Dead or Alive 5 Alpha Demo System and Character Discussions

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
It's not. Hayate's :8::K: is a middle kick in the demo, check it out if you like.
My question still stands...
-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.
 

Dr. Teeth

Active Member
Standard Donor
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.
 

Master_Thespian

Active Member
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.
Makes sense to me.
 

DrDogg

Well-Known Member
-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.

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). The only difference was that Bass combos off of his throw, which means he ignores the stun game completely. That's what I would love to see out of DOA5, although I don't particularly want to be forced to throw punish to get it. Do any of the characters in the demo completely ignore the stun game like Bass in 3.1?

I don't mean to be offensive at all, but at this point, I honestly don't think you understand what's wrong with DOA from the viewpoint of a competitive player of another fighting game. Maybe it's how I'm wording it, or maybe you just like DOA too much to see what other people would view as negatives. I'm not saying 3.1 is bad, because I haven't played it, but if this is the best you can do to show me that 3.1 (and in turn the demo) answers my concerns, you don't understand the issue(s).

-Initial Damage? No, Potential Damage? Yes.

Can you give me an example of this damage potential and the difference in damage from a normal combo?

-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.

On paper that sounds great. But I've played quite a bit of DOA2U and DOA4, and that's simply not how it goes. You have to really pick and choose what you whiff punish to avoid a potential counter. Also, no other game requires you to practically just frame whiff punish or risk taking 30-50%. That's a flaw in game design, not the fact that the player was a few frames late with the whiff punish.

-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.

Can you explain this in more detail? What is being punished and where is the damage coming from?

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.

Sounds plausible, but if they were going to do that, why include him in the demo without the additional Ein moves? I find it hard to believe that no other characters were far enough along to replace Hayate if he was indeed lacking roughly half his move set.
 

Raansu

Well-Known Member
I really don't feel like turning this into a doa3.1 vs/comparison whatever thread, especially since you never played it and don't understand how it plays, but I will say that you are just flat out wrong about whiff punishment in all versions of DoA. This is not an "on paper" thing. I whiff punish all the time with Hitomi with no issues at all offline and only time I miss the punish is if I screw up my timing or if there was lag online. Rikuto whiff punishes me on point in DoA4 with several characters, it is not hard to whiff punish in DoA.

Whiff punishment cannot be held or blocked. You are attacking someone in their recovery frames. They cannot hold during the recovery animations, simple as that. If you missed the timing it was your fault, not the game.
 

x Sypher x

Active Member
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/
 

Allan Paris

Well-Known Member
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.
 

Raansu

Well-Known Member
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.
 

x Sypher x

Active Member
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.

I already have since day 1 lol. It's looking pretty dam good so far, and I love hearing new information.
 

Jefffcore

Well-Known Member
So, the stun from Hitomi's :P::P::K: can't be Held from, and you get a guaranteed :6::6::K: . 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 :P::P::4::P: , :426::F+P:(Air Throw) . You need a couple stuns, or CB to do it. Apparently after a :8::K: launch you can do :214::K: (Handstance), Air Throw, but I haven't been able to do it; the timing is difficult.

:8::K: and :236::P: are his NH launchers.

I've also been having trouble buffering attacks with 2 directions, the timing seems more strict. ie. Busa's :6::6::K: and hitomi's :4::6::P:
 

Jefffcore

Well-Known Member
:3::3::P: and :4::K: give small launches and go into Ninpo. If one launches, you can get :K: from Ninpo (then :8::P: if their high enough) then air throw. Works great after :214: :P:. I've only been able to SE and hold from that stun, so :3::3::P: and :236::P: are unblockable. From a wall explosion, Busa can get 2 Handstands on the bounce.

I approve of 3 point holds.
 

Raansu

Well-Known Member
So, the stun from Hitomi's :P::P::K: can't be Held from, and you get a guaranteed :6::6::K: . 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 :P::P::4::P: , :426::F+P:(Air Throw) . You need a couple stuns, or CB to do it. Apparently after a :8::K: launch you can do :214::K: (Handstance), Air Throw, but I haven't been able to do it; the timing is difficult.

:8::K: and :236::P: are his NH launchers.

I've also been having trouble buffering attacks with 2 directions, the timing seems more strict. ie. Busa's :6::6::K: and hitomi's :4::6::P:

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.
 

Jefffcore

Well-Known Member
It's gotta be the game; even just standing I only get Busa's 66k like 6 times out of 10.

AngryWorm was trying to 2p into that and it just came out 6p every time.
 
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