How will we use a joystick w/DOA5?

DrDogg

Well-Known Member
They won't change the notation for Power Blows just for tag mode. I'm sure the notation for tagging is different now. You'll get used to the change, it's not that big of a deal.
 

EMPEROR_COW

Well-Known Member
Premium Donor
They won't change the notation for Power Blows just for tag mode. I'm sure the notation for tagging is different now. You'll get used to the change, it's not that big of a deal.

how is it not a big of a deal ? what could the notation possibly be ?
If it were H:
- this would eliminate the whole ability to chain cancel. one very simple example that comes to mind can be a situation like the following:
Leifang: 7P, PPH (from here you can mix your opponent up as they have the ability to hold) u can either go for 3KP+K or 2K or 9K or 8K or 6PK or P+K .... using hold as the tag button completely destroys this ..
- another issue would be holding: imagine you're in stun, you try to hold and ... u end up tagging ...that is a shit situation to be in as you would be. so if it were a direction+H that would never happen because they would not remove holds .. and if it were plain H then that would remove blocking ... so what then ?

If it were P, K, P+K, or H+K:
- all of the following will be used for moves ... and you just cant use them .... unless they comeup with a bulshit universal input of one of them ... which would drasticly eliminate the simplicity of the current tag system.

if it were H+P: another one that just wont work ... all the characters have directional throws ... and if it were a plain input, that would eliminate the Hold punish mixup as well. tag throws would also have to change.

back to H+P+K:
-you need a simple input for tag combos to keep them fast.. especially since the height of an opponent after a launch drasticly dictates how the combo can be completed next... and you need a quick input for tag-ins and -outs. i really cant see another viable input other than this ... but this would mean eliminating powerblows from Tag ... a thing that I dont feel so bad about considering that probably the tag stages will be alot simpler ... ( just look at the tag stages in DOA2, 3 and 4 ... all flat stags with no transitions)
- or they can keep it all in by giving the powerblows a simple input change that cannot be confused ... such as 46H+P+K or 64H+P+K or 44H+P+K or 66H+P+K or 236H+P+K or 214H+P+K (this would be my more preferred choice)
- offensive tags (6H+P+K or 4H+P+K) would stay the same ... as theres nothing assigned to them
- considering 8H+P+K and 2H+P+K are now side steps (another unavoidable element) .. having combo ending stomp tags (from above) would be affected .. but that can be simply changed to something like 66H+P+K or even 46H+P+K or whatever .. but it wont make much sense like it currently does now.
- another solution would be making side steps double taps up or down (22 or 88) .. but i dont think this would happen as it seems they are trying to keep the input similar to VF to appeal to that croud ...

I dont know man,
I'm really worried about tag ...
its been a perfect flawless (in my opinion) consistent system from DOA2 up until DOA4 with verry subtle changes between the games without damaging the core system of tagging ... then they went and fucked it all up with DOA:D.
and we do NOT want AI controlled partners ... that would be the WORST idea ever ... it failed miserably in DOA:D and we just dont wanna see it again. PERIOD.

so what other input would it be ? theres nothing left ... unless they add an extra tag button ... but in my opinion that would be a big HELL NO ...
 

Talim JP

Leifang practitioner
Premium Donor
Sorry musta gotten the font color changed by accident. If it's workin OK now then no prob.

I'm talkin about usin a stick as in arcade stick (I have a HRAP and a MadCatz); I don't use pads for fightin games so there is only one stick (directional input device I guess you could say).
 

Vyse

New Member
H+P+K+forward/back will probably raw-tag your partner in, instead of doing a special "tag-in attack". Or they will give each character one tag-in attack that's assigned to H+P+K+back, while H+P+K+forward raw-tags the partner in, or vice versa.
 

EMPEROR_COW

Well-Known Member
Premium Donor
H+P+K+forward/back will probably raw-tag your partner in, instead of doing a special "tag-in attack". Or they will give each character one tag-in attack that's assigned to H+P+K+back, while H+P+K+forward raw-tags the partner in, or vice versa.

that will kind of suck the different tag ins dictated different hold punishes ... not having that would make punishing easy ...
i dunno ... we'll have to wait n see
 

Gill Hustle

Well-Known Member
I'm using a stick now without issue.

