x Sypher x
Active Member
I guess no one liked my idea lol.
I just had a thought. I have heard from a few that the stun system needs tweaking. I was thinking that the majority of all stuns should be unholdable with the exception of say maybe 2 types, and those would be:
(For lack of better terms)
1. Stuns by jabs (on CH or NH)
2. Stuns by low attacks that don't cause a sitdown (on CH or NH)
(The reason why I chose these two is because these types of stuns are the least used during threshold since the majority of stuns used are by mid attacks.)
And then any other type of stun AND ANYTHING on HCH should be unholdable PERIOD. Of course you have to consider frame advantage, recovery, SEing, etc. But this way the attacker doesn't have too many options and offense isn't too powerful. If holds were removed from stun completely then the attacker could just hit you with whatever the hell he wants until he decides to launch, and fighting in water would be SUPER dangerous cuz it's AAALL about the stun game there. Not that it's a bad thing, punishment should be granted when successfully stunning your opponent, but if my suggestion here were implemented then it would give you a sense of what NOT to do or what situation to avoid in the instance of any of those 2 situations occurring. That's not to say they will never occur, but it gives both players something to think about and layout their strategies accordingly.
Hitomi's Parry - Give her frame advantage and nothing more, but give her three parries instead of just one. I'd like to see a high, mid and low punch parry. That way it's easier to fight her, the Hitomi player has to think more before using the parries, but they're still effective. It adds more depth and skill to Hitomi while not really making her better or worse. Of course, if the counter/parry frames are adjusted, this may be a moot point. This suggestion is only effective if the counter frames remain as they were in DOA4.
Helena's Bokuho - As a Helena player I can tell you that I felt she was much better in DOA2U than she was in DOA4. Yes, BKO is great in DOA4, but her options from BKO were very limited. I can go high, which leads to nothing in most cases, and a stun at best. I can go mid, which is the counter of choice in almost every situation, but I can mix that up with a throw. This mixup is her best option out of BKO. Her one low from BKO was nerfed from DOA2U to DOA4 (or was it 4.0 to 4.1?) so that's not a very good option either. It also didn't help that she was something like -12 when canceling out of BKO.
I really like Helena's various stances and the depth of her character (I think she's one of the deepest characters in the game), but she needs more VIABLE options. That's the key here. From a competitive standpoint, it doesn't matter what you add or remove from any of the characters if those assets are not viable.
DOA needs to change at the base level, which includes the triangle system. However, what I'd like to see is a step back to the multiple stun system we had before, then add to it...
Instead of virtually every attack inflicting the same stun on counter hit, I'd like to see 3-5 different stun types. Bring back limbo stun, add to that stumble stun we saw in DOA4, and then maybe include a couple more stun types. Of the recommended 5 stuns, only one would allow you to counter out, but this is the most common stun. You can't counter out of any of the other stun types, but you also can't extend the stun. So it's either you risk getting countered and go for the normal stun, or you stun and launch (or throw?) in a situation that nets you less damage, but removes the opponent's ability to counter.
I think my main issue with DOA4 is that there's a way out of EVERYTHING. You got counter hit? No problem, just counter out. You're in a stun and about to be launched? No problem, just counter that launcher or use a low counter if the launcher is high (which also avoids extending the stun with high attacks). The opponent has you in a frame trap (the 1 or 2 that existed in DOA4) and is going for a throw setup? No problem, just attack to beat out the throw. There is rarely a situation in DOA4 in which the attacker and defender are not on virtually equal ground, and that needs to change.
Look at how DOA4 evolved. By the end of the competitive life cycle, the main setups were crushes (avoiding the counter system), uncounterable setups off of knockdowns (avoiding the counter system), and connecting with whatever your setup was that led to the knockdown for the uncounterable setup. In DOA5, the counter system needs to be adjusted, or we need the ability to get around it with viable options.
I'm not understanding the reasons behind this?- Restore ability for winner to continue actions/movement after KO
Wouldn't this be similar to VF throw break system? Except in VF you can input multiple throw escapes (4 being the max). Although I do agree that this is how we punish in DOA and, it'll only create more guess/guess win bs.one input chance for you break using the same input as the one used on you.
High counter throws inescapable.
I'm not understanding the reasons behind this?
Ability to completely pull yourself back up on to the ledge.
- Throw escapes: Add input throw escapes for throws, high counter throws/opponent in recovery inescapable.
- Decrease the hitbox and remove stun from Wakeup kicks. All wakeup kicks should be unsafe on block.
Making all wake up kicks unsafe on block won't really do much if throws (what we use to punish) are escapable lol?
- There are features in the demo that require the Right Analog Stick. Some arcade sticks do not have a Right Analog Stick, making these features difficult or impossible to use. Please provide other ways to access these features.
- Some other fighting games require the use of specific buttons for various features (text chat in Soul Calibur 5 is done by pressing L1). Some arcade stick owners only have 6-button sticks, or remove the last two buttons from their 8-button sticks. This makes it difficult/impossible to use features like this. Please allow us to change the button config of options like this.
Forced tech setups for uncounterable attacks no longer seems to work. The grounded opponent seems to be invincible until they're fully standing (at least 20 frames), which means that any attack you attempt goes right through them. If you're going to leave the ability to force tech in the game, at least let me use it to my advantage. That was the one good thing about DOA4.
- Throw escapes: Add input throw escapes for throws, high counter throws/opponent in recovery inescapable.
- Decrease the hitbox and remove stun from Wakeup kicks. All wakeup kicks should be unsafe on block.
Forced tech setups for uncounterable attacks no longer seems to work. The grounded opponent seems to be invincible until they're fully standing (at least 20 frames), which means that any attack you attempt goes right through them. If you're going to leave the ability to force tech in the game, at least let me use it to my advantage. That was the one good thing about DOA4.