Wannabe DOA Game Designer - DEAD OR ALIVE 6 FIGHTERS EVOLUTION Patch Notes and Details | DOA6FE

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Details

Dec 23, 2022 at 12:43 AM
Posted by NyaMiyamaFighter
An early Christmas gift to... me :)
Viewer Guide:
00:00 An overview of Nyotengu's changes.
1:12 Hitomi vs Momiji. Sorry, I don't know Momiji. But I tried.
3:12 Nyotengu vs Hitomi (2 fights).
7:57 Outro

Changes and Reasons
Break System
1. The Sidestep Attack now does 10 damage.
**Reason: Evades most attacks. Spammable.

2. The Sidestep Attack causes the opponent to tumble backward instead of far push away.
**More useful than a silly push away that leads to no setups.

3. The Break Blow is negative on block (throw punishable).
**It was overpowered and not fun.

Danger Zones
Check the DOA6++ patch notes. I borrowed their BASE bin file… because I like it ;)
**Get your combo and continue fighting. No more stun lock after being hit into a box.

Fighting System
4. Primary launchers must connect on counter hit or on a fatal stunned opponent to cause a high launch.
**This is a fighting game, not a "hitting" simulator. Play smart to earn your guaranteed damage. Now it's easier to make an educated guess as to what our opponent will do at the end of the stun threshold. More time on the ground equals more fun.

5. New mid fatal stun added. Only works on opponents in Critical Stun.
Nyotengu: 9K
Hitomi: 6P+K
Momiji: 6H+K
**An answer to people who spam holds. A reward to players for winning in neutral. Somewhat of a replacement for easy launchers.

6. 8P+K ground pound damage drastically increased.
**Don't stay on the ground in a fighting game.

7. Reset throw damage reduced by half.
**Cheap and annoying. Now we can make an educated guess that people are less likely to abuse reset throws because they're no longer almost as powerful as regular command throws. The trade-off is more substantial. Utility vs. Damage. Choose wisely.

8. The first strike of the Fatal Rush string no longer causes a fatal stun unless the opponent is sidestepping.
**Too easy. I want people to be able to react to fatal stun strikes and be rewarded if they do.

9. Mid wake-up kick damage doubled from 20 to 40.
**People mash on opponents who are on the ground and need to be punished for being reckless, not rewarded for guessing wrong. There wasn't enough of a risk for attempting to beat out the mid wake-up kick.

10. Regular mid holds damage reduced by half.
**It's NECESSARY that we attack mid, unlike high and low. So we shouldn't have to be overly cautious about attacking our opponent as if we are walking on eggshells the entire fight. There was no safe space.

Ideas for the Future
-Remove the low counter from the Break Hold like my original mod.
**There shouldn't be a move that completely gets you out of danger unless it depletes 4 Break Gauges. But it costs two, so this is my solution. This is also why I want to add more fatal stuns so that people will try to save their meter for when they need it.

-Add back old moves like Hitomi’s 2KKP from Dimensions, but as part of the 3K string instead like DOA6++.
**The more moves the merrier as long as they don't make the game frustrating to play at high level.

-Making all launching throws harder to execute on the level of Raidou’s throws.
**Helena is broken, and so is every other character with these kinds of throws (to varying degrees). Completely removing them from the game will not happen unless there's no other solution.

-Add back DOA5 Power Launchers
**I want more ways to reward players who practice so that there is a clear skill gap between competitive players and casual players who don't care to try.

-Add one-hit force-tech properties to moves.
**The pace of the match shouldn't have to slow down so much when someone is knocked down. Do not confuse this with guaranteed force-techs from DOA4. Those are broken.

-Tone down excessively long stuns and other annoying mechanics.
**Too often people stun you and wait to see how you will react. And after their appraisal they still have enough frame advantage to extend your stun. Bad game design. We should not be rewarded for having no faith in our combos. Quick thinking and confidence in self should be key to winning in a fight. There is an appropriate time to be patient for sure, but not when your opponent is stunned and left completely at your mercy already.

Closing Statement (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 always was destined to be: A realistic, cool, competitive, deep, well-thought-out, fun, fair, GOOD video game.
This is the TRUE Evolution of Fighting Entertainment

Download link to Fighters Evolution:
https://docs.google.com/document/d/1KCD44A58DNL-vaRIYCfm-ualQZZLT6bY4XwFpr0OUBk/edit?usp=sharing

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