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  1. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    yep,fun to play,the graphic in that age was godlike too But, As a hardcore FTG?nah
  2. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    lol,SFV big damage?seriously? If you are saying Abgail vs Gouki,,oh well In TK7 you would get big damage only if your back close to a wall,and TK7 never allow you lie on the floor safely The point is,these 2 games encourage players to try hard to be offensive,in DOA6,guarantee punish is the king
  3. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    chill dude,there are so many characters do not have a single useful sitdown stun,and many of them do NOT even have good strings like hitomi does,but still,they are good characters lol,like phase-4,alpha152,moniji,nyo tengu etc... The point is,it is not SE's fault,I believe it's for character...
  4. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    well I think he's complaining about his character hitomi,her 2HK low sweep in normal hit,if opponent fastest SE,she will get a slight disadvantage,-1 I challenge my memory. But I still believe that it's fair to hitomi for 2 reasons 1,nobody can fastest SE in any random neutral game,actually in...
  5. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    It might be sone kind of difference of recognition? When I play PC version DOA5,I usually need some time to adapt the input feeling,such as lee's PPP6P, I always wrongly input as PP6P,but the fun part is,in screen info,it shows PPP6P
  6. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    lol,never Input lag issue is suck,they said capcom fixed this in S3,but I don't really care lol Well maybe KT should try SFV's operation mode,I mean pay2play mode in DOA6,and also copy that awesome record system into it would be nice
  7. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    fck you lol I dreamed a DOA pro tournament for 5 years
  8. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    yep,in DOA3 you can simply got your opponent 60% lifebar by only one single guess,and that's why DOA3 was broken ,like a tits version Divekick lol. Clearly we have big divergence on how to define a good fighting game and what is a good neutral game,in recent years every single successful...
  9. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    This is just simplification,not emphasizing.Have you ever heard a game called DiveKick? In your logic,well this game is a great neutral fighting game lol and like I said before,3-way hold was a mistake,and TN fixed it in DOA2U which was great,every single 3-way hold DOA,are trash.I hope you...
  10. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    Kinda different,in some dgrees,Fatal-Rush literally denies other low speed high launchers for every single character.This is a simplification,not a perfection. For instance,if you as mila stun your opponent by 6P in DOA6,why would you ever use 8K to launch him? Clearly FF is much more dangerous...
  11. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    same story?I don't think so,actually unholdable stuns have existed in this series for a long time,even in DOA2,there are limbo stuns.DOA5 just perfect this very ”unholdable stun” mechanic which I think it's totally fine.Like I said,this change was a perfection,not a removement,which is fine.
  12. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    You are so good at misunderstand other people lol,I'm done with you:)
  13. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    1,DOA6‘s auto combo,well you can not hold,unless you got meter,even you hold it,the damage is negligible.With SE is removed,auto combo's slow start up frames won't be a issue too,so smart players will utilize this mechanic frequencyly in match.Therefore,many of mind game tricks are gone with...
  14. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    dunno if you're a online player or offline,and what input device you using I played online games and I'm a gamepad player,so basically I SE after got first hit in stun,and if my opponent use a sit-down stun move after first stun,I could successfully SE.Like,lee's 6PP HK CB,I start SE when I get...
  15. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    nah,nobody miss it, SE is only a skill that players could have one more option during stun,if TN could build a brand new mechanic replace it,that would be nice.But now they just remove it and making a easier game
  16. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    lmao,SE is not a advanced skill,OK,whatever you say.:p Hope you never ever complain lee's HK,rig‘s double sit-down etc
  17. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    No,it doesn't,indeed. But removing several advanced skills and putting auto combo in a important place could deeper a fighting game's system? I doubt that.
  18. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    The game needs deeper levels of play after people get into it. I totally agree you,but seems like TN try to go against
  19. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    shim said several times that TN wanna make a easier DOA for newcomers, I do believe that all system changes for now tend to be noob-friendly. Thus a complicated throw break system never gonna make it lol deep rewarded game→cheap rewarded game,anyway this is good for newcomers tho
  20. GarryJaune

    Improving the Neutral: Shimbori Talks System Changes

    great interview,so far the deepest interview ever.
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