Free Step Dodge

Camel with 2 thumbs
Camel with 2 thumbs
these are the only characters where the retracking works the way it's supposed to (i.e the linear part whiffs but second part is a tracking move that catches the SS follow up) , feels like everyone elses retracking is way too slow to catch the SS follow up, even with plus frames, so you end up getting hit with the very move your retracking strings are meant to stop, that's frustrating
Force_of_Nature
Force_of_Nature
Ayane's 6PK can be sidestep-attacked. It sucks as a tracking move (though Ayane has tracking moves out the ass anyway). But yes, Kasumi, Diego & Nico got dem "retracking" strings. In general, I don't like the way how "tracking" & "non-tracking" is treated in DOA. In every other 3D fighter linear strings don't track and go off-axis.
Camel with 2 thumbs
Camel with 2 thumbs
In Ayane's case i was referring to her 5ppk which, up until recently i didn't realize was a retracking string lol, but yeah she has proper tracking moves for days, and so do most characters not named Eliot, Kokoro, or Marie Rose. but it'd just be cool if everyone retracking worked as well Nico's, Diego's, and Kasumi's. yeah it'd nerf SSA but retracking strings are supposed to stop them in the first place
DestructionBomb
DestructionBomb
Linear strings and follow up linear strings must "always" go off axis. The word "retracking" must be handled in the most poorest way possible for future DOA games from here on. If you get stepped and you continued follow ups, then that is how it's suppose to be originally.
Camel with 2 thumbs
Camel with 2 thumbs
Not necessarily, I don't know about Tekken or VF, but in Soul Calibur you have strings that start linear and are susceptible to stepping but have follow ups that track and catch ppl sidesteping (sophitia BA, Ivy 6BA, etc), but yeah i agree that if you're mashing non tracking strings and you get stepped, you should be flying the hell off axis
DestructionBomb
DestructionBomb
VF has half tracking (and even retracking), but their general basis for their evasive system makes opponents go off axis that's straight forward based on string linearity (which is how it's suppose to be).
DestructionBomb
DestructionBomb
Tekken is the same albeit their limb system usually determines where to step (SSL/SSR) for proper evasive, but most of Tekken's off retracking situations is based off character hurtboxes and distance. (Ex: Asuka can evade a certain move from an SSR, but the bears can't because they are too big etc.)
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