Dead or Alive 5 Alpha Demo System and Character Discussions

Gill Hustle

Well-Known Member
hey guys i have a suggestion ... you know the QTE parts ? like when your in the bottom end of the stage and you have to press the right button to get the flying car slam ...
on xbox it says A, B , X or Y ....
i was thinking ...
i play on stick and i only have 3 buttons mapped H P and K ...
wouldnt it make more sense if the QTE segments were restricted to just those?
and instead of saying the acctual button name .. it would say H P or K ?

i just think that would make a whole world of more sense ... at least to me ...
what do you guys think ?

Thought about that too, but been playing so much i memorized the buttons on my stick so it's not an issue anymore.

It would be a pain sometimes at tournaments cuz I removed the original artwork/button decals.

I'd still prefer an auto camera and just frame timing to get the big damage though.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
hey guys i have a suggestion ... you know the QTE parts ? like when your in the bottom end of the stage and you have to press the right button to get the flying car slam ...
on xbox it says A, B , X or Y ....
i was thinking ...
i play on stick and i only have 3 buttons mapped H P and K ...
wouldnt it make more sense if the QTE segments were restricted to just those?
and instead of saying the acctual button name .. it would say H P or K ?

i just think that would make a whole world of more sense ... at least to me ...
what do you guys think ?

THis is something I put in my feedback as well. Because I have to take a sec to look down and think which one is the "b" button on my arcade stick.
 

EMPEROR_COW

Well-Known Member
Premium Donor
THis is something I put in my feedback as well. Because I have to take a sec to look down and think which one is the "b" button on my arcade stick.

well Im glad I'm not the only one who doesn't like it ... it just seems a bit foreign ..

also when playing with ayane, hayabusa and hitomi ... it makes hayate seem incomplete ... like .. he doesnt have enough tools or something...
i mean he has everything he needs in a sense but he seems so dumbed down compared to the rest ...
would have loved to see his qcb stance back ... (including the teleport from behind ... it was very useful especially in stages with things you could jump over) ... right now hayate seems so ... i dunno.. dry ... im hoping that would change as well ... also would love to see his crazy DOA4 throw make a comeback ... just for kicks .. and why the hell does 3H+K,K not have a follow up P ? ... that made no sense to me at all ...
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
His :2::P+K: is nearly as broken as 3.1 due to the 3.1 sidestep system lol. It's a better step than his actual side step and can hit them from behind or deep stun them with :2::P+K::P: for an :8::P: launcher.
 

Allan Paris

Well-Known Member
His :2::P+K: is nearly as broken as 3.1 due to the 3.1 sidestep system lol. It's a better step than his actual side step and can hit them from behind or deep stun them with :2::P+K::P: for an :8::P: launcher.

This sounds crazy and very dangerous if either one of those options connect.

I can dig that, though.
 

x Sypher x

Active Member
Does Hayate still have his teleport move or did they remove it? And what about his transition move (:F+K::6:) from DOAD? I thought that was pretty cool.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Aw that's gay :(

like i said before ... out of the 4 .. he seems kinda incomplete compared to the rest ...
no low follow up to :6::6::P: .. and no double low kicks unless its mid chain ... the stance that lead to the teleport ws completely removed ... i dont know why they downgraded him so much ... the other 3 seem like they just got alot crazier ... its true he has an awesome sidestep move .. but ... other than that it feels like what made him interesting before is gone ... even his follow up :P: to his .. :3::H+K::K:is gone :/ ...(even though you can technicly combo with almost any mid attack after the low kick .. so thats not too bad.. makes it easier for variety without a hold cancel)
but its sad considering how insane hayabusa is ...

and no Ein (as it currently seems) just makes me sadder ... :(

and i wonder why they took out ayanes :9: throw .. i thought that didnt make much sense either ..
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
How is that any different than DOA4? All I'm seeing is "stun, now both players guess". Sure, there are less guesses because the stun no longer has to be extended, but some characters in DOA4 didn't have to extend the stun. The original problem is still there.
-The difference in actual play is huge!
-When watching both vids, you can visibly see that the play in Doa3.1 is more controlled, and both players are trying to be as safe as possible. A lot more blocking,far less holding and a broader range of tactics are being used. Doa4.1 you see the exact opposite. Attacks are just being thrown out, far less blocking is being used, and a lot more holds are being thrown out. A good portion of this is due to there being no pressing need to be safe cause everything is stun~extension with you being able get out at anytime. Once again, the difference in actual play is huge. This is something the Doa5 demo is currently showcasing.

