Free Step Dodge

Raansu
Raansu
Variable jab speeds are something doa needs to move away from. That or implement throw breaks so that speed characters are not better grapplers than actual grapplers. Personally I want both though. Make all jabs 11i and +1 on block and implement throw breaks as well, cuz to hell with these throw reset loops that you have to hard guess out of.
Hold_Junkie93
Hold_Junkie93
In VF everyone has a 14F mid, 12F 2P if their jab is slow by a frame to counter 11F jabbers. There's only a one frame difference between them but they'll still get that 12F 2P. As everyone does.
Hold_Junkie93
Hold_Junkie93
Virtua Fighter adjusts a character's damage, combos, properties of attacks all based on the character's perceived Yomi potential. All whilst retaining fundamental tools to keep up. It's not like SFV where you could have bad normals and a lack of a invincible reversal
DestructionBomb
DestructionBomb
@KasumiLover In a game full of stuns and low IQ abare, it is something they have to move from to level up the game.
KasumiLover
KasumiLover
I don't really think so tbh, I think set neutral jab speeds and speed overall helps balance the characters, like Bass or Nyo with a 9i jab would be ridiculous xD Eliot already kind of is a taste of how character characters like that would play with a 9i strike although his isnt his base neutral jab
DestructionBomb
DestructionBomb
@KasumiLover Speed and neutral doesn't really go together when frame advantage is play along with speed differences. A heavy that's +1 - +2 can still lose any form of neutral and trades to a speed oriented character so the logic flies out the window. There is no true form of neutral when people are mostly fishing for CHs due to how the game is and free canceling on block in hopes they score a hit.
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DestructionBomb
DestructionBomb
Overall you can tolerate it from DOA, but from over the years of also playing it, I also realized it myself so I somewhat agree with them moving away from it. It makes matches look much cleaner considering how high visual DOA looks in general.
KasumiLover
KasumiLover
I respect that if that's how you feel, although there's also crushes and OHs that can be used, especially against neutral 9i jabs since those can be crushed with lows if you feel like the high jab is what you're opponent will use at +1-+2. And some of them like Nyo also have that 10i P+K quick jab they can use too since its virtually 9i in that situation and it can beat out 9i strikes
DestructionBomb
DestructionBomb
@KasumiLover That's not something of any "feel" though, that's just how 3D fighters are suppose to be in general. You can't use an OH if you are at disadvantage, OH comes with a risk of being low jabbed and HiC thrown. You can't rely on crushes to fix speed problems when mids blow out crushes.
DestructionBomb
DestructionBomb
Basically, there is no true excuse from TN other than trying to be overly different for....basically nothing. The risk of playing certain characters is far more dangerous than the popular i9 characters for many reasons and why Rikuto likes stating it most of the time because well, it's actually true. Not because he plays Bayman, but he feels that way playing Hitomi too and so on. Even I won't deny it.
Brute
Brute
What I'm gathering from this discussion is that people who main i9/i11 characters don't think that the poke speed disaprity is a problem, whereas everyone who doesn't feels it's a huge problem.

Surprise lol
DestructionBomb
DestructionBomb
I mean, I also played Pai and Kula and killed a lot of people in lobbies and yet I also think it's a bit of a universal problem. I could even play Phase-4 and even Mai.
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KasumiLover
KasumiLover
There's also the P+K jabs for certain characters like Nyo that can help against 9i strikes but I can understand if you feel that way
DestructionBomb
DestructionBomb
@KasumiLover Which is unsafe, but again, this is not something of a "feel". It's something of a 3D fighter thing that players go with in general. This is not something of my own personal thing when it's something that 3D fighters follow. Doing your own thing for a fighter is fine because it's good to be different, but there is layers to that sort of thing.
Brute
Brute
I literally don't have a main in DOA6, aside from arguably the dice button. But yeah, it's dumb. I don't even necessarily advocate universal poke speeds, but when you have an i11 mid fighting an i11 jabber, yeah, it's mad dumb.
Hold_Junkie93
Hold_Junkie93
TN wants people to use the triangle to the fullest extent of the law and TBH, at hi-lvl, it's risky and/or looks dumb. Is why it's kind of hard to find much disparity in peoples' skills between one another when they already understand how DoA operates. If the rules were more about neutral being more important with strikes and blocks rather than yolo stuff, we'd have probably attracted more 3D players in general.
Hold_Junkie93
Hold_Junkie93
A lot of the VF cats tell me the system comes off as wacky and they only really respect DoA2 and consider that to be the only, "Good" one. There should be more options to play more, "Solid". I feel like DoA5 was close in this aspect. Esp. since I could play the VF characters as if they sorta were still in VF minus Jacky using highs bc then he'd just be launched punished.
Force_of_Nature
Force_of_Nature
Because Team NINJA thought that giving some people (like *ahem* Kasumi...) an i9 jab would be a fun thing to do. iMO, I think all neutral jab speeds being either i10 or i11 would be fair. i9 jabs are dumb in a game where a chunk of the cast have i11 jabs. And of course it gets exacerbated by the i9 jabbers generally having i11 elbows. It leads to wonky exchanges when there's no throw breaks.
Force_of_Nature
Force_of_Nature
Also, in a game with speed disparities, there should be no movement at the start of the round (i.e. no getting in the slower opponent's face at the start of the round). It undermines the neutral spacing game and can be annoying for both slow characters and ranged characters in particular. Can you imagine if SC let you get in your opponent's face before a round start?
Raansu
Raansu
Its not like speed characters would stop being speedy. Their mids and lows would still be faster, but everyone being at say i11 jabs would make things way more fair. Kasumi vs Bass (or ANY damn i9 vs Bass) is just a lopsided mess. Like why is Kasumi not only fast, but also good at keep out with her crazy reach? Bass has ZERO chance to jab/interrupt Kasumi.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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