A burger joint called 'Duchess'. Not the greatest fast food restaurant but hey, a job is a job. I have a side thing also working at this farm close by so for this quarter of the year I'm set on two jobs.
Why? Just put all the cool costumes/stages in 5U and patch-up certain characters to have some of the tools they lost from 4, put back in Tengu and boom: way better game.
In your eyes maybe, but I have more appreciation for certain things in that game than for things in this game. It needs tweaks in many areas but I think overall it was ok.
If it was the same as it was mechanics wise... that may be problematic definitely.
Everyone complained about the guessing but I didn't see it as big of a problem as people expected since DOA's system always made it the ultimate test of reading your opponent.
I don't mind not having completely unholdable stuns (like sitdown stuns being like they were before, not completely unholdable all the way through but in addition adding the recovery frame changes
to the game so that there's no incentive to spam out low holds or holds at all. There's a few other things as well (working out ridiculous crushes and balance issues. At the same time though, there's no reason for them to really work back though. Oh well.
But "not seeing it as big of a problem as people expected" is not the same as wanting to play it in favor of DOA5's gameplay. What is it about the gameplay in 4 you feel is superior to 5?
Well for one thing the fact that it asked for extremely deep mix-up feels superior to 5. Sure there are some situations guaranteed damage should be rewarded but at the same time the fact that there were so many launcher options, better openers/pressure on NH for some characters made the game a lot more interesting.
Best example would be 3K's SD stun in DOA4 for Hayate. You sit them down then they have to wait a few frames before they can hold meaning just like with something like just about anyone's 3P, most likely if they SE or hold, they have to deal with the mix-up of that characters launchers.
With Hayate you'd see 3k, 8p, and 3k, 9k. Typical launcher mix-up, but off of a sitdown stun
from 3K, you'd see people dash in and 4K6K, because they knew the opponent would hold so they'd get the launcher. Now... of course you can do that in DOA4 without the SD stun because 3K is regular now but there's something to be appreciated about forcing the opponent to throw in that mix-up in DOA4 off of a stun that makes highs whiff.
The gravity was better in that game in my opinion. It didn't make the juggles so much longer or anything, but it made more of them possible, but in 5, I can't even do a simple CB! 6K, 8P, PPP, 7K anymore, or throw out 6K, 6K, PPKK anymore. DOA5 did introduce new juggling styles for many characters, but I don't think that warranted for increasing the gravity.
Hayate was cooler. Ryu's 3KK and 2H+K was extremly bad ass. Helena's juggles were kinda awesome. Partitions were pretty dope even though some didn't like them. The pace of the game was quicker for whatever reason (maybe has to do with the fps rate).