Are there any situations in the demo in which you get more damage from knocking the opponent down compared to a launcher+combo?
-Initial Damage? No, Potential Damage? Yes.

How do spacing and whiff punishment negative the slow to execute factor? If an attack is slow, it's difficult to whiff punish with it (if it's possible at all). That's especially true in DOA where the risk from missing a whiff punish is much higher. In other games, if you're late on a whiff punish, the opponent just blocks. In DOA, the opponent can counter because holds execute in 0 frames.
-To cause your opponent to whiff, you need to create space. While you have spaced out of your opponents range to hit you, you have created enough space to where an attack that is slower to execute will not get beaten out by anything faster. Lets say I used Lei fang and I made my opponent whiff a simple Jab. On average, a Jab's total frame duration is 26 frames. If I used Lei Fang's :H+K:(23 frames) to whiff punish, I have roughly 3 frames to punish. The Majority of the time you will whiff punish a mid attack...which usually have a total frame duration of 35-40 frames. That is roughly 12-17 frames to punish an opponents attack.That is enough frames to properly whiff punish. Also, if you are late and your opponent decides to hold, that is not a game flaw, but you not properly whiff punishing.

Wait... this was in response to natural combos right? Isn't that a launch combo?
-Misread the question, thought you was asking about the damage potential of normal launchers.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
His :2::P+K: is nearly as broken as 3.1 due to the 3.1 sidestep system lol. It's a better step than his actual side step and can hit them from behind or deep stun them with :2::P+K::P: for an :8::P: launcher.

-Well, its really good, but not at 3.1 levels. All tracking attacks will connect, unlike 3.1, and throws will connect as well. When fighting against him, you will need to press :h: to realign yourself, otherwise he will have a field day against you. I think everyones sidestep should be closer to Hayate's :2:/:8::P+K:. Not as good but close. I do like how every character can now evade mid string. This brings a lot of potential to Characters like Bass who was to big to effectively FSD. It would be funny if they gave him a SS~Buffalo Horn and a SS~catch throw.

-I also noticed that pad players will be able to SS while holding :h: thanks to macros. SS also have the same frame duration as Holds(35), now trying to figure out, what the execution and hit detection are. If they are using the same data for Hayate's :8:/:2::P:+:K: (in Doa4) which is 35 frames as is, it may also apply to how SS frame data operate. However, what I dont get is, in past Doa games, :8::8:/:2::2::P: or :8::8:/:2::2::K: executed around 25 frames or so. The Combined SS+Attack in Doa5 is far greater than that. Doesnt make sense. They need to lower it down to like 20 frames just for the SS and add 5 or so frames for the attack portion.
 

x Sypher x

Active Member
I was watching some casuals of the demo and I noticed Hayate's :236::K: no longer guard breaks, me no likey. They really did change him a lot. :confused:
 

EMPEROR_COW

Well-Known Member
Premium Donor
to be honest ... after playing with him a bit more ... hayate is still beastly despite all the changes/nerfs

the special :2::P+K: sidestep is still amazing ..
his :1::K:is sooo cheap lol ...
plus mixing it up with :2::K: is soo sneaky ... cuz that causes a little stun on counter/ high counter hit ... and from there its a whole different can of worms..

hes still deffinately usable ... but yeah i agree .. I would love to see them give him a little bit more ... just bring back some of the old basics hes missing that i mentioned in the previous post ... and the teleport ... that would be awesome ..
 

RikWeaN

Member
I can't seem to be able to hold Hayate's :8::K: with :4::h: although it's definitely a mid kick. Am I doing something wrong or this move just can't be held with a regular mid hold ?
 

Belinea

Active Member
Yeah, that is a high kick.

In case you guys are unaware you can charge these attacks :P::P::P:(:P:), :P::P::6:(:P:), :9::P:(:P:), :6::6::P:(:P:), and instead of them just becoming stronger versions, the attack actually changes into his new :4::P:+:K:. It seems pretty useful as a method to get across the stage quickly. I just wish it had more options to it though, instead of only being a mid punch.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top