New DOA5 Balance Suggestion Thread.

Tenryuga

Well-Known Member
I'd like to see the threshold reduced to DOA2U levels and have the cast get DOA 3.1 frame data. Also I'd like them to change back turned stuns back to where all hits were guaranteed. Also launchers should give great or max height without having to be deep in the threshold and launch on normal hit like they are supposed to. IMO the emphasis on the stun game needs to be lessened.
 

Julius Rage

Well-Known Member
Zack is an easily buffed character.

You can turn his funky roll into a sabaki - but not all of them. Zack can funky roll out of 5 different combos, only 2 of them should give his roll the sabaki.

Don't want to risk over powering him? Ok, do these instead.

1) 214T should be an OH, that or 6T and only on OH would it lead to a serious frame trap.

2) Make the Zack Beam cause a faint stun on hit. Keep it -88 on block.

3) make the machine gun kicks a 3 in 1. There is a potential to pull off 5 so say if I catch you with the first you'll be on the hook for next two but the the final two are completely holdable. But if you block the first two then get hit with the third you're on the hook for the final two kicks on the combo.

Sarah, Alpha and Helena need nurfs.

Sarah is far too safe, alpha does not need an OH and Helena is Helena.
 

Pokerking87

Active Member
It's funny you say that.

About nine years ago, I once had an affair with that girl. Even though it couldn't be helped since Christie wasn't around, I tried to have fun. But no matter how hard I tried, I felt dirty inside... defiled, if you will.

Never again.

I love Christie same as you but i have Fun with several Chars! ;)
 

EMPEROR_COW

Well-Known Member
Premium Donor
- give hayate his DOA4 66 teleport from stance

- make lisa's 1p a standing or half crouch ... (Better if non tracking too)

- give hitomi 1 more guaranteed setup (at least)

- i feel eliot may need something (but i honestly have no experience with the character so cant really put my finger on what it is exactly)

Other than that.. I think the current balance is great! :)
 

VirtuaKazama

Well-Known Member
Standard Donor
News Team
I'm not sure what changes are needed, but I guess there are some are really needed for certain characters. I'll play more of DOA5 and DOA5+ as well as DOA4 and Dimensions to see what needs to be changed.

Also, I know the "Make Your Move" contest has been over for about a year now, but I feel that this certain move should be given to either Lisa or Tina:

 

UncleKitchener

Well-Known Member
Standard Donor
- make lisa's 1p a standing or half crouch ... (Better if non tracking too)

- give hitomi 1 more guaranteed setup (at least)

Other than that.. I think the current balance is great! :)

A hundred times this.

I think Hitomi has :4::6::K: into some backturned combo, but I need to test and see if this is guaranteed or not.
 

Doa_Eater

Well-Known Member
Mila- minus 1 frame on everything, more takedown variation and new possibilities out of it, punch punch gogoplata or another example having the bass pick up from takedown, also limbos.

Tina- minus 1 frame on everything, new damage dealing throw leaving opponent standing very close on neutral, 20% less damage on the running throw but making it offensive hold.
 

Raansu

Well-Known Member
A hundred times this.

I think Hitomi has :4::6::K: into some backturned combo, but I need to test and see if this is guaranteed or not.

It does, but it is completely reliant on open/closed stance and the stance varies on which version of the kick you do, and because characters shuffle their feet so much in DoA it's impossible to ever get a consistent setup for the "good" combo. Topple that with it being a high kick and it knocks the opponent to the floor even at the lightest stuns makes the kick mostly useless. Thankfully it's -5 so it's not too terrible to throw it out there even on block, but it's not really reliable as 99% of the time it's going to push them to far away to get anything out of it aside from single hits like 236p, 46p or 236k. 3f+k will connect sometimes if you are close enough. If you get the correct stance though (which is practically never) she does have a half decent setup out of it with 6f+k, 6p+k, 33p > juggle.

Personally I'd like to see her hi-counter setups be returned. Prior DoA's she would get +10 on 6f+p but on hi-counter throw she would bet +15 letting her get unblockable setups. Unfortunately you could still hold out of them in DoA4. I'd change it to have 46p being unholdable if 6f+p was a hi-counter throw.

DoA2U and DoA3 2p on hi-counter hit gave her an unblockable 46p (a lot of characters had 2p setups like this that I would love to see make a return).

Being a striker character I'd prefer she got her damn frame advantage from the demo back, but TN being TN and seemingly enjoys having everything negative on block unless you spend 30 frames charging a useless guard break (except their precious VF characters) I'd like to see her get some utility to make up for her having to constantly be in the negative.

Her low kick hold puts the opponents back to her...let her capitalize on that.

Her parry should at the very least allow her a free stun.

Get rid of the useless 46k strings and make 6f+k capable of causing limbo stuns.

Bring back her guard break from DoA4 that allowed her to get an unblockable setup. (the one that didn't need a long ass charge and had some decent evasive properties to it)

Swap her natural combos so they can't block the last hit. As it is right now on neutral p6pp if the first punch hits the second is unblockable but they can block the most crucial part that opens up the stun game. It's such a useless natural combo and it should be the other way around. If the second punch hits then the third opening the stun should be a natural string.

I'd like to be greedy and say make all her sweeps have the same advantage as 8pp2k, but that would never happen.

Meh, I could probably go on forever but whatever. It's not like DoA5U is going to be a drastic change from the formula we have now.
 

Julius Rage

Well-Known Member
Or you could simply make everyone as safe, or nearly as safe as that.

I tend to lump safe and frame advantage together sometimes.

Sarah can be safe but she's plus on too many occasions and you take that together with her wake up game and she's always dictating the range that the match takes place. If she had less frame advantage she couldn't walk you down nearly as easy. I think it's fair to say that it's extremely easy to lock a guy down if they have to worry about constant frame advantage, an ss that doesn't dodge follow ups often if at all and the sabaki.

When I get in front of a computer I'll try to draw a better picture, phone posting ain't getting it done.



After you.

Too bad your mom didn't swallow.
 
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