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Radiance
Radiance
When has DOA ever had a difficult character to use?
Camel with 2 thumbs
Camel with 2 thumbs
Beats having 140 strings and only to learn that 9 of them are useful

but rt, it's probably just developers thinking of newer players and not trying to scare 'em off, so they make ez characters with much more condensed move sets, Katarina, Shaheen, Caludio, Kazumi, Diego, Nico, Tamaki, all examples of this
Kasumi-Phase-X
Kasumi-Phase-X
I guarantee part of the short movelist is a part of making the gaming experience bit more easier, and not throw out hundreds movelist to overwhelm newcomers. I remember that Tekken 7 were trying to make bit more casual to get newcomers in when it was in development.
Hold_Junkie93
Hold_Junkie93
@Radiance I always felt Ayane (Pre DoA6 and I could say the VF chars in 5 but they're not DoA chars) was hard to use in the sense that she felt very different and overall has a risky gameplan that takes some ins and out to deal with situations compared to others. She defo rewards reading.
DestructionBomb
DestructionBomb
In a way easy is not really bad, but there definitely has to be a sort of depth behind it to be of importance when it comes to an easy created character. A complex / high execution character with incredible depth is like the miracle worker of hype, but requires huge time which requires dedicated people, which is rare and not profitable for DOA's case (unless the character is overall appealing as the foothold).
DestructionBomb
DestructionBomb
I think Diego's for example is that not only is he incredibly easy to use, but the character just completely lacks depth due to the format of how DOA is. Ein suffered this problem, especially balance vs the majority of cast. I don't even think Nico is that deep either on playability and quite easy to use, but because of the demographic she's certainly more popular than Diego.
Force_of_Nature
Force_of_Nature
Yup, definitely noticed that this generation. None of T7 or DOA6's new characters are hard. SCVI to an extent has slightly more 'challenging' newcomers like Azwel & 2B, though it's moreso that they fit in with SCVI's general difficulty-curve, which isn't really all that difficult anyway. Compared to SCIV or earlier, 2B and Azwel would be considered pretty easy. And Groh is pretty easy also.
Force_of_Nature
Force_of_Nature
But yeah, like has been implied, it's been based on basically every fighting game developer's focus on wanting to be easier and a desire to bring in new players this gen. I think that the results have been incredibly hit-and-miss and developers need to remember why people got into FG's back in gen. 6 (PS2/Xbox/GC) or earlier in the first place.
Hold_Junkie93
Hold_Junkie93
If you put a character that just generally functions on a fundamental level as in, they have tools you need, for some games like Tekken it makes a character, "easy". Even if it turns out the characters are actually hard to win consistently wih. Just a VF/DoA character in TK, they'd be good regardless of difficulty. Tekken is only hard bc something that is essential in other games, is just not there in essence.
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