Free Step Dodge

Raansu
Raansu
I don't believe simply having a jab speed advantage should dictate a match and I'm tired of DoA being so heavily favored to i9 characters, especially with the lack of throw breaks. Like I picked up Kula and the difference in approach I can make between her and Hitomi is insane and Hitomi isn't even slow. That 1 frame jab and mid makes a ridiculous difference.
DestructionBomb
DestructionBomb
"But a wrestler can never beat a ninja" amirite lol
Raansu
Raansu
Dammit, who invited Itagaki in here?
Brute
Brute
Everyone should have an i10 jab. When you set people at i11, then at R1F your only options against i11 midders are sidestep or 4H, both of which are countered by the same options. It's really, really dumb. Having an i10 jab alone would be a godsend for certain characters. Kasumi would still be fast and top tier even without that stupid i9 jab or that i11 mid.
Raansu
Raansu
I got my i11 example from Tekken as they moved away from variable speeds and went to i11 and +1 on block across the board. That said, i10 or i11, one would hope if TN was daring enough to move away from variable jab speeds, they would also stop allowing you to move before the round starts.
Force_of_Nature
Force_of_Nature
In Tekken jabs are i10, not i11. The base strike speeds are i10 high, i13 mid in Tekken (except for the special people that get i12 elbows...). But yeah, variable speeds work in something like SoulCalibur because the effective ranges can vary a lot between characters and because close range speedsters can't get in for free as easily.
Brute
Brute
Variable speeds CAN work in SC. They WOULD work if Bandai could figure out that jailing is cancer and their 8WR doesn't work anymore.
Raansu
Raansu
I thought they were i11 in T7?
Edit: Yep i10.....but I got the +1 part right :p. Oh well, goes to show how much I play T7. Point still stands! I hate variable jab speeds and I like the Tekken moved away from them.
Force_of_Nature
Force_of_Nature
@Brute Well, SC ain't perfect haha. But yeah, I know what you mean. I shiver at the thought of SC ever allowing movement before rounds...
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Hold_Junkie93
Hold_Junkie93
What I like about VF again is that their frames play around the idea of the average human reaction time being around 11-14F So that you may react reliably and not question it in order to either SS, Sabaki, 2P or crush.
Brute
Brute
It's ya boi, i7 tick throw!
Hold_Junkie93
Hold_Junkie93
@Brute The speeds are simply not human. Having fast throws with fast characters are nuts. For VF, Wolf is slower with his Jab, so, he has 9F Forward throw. Vanessa in defensive stance is well, just that, so, she gets a 10F mid in that stance. Like I said, it's done to help the characters. Why DoA6 added so much HiC dmg and all that is beyond me.
Force_of_Nature
Force_of_Nature
DOA's always had a lot of hi-counter damage to reward use of the Triangle system. Though I've generally been of the mindset that things such as hi-counter defensive holds and hi-counter strikes lead to silly damage. I'm fine with hi-counter throw damage because it discourages misuse of counter holds. But the 'whole striking a throw attempt for 160% more damage" is asinine.
Hold_Junkie93
Hold_Junkie93
@Force_of_Nature Stole the words out my mouth like baby birds eating out of mama bird's beak
Brute
Brute
*60% more damage.
160% more damage would result in a total 260% damage scaling.
Raansu
Raansu
Hi-counter damage is fine imo. What drives me insane is getting hit while back dashing results into a counter hit instead of.....ya know.....a block.
Force_of_Nature
Force_of_Nature
@Raansu To be fair it's like that in SC & VF also IIRC. Only in Tekken would hitting a backdash not result in a CH, hell, backdashes can autoblock in Tekken 7 haha. But yes, it would be more preferable if backdashes didn't lead to CH status.
Hold_Junkie93
Hold_Junkie93
@Force_of_Nature In VF, you can completely avoid an elbow that doesn't enter a string with a backdash and a 2P then whiff punish or crush. A direct counter to that is to 3K the back dash to cause a stagger sitdown which is almost impossible to get out of as long as you follow up with your appropriate frames. I've gotten combos from this.
Chaos
Chaos
Whats worse about DOA is that some characters that has 9 frame can crush a 10 frame jab with mids and then there's other problems LMAO. I see why Rikuto get frustrated.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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