Why do you guys hate DOA4¿

Raansu

Well-Known Member
I wouldn't call something that is 5-12 frames slow at all......

Considering the fact that prior to DoA4 almost all throws were in the 4-7 frame range and low throws were in the 2-4 frame range...Yes, current throws are slow. Izuna drop is what, 12 frames now? It was 7 in 3.1. Bass' super launcher was 5 frames, Bayman I believe had a 2 frame low throw, Hitomi's 33f+p was 7 frames compared to now where it is 12 frames, and her low throws were 3 frames compared to 5 now. It was rare for a throw to be more than 7 frames and throw punishment was much easier in older DoA games. The only other throws that were usually over 6-7 frames in DoA3 were typically catch throws like Jann's DG was 19 frames, or Ryu's little jump and and grab your head throw (don't know the input) was like 22-25 frames.

With the exception of the standard throws, the average throw in DoA5 is 7-12 frames with most of the "good" throws sitting at 10-12 frames. So yes, compared to what we used to have, I would call throws slow atm, especially 12 frame throws. Not sure what makes you think that is fast, but that is a ridiculously slow throw.
 

Blackburry

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Throws that are 4-7 just sounds silly. That is wayyy too fast. The current throws are already too fast. You aren't reacting to something that is 7 frames. Lets be serious...that is faster than Kasumi's jab.
 

Forlorn Penguin

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It sounds good to me. Considering that throws are often used for punishment in DOA, having fast throws that are hard to react to seems appropriate. I'd love to still have that 2 frame low throw with Bayman.
 

Blackburry

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It sounds good to me. Considering that throws are often used for punishment in DOA, having fast throws that are hard to react to seems appropriate. I'd love to still have that 2 frame low throw with Bayman.


Throws are already pretty free in DOA because of how fast they are, ducking being slow AND throws being unbreakable. Speeding up throws will just make things worse. They could always just make it so that you could punish with attacks....
 

Matt Ponton

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Yes in a DOA4 system, 3 points is too much.

DOAD's stun system was that if you were put into stun of Hi-Counter Blow then you were immediately at high threshold level even though the threshold damage wasn't maxed.

So in other words you could jab a throwing opponent then launch and would receive max launch height like DOA2/3, or you could continue the stun threshold like DOA2/3. If you counter-hit the opponent's attack with a jab instead then you would need to get one more hit to reach high threshold, and if it was normal hit then you would need to go through the full threshold like DOA4.
 

virtuaPAI

I must say Thank You all!!!
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I'd say it's a hell of a lot more important, honestly.

Currently in 5, it is the ONLY WAY out of a lot of otherwise guaranteed damage situations.

In 4, it was simply a side-option to the hold.

-I see how it holds greater importance as in escaping guaranteed setups. No Doubt this is an important factor in Doa5. However, It was much easier to reach max stagger-ability in Doa4. This enabled advanced players to follow-up with counter strikes, fuzzy guarding, and escape those annoying stun loops. I wish they add this feature back, while increasing the amount of stuns you cannot critical hold out of. I believe this is a fair trade off!!!!
 

TRI Mike

Well-Known Member
lol I didn't understand shit about competitive DOA when I made this thread. And I liked DOA4 a lot but now... it's just kind of annoying. You guys made me dislike my favorite game from the 2005-2011 years.
 

Matt Ponton

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lol I didn't understand shit about competitive DOA when I made this thread. And I liked DOA4 a lot but now... it's just kind of annoying. You guys made me dislike my favorite game from the 2005-2011 years.

Yeah well coming off my favorite game from the 2002 era you can understand.
 
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