The lack-of-stagger-escape glitch poll

Do you think the glitch is good for the competitive game?

  • Yes

    Votes: 91 75.8%
  • No

    Votes: 29 24.2%

  • Total voters
    120

Forlorn Penguin

Well-Known Member
Premium Donor
Who are the wrong people?

MaxDrago, people with an obvious scrub mentality, and me when I'm calm, relaxed, and not paranoid.

Yeah, like some of the online players I fought in DOA4 who called me cheap for using a broken character. Seriously, if you thought Tengu was broken in DOA4, your opinions are invalid.

On a side note, I think I missed out on something. Who is MaxDrago? I've seen the name mentioned before, but I'm clueless.
 

lopedo

Well-Known Member
Added my support to "yes".


1: I was playing somebody today and we were discussing the glitch. And I quote his words "I like this better. When we can slow escape things, I just mash. I actually have to play carefully now." Do I even need more reasons? It makes two players think. The defending player is watching for the set up to the now inescapable set up. The player on offense is mixing said set up with moves. Not only does this encourage more moves to be used, but it allows characters with less mix up potential to be more viable.

2: More viable. Exactly what some DOA characters need, even after the patch that buffed everything. Bass does damage, has pick ups, kay, he's still slow. Instead of going in for a grab or a random launch, I can now set up for something very damaging. As linear as it may be, I can mix it up with something that makes sense out of stun. With es capable sit downs, characters like Bass are discouraged from high level play because of the random counter fest factor, that being that at any time, any move can come. With this "glitch" being in place, a lot of that is removed and the game is better for it.

3: DOA 2: Ultimate If DOA 2 came out instead of DOA 5 right now and we were the same age as we were back then, we'd love it. As time evolved and we played other fighters, we realize now that DOA 2 was laughable at best. It's still one of, if not the, most favorite games of all time on my list, but it was broken as shit. Ayane's back grab, Tengu's high kick, the bridge stage with the slope allowing me to practically over kill with certain characters. However, that game, along with 3 & 3.1, had something many of us loved- guarantees. So now we're all older, some wiser, some stuck in the past, some miles in the future. And now, we have DOA 5. We can remember the broken guarantees of DOA's yesterday and embrace the (mostly) logical ones we have now. This is only part of what DOA needs IMO, but it's a very important step, and I fully support leaving the game alone for the time being because of it.
 

NukNuks

Well-Known Member
We should all be tweeting Team NINJA's twitter that they shouldn't take this out.
I just went apeshit tweeting TN my thoughts about this 'glitch' and how the 360 users aren't able to test it out for themselves. I've only read a few posts in this thread about it and there is no doubt in my mind that this thread is worth the entire read. I'll be back with my point of view on this thang soon...
 

DR2K

Well-Known Member
I just went apeshit tweeting TN my thoughts about this 'glitch' and how the 360 users aren't able to test it out for themselves. I've only read a few posts in this thread about it and there is no doubt in my mind that this thread is worth the entire read. I'll be back with my point of view on this thang soon...

Everyone deserves to play the version TN promised.
 

ScattereDreams

Well-Known Member
Opinions about this glitch are definitely split. Casuals and veterans/competitive players are on both sides about the idea. Some are calling it broken, the idea of having near death combo's (someone was exaggerating) and it doesn't belong in DOA. Others are happy to see true guaranteed setup's again, and happy about the fact that every character can get some form of a guaranteed combo. I honestly don't know anymore and imo I think TN are the ones who're confused. Perhaps the glitch is a mistake, but I wonder sometimes does TN really have a vision about how they want their game to play?

The sole purpose of DOA5 was to bring the series back to life, and lessen the guessing/guaranteed setups. Prepatch, only a handful of characters could actually utilize unholdables and attain guaranteed setup's. 1.03 + stagger glitch every character now has that. I still think DOA's system should be built from ground up or atleast reverted back to 3.1 because no one seems to know what works best for the game =/
 

Ghosty-J

Well-Known Member
Opinions about this glitch are definitely split. Casuals and veterans/competitive players are on both sides about the idea. Some are calling it broken, the idea of having near death combo's (someone was exaggerating) and it doesn't belong in DOA. Others are happy to see true guaranteed setup's again, and happy about the fact that every character can get some form of a guaranteed combo. I honestly don't know anymore and imo I think TN are the ones who're confused. Perhaps the glitch is a mistake, but I wonder sometimes does TN really have a vision about how they want their game to play?

