A few very simple mechanic changes I think would skyrocket this game's quality

SilverKhaos

Active Member
Just was playing a few matches, and thinking. This has nothing to do with balance, whatnot, etc. Just physics and conventional mechanics that aren't really...working right now.


1) When you hit someone forward, they should only go BACK, not UP. Attacks that actually hit upwards, and some that slam the opponent hard enough off the ground for them to bounce, should be the only things that make people pop up into the air. For example, for a juggle, you should need to continuously use UPWARD strikes (Like elliot's famous one, the upward palm). As opposed to now, where you do regular attacks and it magically pops people straight up even though the attack is striking forward.

2) Sidestepping should always avoid a) Simple strikes that go forward, not horizontal, b) Air attacks, and c) High attacks. Because people shouldn't be able to change direction in MIDAIR, and it is ducking to the side. Sidestepping should be countered by a) Multiple strikes (and that should differ based on strikes in question), and horizontal attacks.

3) Ducking should always avoid high attacks (not overheads, mind you. High attacks)

4) Being in the air (leaping attacks) should always clear low attacks, such as crouch jabs and sweeps.

5) When a character is falling one way (head away/towards the opponent), jabbing them shouldn't invert their head and feet like the second Terminator.


I really think these very minor (And logical) mechanic tweaks would do wonders for DOA5. Your thoughts, or any other suggestions?
 

DR2K

Well-Known Member

Game play changes effect character balance. They make moves better and moves worse depending on the change.

A lot of players here don't understand how system changes can benefit or hurt a character.

For example if you made all jumping attacks evade lows absolutely, a character with a lot of these attacks would get a major buff, but a character with little to none of them now gets diddly shit and his match ups get a little harder.
 

SilverKhaos

Active Member
Game play changes effect character balance. They make moves better and moves worse depending on the change.

A lot of players here don't understand how system changes can benefit or hurt a character.

For example if you made all jumping attacks evade lows absolutely, a character with a lot of these attacks would get a major buff, but a character with little to none of them now gets diddly shit and his match ups get a little harder.

Well that's just part of the package: You pick a different character, you get different strengths.
 

Brute

Well-Known Member
Standard Donor
4) Being in the air (leaping attacks) should always clear low attacks, such as crouch jabs and sweeps.
This annoys me so much. The same attack will often dodge lows or not doge them depending on if the game just wants to take a shit on your face at that given time. Crush inconsistencies are one of my top complaints with this game and every time TN releases a patch and refuses to address this I'm left absolutely dumbfounded.
 

Raansu

Well-Known Member
This annoys me so much. The same attack will often dodge lows or not doge them depending on if the game just wants to take a shit on your face at that given time. Crush inconsistencies are one of my top complaints with this game and every time TN releases a patch and refuses to address this I'm left absolutely dumbfounded.

They're not inconsistent. There is just a certain amount of frames that they avoid, if you miss that window you get hit and I swear to God if you mention online I'm going to slap you. Can't fix variables in lag.
 

SilverKhaos

Active Member
No shit, but you said your changes wouldn't effect balance.


Meh. I just meant directly. like not tweaking priorities, movesets, etc.

I'm just saying that the physics should be reasonably logical. Like if a move completely misses it should register as "missed".
 

Brute

Well-Known Member
Standard Donor
They're not inconsistent. There is just a certain amount of frames that they avoid, if you miss that window you get hit and I swear to God if you mention online I'm going to slap you. Can't fix variables in lag.
Then how come attacks like Ryu's 6KP will sometimes get cancelled mid-animation while I'm way up in the sky by a low kick? If that's consistent it's just stupid design.
 

Raansu

Well-Known Member
Then how come attacks like Ryu's 6KP will sometimes get cancelled mid-animation while I'm way up in the sky by a low kick? If that's consistent it's just stupid design.

Because you're getting caught in the downward active frames of the P. If you're doing 6kp on a low wake up kick then think of it more as a whiff punisher than a low crush. Outside of that the kick will usually launch on any other low attack.


Looks pretty consistent to me.
 

Brute

Well-Known Member
Standard Donor
Because you're getting caught in the downward active frames of the P. If you're doing 6kp on a low wake up kick then think of it more as a whiff punisher than a low crush. Outside of that the kick will usually launch on any other low attack.
Looks pretty consistent to me.
It would seem to make sense to me that unless he's actually re-grounded the hit detection shouldn't kick in for low attacks yet, but I suppose if it's at least consistent that good news.

Thanks for laying that out for me. Appreciate it.
 

Raansu

Well-Known Member
The thing about fighting games is you can't solely rely on visual aspects. You have to learn the timing of the active frames and hitboxes. Unfortunately 6kp is one of those weird situations where if the active frames of the P come in at the wrong time then he will get knocked out of the air because the P isn't actually the low crush/aerial attack. Only the kick has those properties, thus on wake up kicks the punch acts more of a whiff punisher while on standing lows and traditional sweeps the kick will low crush and launch the opponent.
 

Brute

Well-Known Member
Standard Donor
The thing about fighting games is you can't solely rely on visual aspects. You have to learn the timing of the active frames and hitboxes. Unfortunately 6kp is one of those weird situations where if the active frames of the P come in at the wrong time then he will get knocked out of the air because the P isn't actually the low crush/aerial attack. Only the kick has those properties, thus on wake up kicks the punch acts more of a whiff punisher while on standing lows and traditional sweeps the kick will low crush and launch the opponent.
Yeah, I hear ya. Some things that seem like they don't make sense do make sense in a way that doesn't necessarily make sense based on intuition. It can be a doozie (sp?).
 
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