DOA4 was kinda wonky, but the demo feels tight. Ayane's spins were tricky but I think it's more on changes to the character moreso cuz I could do them in DOA4.
 

DrDogg

Well-Known Member
Why do we assume there will be powerblows in tag mode?

It's the new "big" gameplay addition to the series. If it were left out of tag, I think a lot of casuals would be unhappy (sorry, but tag is generally considered more casual).
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Generally considered, but arguably deeper.

Skilletor brings up a good point, as tag mode has never allowed you to knock one down to a new 'level' through a danger zone - primarily due to resources in having 4 characters available at any time. What would the point of a power blow be in Tag if you can't knock one to a new level, besides just doing an ultra attack like you would be playing Dangerzone Off in singles?
 

DrDogg

Well-Known Member
Generally considered, but arguably deeper.

Skilletor brings up a good point, as tag mode has never allowed you to knock one down to a new 'level' through a danger zone - primarily due to resources in having 4 characters available at any time. What would the point of a power blow be in Tag if you can't knock one to a new level, besides just doing an ultra attack like you would be playing Dangerzone Off in singles?

I don't play tag, and you almost never see tag tournaments, which I why I said "generally considered".

Are Power Blows primarily used as stage transitions? It seemed to me as though they had more strategic value than that. If that's not the case, then I can see them leaving it out of tag.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Primarily it's a method to get some free combo damage and cause guaranteed knockback to nearly any wall in the stage. This would in turn cause environmental level design changes to the 'playing field'.

You can also opt to turn the Dangezone Off in the demo so you won't change the arena once you start.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
The stages in themselves are much more linear. I would not be surprised if there will be multi-tiered stages in tag. Speaking of multi-tiered stages, I would not mind having some classic Doa2/3 style stages as well.
 

Gill Hustle

Well-Known Member
Through the directional-pad, left analog stick, or right analog stick, DOA accepts input from all three. So it's player preference.

I kinda don't like that.

What I mean is it feels unnatural when the player shifts the camera around. I'd prefer once you land the PB you input left or right instantly and the camera just pan in the direction for the final hit.

Get hit by some scrub with PB and then "see" him fumble the camera for max damage, would be like an FPS where you see a shaky sniper get a lucky head shot. RAGE INDUCING.
 

Berzerk!

Well-Known Member
I'm using a stick now without issue.

DOA4 was kinda wonky, but the demo feels tight. Ayane's spins were tricky but I think it's more on changes to the character moreso cuz I could do them in DOA4.

I'm glad to hear this. I am picking up the demo tonight and I'll be happy to finally retire the pad from ALL my fighting games. DOA4 due to its weird input buffer meant stick could be problematic compared to pad.

Its also important because all competitive events (we have one every week here, very vibrant fighting community) have setups with sticks and while we accomodate pad players its so much easier to set a standard.
 

DrDogg

Well-Known Member
I've never had problems playing DOA on stick. I never understood the issues people had. Which sticks are you using? I notice a HUGE difference when I switched from the original Hori DOA4 stick to a proper Sanwa stick.
 

Berzerk!

Well-Known Member
Proper Sanwa (Madcatz TE). I duck, stand and crouch dash a fair bit, and it sometimes bleeds into a free step unintentionally where it doesn't on pad. But even clean movements from neutral, I have weird things like going for Lei Fang's low F+K and it turning into her standing F+K.

It should work just by pressing 1, 2 or 3 + F+K, but on stick if I've done any movement before that, it will often free step and assume I'm standing, even though I'm pressing one of the down commands. I have to consciously go stick neutral and, to be safe, hit 3+F+K only to be sure of the right move coming out. Basically, its fuzzy input and a little inconsistent.

It's noticeably different and more reliable in VF for similar movements, its the looseness of entering freestep in DOA4 that seems to be the issue.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top