I'm still trying to figure out why there isn't an option to turn on the Move Details during Command Training. Would be ridiculously helpful for learning the frames & move properties while going through a character's movelist.
DOA6's launch has been nothing short of a travesty, but there's something amusing about all the scrubs on Twitter saying that they'll be playing MK11 instead as if they're actually going to stick with that game. Same with the people that said they'll choose SCVI over DOA6 in the long run.
I understand that TN want the lobbies to be the best they can, but the situation right now is immensely frustrating and downright embarrassing. Lobbies don't affect me because I hate FG's online, but many people do and it is a horrendous look for DOA6 to release it a month or more without it...
Really wish that Team NINJA released DOA6 with lobbies. Even if it meant delaying the game again. Not so much that I'm a lobby monster, but moreso that it's a really bad look for the game to release without something like that.
Well, I got 2nd place in DOA6 at CEC in Toronto. Solid finish, but it's always painful to both reset the bracket, then lose the reset bracket 3-2. But stuff like this is what makes fighting games great.
There needs to be a way to be able to quickly delete replays in the Theater. The 200 video limit fills up easily if you have autosave on, and deleting the excess videos is a momumental pain in the ass after each gaming session. (Eh, at least they added "Show Details").
DOA6: Core Fighters has a much better distribution for the free-to-play characters. Just 1 ninja, a heavyweight grappler, a brawler, and a balanced striker. Having 4 ninja free in DOA5 Core Fighters was just dumb.
Now I'm convinced that the parts system was intentionally prioritising characters I used less. Parts system is much better now, not only do all the points go to the used characters, but the excess go into another costume. To top it off, when all costumes are unlocked...

Reactions: Force_of_Nature and Mayor-Of-Mustard