is insanely predictable). Normally, this is okay. But with lag, it's considerably more difficult. This sways matches in favor of spammers who throw out repetitive, predictable, unsafe combo spams, even when you know how to reverse it (the game just won't allow it). And that's some bullshit. But, to avoid the DOA4 pitfall, I think recovery frames on holds should also be higher, to allow proper punishment for failed holds.

Anyway, that's my take.
 

CrimsonCJ

Active Member
Former maybe. Latter is a terrible idea, imo.
Honestly, I think both the active time and recovery time should be increased on holds. I know the hardcore people will get their panties in a bunch because "Oh, we're too hardcore for online" but tough shit I'm gonna say it anyway for those of us who play online a lot. Lag often fuck holds up. For example, every noob Hayate player spams 3H+K,K. This isn't normally a problem, as we can counter the low kick. However, since the active window is much shorter now, we have to input the hold right when the attack hits, rather than before (even if the following attack is insanely predictable). Normally, this is okay. But with lag, it's considerably more difficult. This sways matches in favor of spammers who throw out repetitive, predictable, unsafe combo spams, even when you know how to reverse it (the game just won't allow it). And that's some bullshit. But, to avoid the DOA4 pitfall, I think recovery frames on holds should also be higher, to allow proper punishment for failed holds.

Anyway, that's my take.
Not a great fix for the problem, though. If it was just the kick, the punishment would be merely annoying. But they switch it up with a low throw, and you have to guess ahead of time which one. (Truly guessing in lag, not the "guessing" presumed by many to be the base of the game engine) A large recovery window would make 3H+K unstoppable.

I actually think getting rid of the low hold animation makes sense. Holds being essentially evasive tools was never a good idea. It's not some game breaking thing or anyway, but it is one of the stupider properties of the game and does weird looking stuff to the high/mid/low defensive game.
 

Brute

Well-Known Member
Standard Donor
I actually think getting rid of the low hold animation makes sense. Holds being essentially evasive tools was never a good idea. It's not some game breaking thing or anyway, but it is one of the stupider properties of the game and does weird looking stuff to the high/mid/low defensive game.
But then not only is the K after 2H+K guaranteed if 2H+K connects, but then the only option you have is the block mid, block low, block mid. This leaves you guessing even more, as it still forces you to go low to block the second K (just won't get Hi-Counter dmg if canceled and low thrown). All it does it removes some of your options to give predictable attacks like that even more advantage than the already have.
 

DR2K

Well-Known Member
-Add in more unholdable stuns, make all unholdable stuns truly unholdable.

-More natural combos.

-Remove all health options that are not normal, slightly lower normal health.

-nerf delayed strings

-more frame advantage on block

-low holds added recovery frames
 

CrimsonCJ

Active Member
But then not only is the K after 2H+K guaranteed if 2H+K connects, but then the only option you have is the block mid, block low, block mid. This leaves you guessing even more, as it still forces you to go low to block the second K (just won't get Hi-Counter dmg if canceled and low thrown). All it does it removes some of your options to give predictable attacks like that even more advantage than the already have.

You would still theoretically be able to hold the mid and the low. But that's not about 3H+K at all, nor does it actually change that issue at all. (Which is just gonna happen in heavy lag)
 

Brute

Well-Known Member
Standard Donor
You would still theoretically be able to hold the mid and the low.
Sorry if I read you wrong. I haven't slept in a good while.
But didn't you just say "remove the low hold animation"? Unless you get to throw out low holds with no animation, wouldn't that prevent you from holding the low?
 

CrimsonCJ

Active Member
Sorry if I read you wrong. I haven't slept in a good while.
But didn't you just say "remove the low hold animation"? Unless you get to throw out low holds with no animation, wouldn't that prevent you from holding the low?
Holds would all be a standing animation. Ideally, you'd have something that would show it to be a low hold without actually crouching, but either way.
 
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