DOA6FE Eliot Update 2c - 2H+K buff, Break Hold damage, & Super Launcher swap | FIGHTERS EVOLUTION

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Feb 4, 2023 at 2:56 AM
Posted by NyaMiyamaFighter
"Was I too hard on you? ;) "
This is what happens when you give me feedback: I'm better able to improve the game.
Easy & Quick setup guide for the NEW Fighters Evolution:
https://docs.google.com/document/d/1Rq5QGKq2_9PwawUUoZnCbQvlKZkS6kZR5Pp-FA0lCQg/edit?usp=sharing
~
Changes and Reasons (old):
Almost everyone hated that the original DOA6FE practically removed launchers from the core gameplay and made the combat extremely awkward. So I went back to the drawing board.

Affected Characters so far
Nyotengu & Eliot

Break System
1. The Sidestep Attack now does 10 damage.
2. The Sidestep Attack now causes the opponent to fall on their backs instead of push away.
**Tumble stun is gone because some characters couldn't capitalize off of it. Keeping things simple for now.

3. The Break Blow no longer guard breaks (extremely unsafe on block).
**This move doesn't need to have other uses outside of its primary function which is to extend combos.

4. The Break Blow sabaki no longer counters high strikes.
**Now you can fight to your hearts' content without worrying about a random Break Blow overriding all your offensive options. Just be wary about using mids...

5. The Break Hold no longer counters high strikes and low strikes.
**Now the game is more like DOA5, but BETTER. This emergency hold now acts as a universal mid parry everyone has access to. It's not overpowered, it's not useless; it's an optional technique that adds to the gameplay instead of being the center of it.

Danger Zones
Check the DOA6++ patch notes. I borrowed their BASE bin file… because I like it ;)

Fighting System
4. Primary launchers must connect on a fatal stunned opponent to cause a high launch.
The launch height will be average otherwise.
**The back-and-forth mind games are what make DOA fun. The longer we're on the ground, the better.
There is no satisfaction in victory if your opponent is immobilized for 1/3rd of the match.
Eliot's critical stun launch heights may need to be toned down even more still. We'll see.

5. New mid fatal stun added. Only works on opponents in Critical Stun.
Nyotengu: 9K
Eliot: 66K

6. 8P+K ground pound damage drastically increased.
**Lying on the ground longer than you should be isn't recommended.

7. Reset throw damage significantly reduced.
8. The first and second strike of the Fatal Rush string no longer causes a fatal stun unless the opponent is sidestepping.
**It was annoying even before the BH nerf.

9. Mid wake-up kick damage increased from 20 to 30. Low wake-up kick damage decreased from 20 to 10.
**Players will not be able to beat out the mid wake-up kick by ACCIDENT anymore. And we can make an educated guess as to which kick our opponent will use since they deal different damage.

10. All mid holds and standing offensive holds damage reduced by 33%.
I chose 33% because on hi counter the damage will be about the same as the original normal hit damage.
We shouldn't have to be afraid to attack mid since it's a necessity.
The penalty for guessing wrong is now a little more reasonable I feel.
Forgot to mention Offensive Holds break the triangle system, so they cannot be too powerful.

11. Fastest mid strike deep stuns on normal hit (6P).
**If your opponent whiffs a move, you deserve to stun them.

12. Launching throws weakened or given more difficult commands.
Nyotengu: 41236T is now 61234T
**Too cheap

Mistakes/Inconsistencies
-Eliot’s throw from Bear stance damage is intact.
**Fixing this tomorrow.

Unique Character Changes
Nyotengu:
-3P+K guard break slightly nerfed.
**Requires more precise timing to beat out a 9-frame jab.
-Flying throw damage reduced by half.
**Too quick to be as powerful as it was.
-Nyotengu is the only character who must rely on fatal stuns to launch her opponent. Her 214P is an exception.
**She has too many ways to put her opponent into the air.

Eliot:
-2H+KP no longer launches in Critical Stun
**Too cheap, at least with online delay.

Ideas for the Future
-Buff underused moves and nerf overused moves.
-Add back old moves like Hitomi’s 2KKP from Dimensions, but as part of the 3K string instead like DOA6++.
-Add back DOA5 Power Launchers
-Add one-hit force-tech properties to moves.
-Tone down excessively long stuns and other annoying mechanics.
-Give moves that are unnecessarily difficult to execute an easier command.

My Ambition:
Dead or Alive will no longer be the best fighting game because it has fewer faults than the other franchises in the genre. Now it can reach its full potential and finally become the game it was always destined to be: A realistic, cool, accessible, intuitive, competitive, deep, well-thought-out, fun, fair, GOOD video game.
This is the TRUE Evolution of Fighting Entertainment

Tags:
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