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.
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.
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.
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.
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.
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.
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".
wait a sec....
But seriously this is the only way I play doa6 online, Nothing less