Its hard to take whatever you say seriously with that big troll face for an avatar pic. I said all what I had to say. You never played against me so it isn't a fact. Maybe the rest of the cast is perfectly balanced to play with in the rules of the game play and a handful of characters are busted? Or maybe the whole majority of attacks being negative on block thing everyone seems to talk about is only good for theory and frame debates and have no bearing on the actual game play to the point it really matters? Who know's?
I used to punish unsafe attacks a lot in previous DOA games. With DOA 5 its a crap shoot. Only time you are able to punish unsafe attacks is when those attacks are truly not safe.
I'm assuming that's in response to Raansu (I have him ignored because he IS a well known and admitted troll). So with him, it's not a matter of "don't take what he says seriously", it's just a matter of "take in what he says, but keep in mind that he's very narrow minded and...abrasive, to say the least".
Read his posts, but just, yaknow, take it with a grain of salt. He doesn't really consider everything when he responds. Like the few times I "played" him (first time I just got the game had no idea what I was doing, second time, neither one of us was paying much attention), most of his...comments were trying to tell me i was using Mila "incorrectly" and that I had to do THIS to do safe guaranteed damage, etc. He doesn't comprehend that I'm not TRYING to do guaranteed damage, and I already know how to do it the guaranteed way. The advice (minus the attitude) would have been great, had it been relevant.
just checked his posts...and...yep, just as I said. (though on the plus side, it seems he's mellowed out a bit)
Though he was mostly just talking about mechanics, which isn't the issue at all. Can say "the mechanics favor defense" all you want, doesn't change the fact that the additional guaranteed situations, coupled with reduced counter effectiveness (I honestly find countering to be smoother this way, but i'm talking generally here) translate into "Players now play in a more rushdown oriented style which is supported by the changes in the game".
Things being negative on block or unsafe and whatnot is mostly irrelevant on the larger scene. Most players have no idea what is negative on block, nor do they care, as minute details like that only come into play at the absolute highest level. Only people who come to sites like this would have any idea things like that even exist.
For example. I like to do big slow attacks without any type of setup. Why? Because I like to use mindgames to land it;, it's an extremely satisfying playstyle. Milas overhead hook is slow as hell, and predictable: Which doesn't really matter when its coming down on an opponent who can't do anything about it because they are in the middle of an attempted grab, midair attack, crouch, or charging rush that you successfully baited them into doing.
I have people saying not to use that move, it's unsafe, miscellaneous frames info, yadda yadda yadda (like raansu does), I'm aware of all that. I don't care about any of it. Because in practice, it works just fine, its an excellent trap, and a powerful blow.
So like I said, the info he gives is good to know, but remember that it's not always relevant. Most of what he replies with is purely "on paper" kind of information, and is rarely relevant in practice unless again, you are playing at the absolute highest level, against someone of the absolute highest level. And on top of that, you have to consider whether its relevant to your playstyle. For those who focus on mindgames, it's usually not, as that kind of info is more relevant to people trying to do max damage combos, studying the game to that end.
Long story short, DOA5 is more supportive of rushdown offense largely due to the psychological effect of the gameplay changes. Raansu's responses are mostly just numbers and data which, while good to know, are not always relevant, and those responses that aren't about the data of the mechanics are mostly just him not understanding that different people use different playstyle, so his "advice" is not always relevant.
So yes, he is a well known and pretty much self-admitted troll, but check his posts anyway, they usually contain some semi-useful neutral information. Just filter out the attitude and bias as you read, and decide what of what he responded with is actually useful to YOU.
3 30 in the morning, sorry for the meandering nature of the post.
Still not sure how there's a lack of mindgames in DoA5. I play mindgames and GET mindgamed practically all the time. Baiting for counters and the dreaded turtling being the biggest offenders. Perhaps the definition of mindgame varies between players, but what do I know? <.<
No, it's still there, it's just to a lesser extent than previous DOAs, from my experience. You'll still find far more mindgames in DOA than most other fighters, but it just seems like far less mindgames than previous DOAs.
Anyways. yall can argue frame and data numbers all ya want. Doesn't do a thing to change the fact that players are more rushdown-oriented in DOA5 thanks to reduced counter effectiveness and upped guaranteed situations making them have less fear of being punished.
Though I don't think bringing back the DOA4 levels of damage would be the right solution to deter mindless rushdown either. Maybe just make the counters easier to perform again without upping the damage? Well no, then they'd just resume the offense. COULD bring the damage back up. That definitely works for making people use their heads more...but then you get people complaining that counters do too much damage, which, given the versatility of counters, is a legitimate complaint...bah, too tired to think about it right now.
I'm generally okay with all other mechanical changes, it's just that they need to do two things
1) Bring back the DOA aesthetic. sleek blue and silver menus, catchy music, arcade mode cinematic endings, bright and vibrant levels, more UNLOCKABLE costumes, not palette swap or copy paste DLC
2) Make it so people fear being punished again. This is supposed to be the more mindgame oriented fighter, but its leaning too far into "mindless rushdown", and doesn't bode well for future installments of the game.
Well, technically 3 things, because they also need to
3) Bring back Leon.
And i'm cutting this post off before I wander back over later and ramble off on something else to add onto this post. Again.
Night! Well, morning now, but whatever.