-It is probably unholdable. I must say that this demo feels really good, and make me feel like this is going to be a great Doa. There is actually character individuality and solid strats and setups for the characters. The Damage output for punishment is insane(in a good way). You will die quickly making mistakes in this game. I will say that this takes whats good in 3.1 and brings it to the next level. This will be the true sequel to 3.1.It's not. Hayate'sis a middle kick in the demo, check it out if you like.
My question still stands...
Makes sense to me.Random, unlikely thought.
What if they took away some of Hayate's older stuff so they could replace it with some of Ein's strings and moves and just make them one character? I mean, they are the same person after all. This might also explain why Hayate feels slightly more incomplete than the other three in the demo (being that he's not completely finished yet), and why Ein doesn't appear to be in the game.
-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.
-Initial Damage? No, Potential Damage? Yes.
-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(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.
-The Damage output for punishment is insane(in a good way). You will die quickly making mistakes in this game. I will say that this takes whats good in 3.1 and brings it to the next level. This will be the true sequel to 3.1.
Random, unlikely thought.
What if they took away some of Hayate's older stuff so they could replace it with some of Ein's strings and moves and just make them one character? I mean, they are the same person after all. This might also explain why Hayate feels slightly more incomplete than the other three in the demo (being that he's not completely finished yet), and why Ein doesn't appear to be in the game.
No need for apologies, I wasn't trying to be snarky or anything. I thought it was interesting that we came to same conclusion with the same reasoning.Well I totally missed that post haha. My bad.
I didn't get any of that out of the 3.1 match. What I saw was a typical DOA match, with a bunch of countering (mostly missing).
Yeah I know what you mean, that probably wasn't the best example to show off. However there are plenty of videos in the media section that you can take a look at if you want. You might be able to find some better matches to analyze there.
http://freestepdodge.com/media/category/dead-or-alive-3.7/
He will need to play the game for himself. Reading and/or watching anything on it is not doing anything for him right now.
Yeah I know but it's a start I guess...no not really nvm lol.
He has no interest in learning the game. I mean I don't really blame him, its a dead game, which is sad, but ya. At this point I just don't see any reason in bringing up the argument. Just worry about DoA5 for now.
So, the stun from Hitomi'scan't be Held from, and you get a guaranteed
. Also, if her Power Blow is blocked she gets unblockables. (Busa and Hayate can only get Jabs against a wall)
Busa's most damaging combo is,
(Air Throw) . You need a couple stuns, or CB to do it. Apparently after a
launch you can do
(Handstance), Air Throw, but I haven't been able to do it; the timing is difficult.
and
are his NH launchers.
I've also been having trouble buffering attacks with 2 directions, the timing seems more strict. ie. Busa'sand hitomi's
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I found that holding down 6 for Hitomi's 46p seemed to help. When I first got the demo I thought they got rid of it lol.
6? Not 4?