Free Step Dodge

Camel with 2 thumbs
Camel with 2 thumbs
5 bars, wired only, final destination

wait a sec....

But seriously this is the only way I play doa6 online, Nothing less
Force_of_Nature
Force_of_Nature
It just feels like every time I give DOA a chance online I just end up infuriated after the experience. It just feels like DOA wasn't meant to be played online.
Mama
Mama
Online lag and a fighting game with a hold system just don't go together.

DOA6 is the only fighting game online I can't stand (I actually get headaches after). You'd expect a 5 bar, wired connection to play like what's displayed but nope.
Project Bokuho
Project Bokuho
Stop playing on consoles and join us on Steam. That way, you won't be frustrated xD
DestructionBomb
DestructionBomb
My gripe with DOA on netplay (as well as probably many other people who are probably still unaware) is that an immense number of the cast have a huge chunk of their movelists to have incredibly good fast recovery despite disadvantage offsets which creates situations for an opponent to escape CH trades/guaranteeds during netplay.
DestructionBomb
DestructionBomb
An example is a move that's like -13 on block but the recovery is "16". No one would truly punish this on the net simply because you'd have to pre-buffer a throw the moment it touches on block, on top of an 8-frame window of delay (which is the -entirety- of the match). You are technically playing input latency in 60fps. Situations like this also creates false free cancel shenanigans for pressure and block.
DestructionBomb
DestructionBomb
Don't even get me started with whiff punishment in netplay, trying to whiff punish a move with really fast recovery on the net with your throw/launcher is asking yourself to commit seppuku. Not the real slow ones obviously, the general fast ones that you know you could, but you can't because you are tied to a chain and ball inputting moves.
Force_of_Nature
Force_of_Nature
Yeah, definitely. Can't react properly to anything, move, play proper footsies or anything of that sort. Honestly, I have a major gripe with DOA and it is the way how frames operate. The whole "add +2 frames" for strike punishment and "add +1 frame" for throw punishment is fucking stupid. I don't know why DOA can't have frames operate like they do in SC, Tekken or VF where -10 means -10. DOA's system makes no sense.
Force_of_Nature
Force_of_Nature
Doesn't make sense at this point why DOA's frame system acts this way (although I know "why" it's like that). The system gets further exasperated with how hitboxes + active frames operate in DOA where you can commonly be late on your whiff punishment and get blocked or you get stuffed by the opponent's move's "active frames".
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top