Free Step Dodge

Camel with 2 thumbs
Camel with 2 thumbs
maybe we need to go to those DOA4 days, back when certain characters could barely break 70 pts of dmg while others were casually draining over 100 off every touch, it'd be unbalanced but it'd make more sense than a game where a Swedish Loli and an American Pro wrestler can both do the same dmg near the wall
Rikuto
Rikuto
Ah yes, the days of 70 damage combos and 120 damage holds.


.... wait, that's terrible
Camel with 2 thumbs
Camel with 2 thumbs
well, im talking mainly combo/strike dmg, hold dmg is fine as is
Uberprinny
Uberprinny
So ummm....wanna play the King of fighters series then? Most fighters nowadays have gimmicks and doodads that will make your blood boil. You just have to make do!
ChaolanLegacy
ChaolanLegacy
DOA6's damage output is indeed crazy, kill combos or damaging juggles are very easy to execute in that game, I completely agree with you there, with 5 it was situational, the only stage where kill combos were almost a thing was Danger Zone. We are talking about a fighting game franchise where you can lose 30-50% or in Alpha-152's case even 60% off of a hi counter throw though.
Camel with 2 thumbs
Camel with 2 thumbs
Nothing wrong with having ridiculous dmg, something which both DOA5 and 6 have in spades when compared to the older games, it's just that high dmg should be the exception, not the rule
Rikuto
Rikuto
DOA 6 actually has super low damage. It's the actual combo hit potential that is stupid high. In no other DOA are you able to realistically get 30 hit combos regularly and that happens all the time in 6.

This is a problem with garbage stage design more than anything. They throw dangerzones into this game like an 8 year old with a map editor.
DestructionBomb
DestructionBomb
That's just scratching the surface. Part of this usually ties to damage multipliers as well. When it comes to DOA 'combo' factors, 70% of your damage comes from something that landed on CH because of how DOA is in general, the other 20% from HiC, and the other 10% from NH, no throws included and no low stun openers either.
Force_of_Nature
Force_of_Nature
The damage output outside of the dangerzone mental stages is ok if you take into account critical holds and break holds. In some other fighting games *coughsTekken7Season3coughs* you just have to take the damage and can't do shit about it, then deal with oki. But yeah, DOA6 is too dangerzone happy. Citizen Assists are just stupid.
Force_of_Nature
Force_of_Nature
@DestructionBomb YES! That's another thing that I've noticed in DOA is that CH & HiCH damage feels too disproportionally high compared to NH/CH damage in some other FG's. In VF, SC, Tekken, etc. the difference between CH or NH damage is a lot closer.
DestructionBomb
DestructionBomb
Yeah. Like here's an example, back in DOA5 Pai was deemed as one of the weakest strike hitting characters with the lowest damage outputs, but all it takes is one CH and she already took roughly 20-40% of your life with a wall / environmental hazards included because it's extremely high likely someone will hit a button. If you hold once and get thrown, you will get hit with a reset throw that does 14% raw.
DestructionBomb
DestructionBomb
Fun hilarious bit actually. Did you know that some of the Japan players have their training setting set to CH all the time? Terurock, Tanii, Sio etc.

ding-dong, because why else would you put it on NH setting when the opposing player will get hit on CH anyway lol, so damage is always big+danger zone and hazards.
Force_of_Nature
Force_of_Nature
Exactly. One CH is devastating. And this is DOA, someone is going to get CH.
DestructionBomb
DestructionBomb
If there was a log file for how much CH has been initiated through history (similar to your statistics profile for how many strikes and hold you did in your game lifetime), Counter Hit would be at the top of the charts somewhere.
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