Dead or Alive 5 Alpha Demo System and Character Discussions

x Sypher x

Active Member

I thought this was pretty neat to watch so here ya go. I'm digging her new transitions, she's looking pretty beast.
 

R4712-VR88

Active Member
Probably for a smoother transition between cuts, especially since there's no sparring mode.

I suppose, but there are some better and simplier ways of making a smooth transition from clip to clip. Such as I take and fuse clips together, so that one fades out as the other fades in. Much faster, easier and better looking. Also ain't gonna insert blank clips to make the others fade in and out.

Sorry, video editing rant. =P



 

DrDogg

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.

I didn't say it was impossible to whiff punish in DOA, just that it's difficult and far more risky in comparison to other fighters. I can whiff punish online in SC5 way better (and safer) than I can whiff punish in DOA4 offline. This is fact. Also, as Hitomi, you have one of the fastest and best whiff punishers in the game.

And you can't deny that 0-frame counters drastically skew the risk/reward ratio in DOA. It works it's magic on whiff punishing as well... but at this point, I'm starting to give up on you guys (at least when it comes to debating the gameplay issues that reside in the demo). You really just don't understand, and I don't know any better way to word it. I'll just do my own analysis of the demo and go back to reading instead of participating in the discussion.

I'm not saying that to be offensive, but we're just going around in circles. I may decide to provide my own analysis of the characters, but I'm not going to bother discussing system mechanics anymore. Although I'll probably just wait until E3 for the character analysis, when I can chime in on a more current build. We're already analyzing it more than we probably should be.
 

RikWeaN

Member
Probably for a smoother transition between cuts, especially since there's no sparring mode.
Yup, you got that right. That's the best solution I came up with to get smoother transitions. I didn't think it would be such an issue as I believed genuine viewers would focus their attention on the actual content anyway.
Yeah, that fading in and out is annoying. I stopped watching after a few moves.
I'm very sorry to hear that. Guess I failed. I'll try to make better transitions in my next vid.
 

Berzerk!

Well-Known Member
DrDogg: You make good points but I think you should play the demo as it will add to your thought process. It is very solid and definitely worth playing even though you're looking towards a more advanced build, I have to say the mechanics seem well fleshed out as is and we'd be looking at frame tweaks for the most part as changes.
The demo is easy to get a hold of, you can simply copy it via USB from someone who has it.

I was also wondering in general if people would like a thread to just put their recommendations for changes up so we can compare and deliver a consistent message?

Edit: http://freestepdodge.com/threads/doa5-demo-consolidated-feedback.633/
 

matsu

Member
I don't have the demo and i wanted to know if you guys think that doa5 is a huge improvement from past iterations?
Doa is a game with great potential but i think there are so many flaws in the gameplay mechanics to make it a good tournament game.
I'd like to discuss about the core system and your thoughts about the chance for it to be a solid game.

If this isn't the right thread please forgive me :).
 

HokutoNoBen

Member
I don't have the demo and i wanted to know if you guys think that doa5 is a huge improvement from past iterations?
Doa is a game with great potential but i think there are so many flaws in the gameplay mechanics to make it a good tournament game.
I'd like to discuss about the core system and your thoughts about the chance for it to be a solid game.

If this isn't the right thread please forgive me :).

It is the right thread. But with all due respect, you probably should read the other pages in this very topic. That will help you get up to speed with where we are since the demo was available.
 
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.
give him Ein's 4K and i'm good.
 

Raansu

Well-Known Member
I didn't say it was impossible to whiff punish in DOA, just that it's difficult and far more risky in comparison to other fighters. I can whiff punish online in SC5 way better (and safer) than I can whiff punish in DOA4 offline. This is fact. Also, as Hitomi, you have one of the fastest and best whiff punishers in the game.

And you can't deny that 0-frame counters drastically skew the risk/reward ratio in DOA. It works it's magic on whiff punishing as well... but at this point, I'm starting to give up on you guys (at least when it comes to debating the gameplay issues that reside in the demo). You really just don't understand, and I don't know any better way to word it. I'll just do my own analysis of the demo and go back to reading instead of participating in the discussion.

I'm not saying that to be offensive, but we're just going around in circles. I may decide to provide my own analysis of the characters, but I'm not going to bother discussing system mechanics anymore. Although I'll probably just wait until E3 for the character analysis, when I can chime in on a more current build. We're already analyzing it more than we probably should be.

I know exactly what your issues are, it's just that your issues are incorrect due to the fact that you have no experience with doa3.1 and only know of the garbage from doa4. The 0 frame holds only skew the system in doa4 because of the frequency of the holds. Every situation in doa3.1 that prevented your opponent from holding was changed in doa4.

True combos were removed
guard breaks were considered a critical state in doa4 allowing the hold out of them
frame advantage removed
you could hold off the wall in 4 but not in 3
limbo stuns removed
being able to turn around in 2 frames in doa4 ruined characters with back turn setups.

The list goes on and on. Would I like to see tighter restrictions to defensive holds? Yes I would, but as it stands 0i holds were not the true issue with doa4. It was the lack of tools to prevent them in doa4 that was the true issue. Also, I do not see what you find so difficult about whiff punishment in doa4... Especially given that you played Helena who could whiff punish very easily.
 

grap3fruitman

Well-Known Member
Standard Donor
I don't think Raansu's against adding initial frames to the hold. Wah, Raansu and I were doing a podcast prior to the demo releasing and it seemed to me that we were all in agreement on adding initial frames to the hold. Five frames, specifically, to match the speed of throws but not to be able to hold a jab as well on reaction.
 

Raansu

Well-Known Member
I don't think Raansu's against adding initial frames to the hold. Wah, Raansu and I were doing a podcast prior to the demo releasing and it seemed to me that we were all in agreement on adding initial frames to the hold. Five frames, specifically, to match the speed of throws but not to be able to hold a jab as well on reaction.

I'm not against it at all. I would like to see a 5i on the holds. I don't see it happening though, and with the return of limbo stuns, unholdable BT stuns and the wall game, I have even less issue with the current holds as long as they continue to go that route and allow for tools to move around the defensive holds.
 
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