Free Step Dodge

T..J. Bernard
T..J. Bernard
In DOA, my issue with sidestepping is that outside of strings that track, if I sidestep a string and try to punish that or interrupt the string (assuming the string doesn't track), chances are I can possibly get hit because a move re-tracks. And it defeats the purpose since likely the next best thing then is to sidestep and block which I can basically do without sidestepping.
T..J. Bernard
T..J. Bernard
I cannot escape pressure with sidestepping and since DOA, to me at least, emphasizes counter hit and stun, I can't utilize sidestep to get that because re-tracking takes that away from me mostly. I can maybe be doing it wrong or whatever. But for the most part with my experience, with DOA, Re-tracking takes away sidestepping for me in that game.
T..J. Bernard
T..J. Bernard
T..J. Bernard
T..J. Bernard
Now, since Tekken is so barebones with tutorial and knowing what is what, if I didn't stumble upon this, then even if I time it perfectly, if I didn't sidestep to the side that I'm supposed to, then I'm still getting hit. Also, some strings take them so far away that I cannot punish them, which also defeats the purpose.
Lulu
Lulu
Ah yes... the old "You can only side step one strike at a time" argument.

Personally I prefer it that way... however I would add one buff.... Side Stepping Enables counter hit for both Players.

That oughta encourage people to go side ways more often.
T..J. Bernard
T..J. Bernard
And lastly, me personally, I'm not a fan of up up as a way to sidestep because if it's done wrong I can get the jump animation which I don't want. All in all, maybe I'm missing something or whatever and maybe I'm doing it wrong or maybe my characters aren't the best with it or something, but I kinda feel that sidestepping has been becoming weaker.
T..J. Bernard
T..J. Bernard
@Lulu Your argument is valid and preference is preference. My only argument against enabling counter hit for both players is that I still don't feel as rewarded. Because then after that we're basically in the neutral game. If I'm trying to sidestep, I'm doing it with the goal of shifting the momentum my way.
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T..J. Bernard
T..J. Bernard
The last thing I want is to get into the neutral game. Cause, generally speaking (and correct me if I'm wrong), with the neutral game, the faster character, the more evasive character, or the character with more range (depending on distance) would generally win. Why would I risk that if again, it would be better to block and depending on how negative a move is, would dictate how I punish.
T..J. Bernard
T..J. Bernard
I also forgot, I don't think I can evade Rage arts with sidestep. I may be wrong and don't take my word for it as I'm trying to experiment that with Hwo since when he's in Flamingo, generally there's a window to be able to RA and I'm looking for ways to evade it. That's another issue. But after that, those are my points based off my experiences with Sidestepping on both DOA and Tekken.
Lulu
Lulu
LoL... I don't know what to tell ya... I love side stepping.
GreatDarkHero
GreatDarkHero
I had some similar feelings. The SS is situational in DOA, with Tekken being more so, mainly because of the fact that you have to step a specific direction vs characters and moves (example, SSL working against Ling in a lot of scenarios but still not as consistent or as power of an option as player's like to believe).
GreatDarkHero
GreatDarkHero
How would something like this be fixed? Probably by not having string retrack? In DOA, it does not matter which direction you SS, as long as a person is not going towards a wall. ... Or, something along those lines.
T..J. Bernard
T..J. Bernard
I feel indeed retracking has to go. This will give me a lot of controversy but taking that away will improve sidestepping significantly because then that'll help with looking into what tracking moves a character has and looking to that being more useful instead of always using certain strings because they just re-track.
T..J. Bernard
T..J. Bernard
@Lulu I like SS also. It adds to the distinction and awesomeness of it being 3d fighting instead of 2d. But at the same time, I feel there has to be more reward for doing it and making proper reads instead of still rewarding offense because a string re-tracks or because I sidestep the wrong way.
Lulu
Lulu
Depends on the string....

If the string is fast enough and you don't use your SS Attack then you can effectively side step two strikes at once....

If its slow enough then you can either recover in time to block or use your SS Attack to interupt the string before it has a chance to retrack in the first place...

Or you can just go with the Tried & True "Only SS the Last hit in a string"...
T..J. Bernard
T..J. Bernard
But that's the thing for me. It shouldn't depend on the string minus if the string tracks or not. If a string tracks then I have no problem getting hit cause that's someone correctly guessing if I was to sidestep or now. But if a string thoroughly says "No track" on every move, then regardless of whether someone delays or does it fast, if I sidestep, I should be able to punish.
Lulu
Lulu
If you wana punish it just block it.
T..J. Bernard
T..J. Bernard
That's basically my whole argument there. That because sidestepping isn't as effective as it should, for me, it's better to block and punish there, which I could do even in 2d fighters. People talk about 2d's being stiff and 3d has that distinction with their fighters but it's weak cause re-tracking instead makes me just stand and block.
T..J. Bernard
T..J. Bernard
And I'm not trying to say this outta hate or whatever. I know people love it the way it is and they have their reasons and it's respectable. But for me, I feel that that's a weak point that not only DOA, but Tekken needs to address.
Lulu
Lulu
Actually what it sounds like you're saying is you want to punish everything by side stepping.

Thats like trying to punish everything by jumping in 2D Games.
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