Speaking of sidesteps, @MrWah pointed out on the FB group that, in the Japanese video, Zack's side step attack evaded Helena's 66PK. He's speculating that this means that, even if strings retrack, sidesteps will be invulnerable as long as they're linear attacks.
Everything that uses meter, consumes that meter whether or not it hits, whiffs, or gets blocked.
But that's still nowhere near as meaningful as having to save meter because it powers different options used for different situations. There's having a powerful meter powered option that has...
This misses the fact that they're meter powered. Any time meter is added to a fighting game, meter management becomes a thing - especially when said meter has to be used to power different things, as is the case here. At the very least, players will have to think about whether they should use a...
I like that there seem to be more ways to combo into Break Blows than they were to PBs/PLs. Aside from making them more useful, it also gives some more combo variety since people now have more ways to extend, instead of having to choose between a long juggle or PB (definitely the former) if you...
Majority of those, however were actually brought in to give the series an air of legitimacy, what with Virtua Fighter's reputation among the FGC, and gamers in general.
Depends on how much health characters have. DOA5 had higher health since CBs and PLs allows for some long combos. With those gone, they might be changing the health values again.
What I find interesting about Fatal Rush is the fact that it can only be held with a Break Hold. This means that, more than just an "auto combo" (which is nearly meaningless in a system where you have chains from hitting P multiple times), Fatal Rush has value as a means to force or bait out...
When they reveal a game to the public, doesn't equate to when they actually start development on it. DOA6 has most likely been in various stages of development for awhile now.
Honestly, feels more like a personal issue then anything wrong with the system. This is something that's just part of being a good player, learning to manage where you're eyes are looking to gather information (just check out some videos where people have used eye tracking hardware to see where...
The Break Gauge is basically in the best place possible to put meter, which is right at the health bars, near the timer.
Basically, any time you need to check resources (both your own, and your opponents) you just glance up.
The only thing that I see helps out of mix ups is Break Holds. Even then, there is an explicit meter cost bringing in meter management - do you spend to get the Break Hold, at the cost of losing resources to get a Break Blow? Even then, there's still the possibility that the Break Hold will be...
I don't quite understand what you're referring to. Based on the IGN article, we know that Fatal Rush and Break Blow can be held, and Break Hold can likely be baited out and thrown/punished as well.
Anyone else notice the fact that it says "4-way hold" under the timer in the health bars
This being pointed out specifically makes me wonder if this means something, like if you can pick between different hold systems, 4-way, 3-way, or even 6-way.