The sole purpose of DOA5 was to bring the series back to life, and lessen the guessing/guaranteed setups. Prepatch, only a handful of characters could actually utilize unholdables and attain guaranteed setup's. 1.03 + stagger glitch every character now has that. I still think DOA's system should be built from ground up or atleast reverted back to 3.1 because no one seems to know what works best for the game =/

True. After seeing everyone, most notably Skilletor and DrDogg, voicing their opinion on the patch, I'm beginning to think it might be a bit broken since the last thing I'd want DoA5 to turn into anything like the broken scrapheap known as MvC3. On one hand I'm not all that down for players being punished by an OHKO laid out by the higher tiers for the slightest mistake. On the other hand, everyone is much more viable when it comes to good offense. Everyone.

The latter is still what makes me believe that this glitch is a good thing regardless. Then again, I'm only a lowly piece of casual trash who's opinions never mean diddly squat. I'll just go with whatever TN thinks is best. Still crossing my fingers inescapable sitdowns stay in >.>
 

CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor
I'll just point out that the MvC series has always been insanely broken and UMvC3 is actually the most balanced of them...and they're all extremely popular. We could only hope to have that kind of following. You seem to allude to all that, but I'm a fan of being a bit more direct.
 
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Matt Ponton

Founder
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2: More viable. Exactly what some DOA characters need, even after the patch that buffed everything. Bass does damage, has pick ups, kay, he's still slow. Instead of going in for a grab or a random launch, I can now set up for something very damaging. As linear as it may be, I can mix it up with something that makes sense out of stun. With es capable sit downs, characters like Bass are discouraged from high level play because of the random counter fest factor, that being that at any time, any move can come. With this "glitch" being in place, a lot of that is removed and the game is better for it.

Just wanted to say that using Bass (or Bayman ) is a poor example. They are one of the few not affected by this glitch. Their inescapable combos would be guaranteed with or without it. The only thing different is allowing g for a CB on one of their stubs for the combo.
 

Dave

Well-Known Member
I'm sorry but I don't really understand what the issue is here? I've looked for examples online of this stagger escape but I found none. Can someone explain why / why not it's useful? Is it difficult to do?
 

CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor
I'm sorry but I don't really understand what the issue is here? I've looked for examples online of this stagger escape but I found none. Can someone explain why / why not it's useful? Is it difficult to do?
It's explained several times in this thread, actually. Short version: slow escape/stagger escape is significantly reduced in effectiveness with certain stuns. This is a good thing as it leads to guaranteed damage and less guessing as a viable defense.
 

ScattereDreams

Well-Known Member
I'll just point out that the MvC series has always been insanely broken and UMvC3 is actually the most balanced of them...and they're all extremely popular. We could only hope to have that kind of following. You seem to allude to all that, but I'm a fan of being a bit more direct.

Sorry for going off topic, but Is Marvel even a good example? Marvel has always been designed to be that way, I'm sure TN's focus for DOA5 before it released was to have guaranteed setup's, but it didn't turn out that way (atleast not for the entire cast...). For a large portion of the cast it was still just a bunch of 50/50's. I'd consider marvel to be a challenging experience compared to DOA; technical execution (for some characters), plenty of depth within the game to be explored (and still being explored. Not saying DOA doesn't have any), much steeper learning curve that separates beginners or even intermediate from pros, and a well designed system.
 

lopedo

Well-Known Member
Just wanted to say that using Bass (or Bayman ) is a poor example. They are one of the few not affected by this glitch. Their inescapable combos would be guaranteed with or without it. The only thing different is allowing g for a CB on one of their stubs for the combo.

Touche, but sort of plays into my point. That CB adds another level of depth to the mix up. Also, the things they get guaranteed, while slow, should not be exclusive to a few characters. Everybody (IMO) should have a tool that is important like that.

EDIT: My example about Bass and Bayman were incorrect. Keep reading as I discuss (and get corrected) by Sorwah. <3
 

CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor
Sorry for going off topic, but Is Marvel even a good example? Marvel has always been designed to be that way, I'm sure TN's focus for DOA5 before it released was to have guaranteed setup's, but it didn't turn out that way (atleast not for the entire cast...). For a large portion of the cast it was still just a bunch of 50/50's. I'd consider marvel to be a challenging experience compared to DOA; technical execution (for some characters), plenty of depth within the game to be explored (and still being explored. Not saying DOA doesn't have any), much steeper learning curve that separates beginners or even intermediate from pros, and a well designed system.
My post was a direct response to the post above me. I just didn't quote them. So yes, in context, it's a good example. Just a response, after all.
 

Matt Ponton

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Touche, but sort of plays into my point. That CB adds another level of depth to the mix up. Also, the things they get guaranteed, while slow, should not be exclusive to a few characters. Everybody (IMO) should have a tool that is important like that.

That's the thing though. It isn't another layer of depth to the mix up because it isn't a mix up. The CB is guaranteed. You're just opting for it over another guaranteed launch, only you're able to add a PB or tag PB for free.
 
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