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  1. Berzerk!

    3-Point Hold v. 4-Point Hold

    To reiterate the reasons put in the consolidated feedback thread for 4-point holds: 4 point creates greater certainty and clarity of move selection for an attacker as mid level punches and kicks can be countered "by accident" more than highs and lows. Mid-height mixups require a little more...
  2. Berzerk!

    Dead or Alive 5 Alpha Demo System and Character Discussions

    If the rumor is true that Pai will also be added to DOA5 (From VF5), then Sabaki will be implemented properly, as Pai's sabaki moves are excellent. Then I will have a dillemma about whether to play Pai or Lei Fang.
  3. Berzerk!

    DOA5 Demo: Consolidated Feedback

    Dropped another feedback on them and had to cut down the core suggestions as follows, for anyone's reference (I had room for a two line blurb at the top) More feedback: http://freestepdodge.com/threads/doa5-demo-consolidated-feedback.633/ - Sidestep: Speed up for all characters, lower...
  4. Berzerk!

    DOA5 Demo: Consolidated Feedback

    Okay, Powerblow should be unholdable by mid hold to make it really threatening to players with bad habits of trying to hold everything. I don't recall being held doing a PB ever but I haven't asked anyone to lab with me and try that specifically. Also remember everyone only a few days to submit.
  5. Berzerk!

    DOA5 Demo: Consolidated Feedback

    Hang on, aren't powerblows unholdable by normal mid holds, only advanced? Was that just proposed early and changed? I need to recheck.
  6. Berzerk!

    3 days left to give feedback on DOA 5 Demo

    For those that might want to see the most considered requests from fellow players, there is this consolidated feedback thread to help gather your key responses for Team Ninja: http://freestepdodge.com/threads/doa5-demo-consolidated-feedback.633/
  7. Berzerk!

    DOA5 Demo: Consolidated Feedback

    Yes, it's very intuitive to perform, just needs to be a bit faster/more evasive per the listing on the first post.
  8. Berzerk!

    Power Blow

    about being held at 0 frames as the catch all counter argument to all other strategy; its not realistic to say that's what's going to happen even in doa4 when you take into account that it takes a lot more than 0 frames for the player themselves to react. A good mind game and pressure game still...
  9. Berzerk!

    DOA5 Terminology..

    Agree. Plenty of fighting game terminology that remains in use has carried over whether it's named that way for existing techniques or not. So if Free Button becomes a legacy thing, Free Cancelling is still an easy term to understand.
  10. Berzerk!

    DOA5 Demo: Consolidated Feedback

    Power Blows seem fine to me, its just the sidestep that's a little weak. If they fix sidesteps generally, cancelling into sidestep from PB will be more effective. PB is still a good tool for forcing a guard break or if timed just right, hitting into an opponent who likes to push buttons at...
  11. Berzerk!

    DOA5 Terminology..

    In conversation cancelling a move animation is just referred to as "cancelling" without a prefix so once you explain how it's done you don't have to repeat the term. Free cancelling still sounds best because we're used to it, but it would be better if they called it G for Guard and Guard...
  12. Berzerk!

    DOA5 Demo: Consolidated Feedback

    Keylay I like your idea that in critical stun holds might have input delay vs not working altogether (not sure what would be best for players to understand) About picking certain moves that would cause specific stuns that prevent specific holds, I have to say this is way too complicated and...
  13. Berzerk!

    If DoA5 is not delayed, fear the worst

    I'll be happy to help with vids
  14. Berzerk!

    DOA5 Demo: Consolidated Feedback

    Tried to shorten MrWah's feedback as follows, and placed it on front page. I agree, this is a very important little tweak I wish I included earlier!
  15. Berzerk!

    If DoA5 is not delayed, fear the worst

    I'm not hating NG3 so far (only a couple of stages in). It's too stripped back as an action game but the core combat is still quite good. Whatever the opinion, it doesn't affect DOA5. Hi CyberEvil! Nice that you've joined up. Tekken Tag vs DOA might end up looking favourably for DOA as it...
  16. Berzerk!

    Team Ninja Twitter

    Latest from Shinbori
  17. Berzerk!

    DOA5 Demo: Consolidated Feedback

    No need to be facetious. That's a "more is more" approach and games need to be balanced with accessibility and ease of use against fiddly or mistaken inputs. Gave a good reason for 4 point above. Mid-height mixups require a little more thought on the part of the defender, since switching to...
  18. Berzerk!

    DOA5 Demo: Consolidated Feedback

    I would tend to agree that if that take the ability to defensive hold out of critical stuns, you probably don't need the 4 point system. If they do not make that change, then a 4 point system would be more needed as it creates greater certainty and clarity of move selection for an attacker as...
  19. Berzerk!

    Ripten.com: You Asked, Team Ninja Answered

    Its nice they acknowledged some of the feedback, it's a shame that the need for some of the answers was outmoded by the time the demo came out. Some new answers are hinting at good things. The hints at a new training system, coupled with the movelist in the game itself, is particularly...
  20. Berzerk!

    FreeStepDodge.com 2nd year anniversary!

    Congratulations on the anniversary, FSD is continuing to prove itself a solid resource for DOA players and the discussions are stimulating and based on a principle of clear and factual learning about the game and improvement of player skill. There's always debate and disagreement, but there are...
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