People still read IGN for reviews? I mean, this is the same site that gave GodHand a 3.0 score and then, years later, added the game to it's best of the PS2 list while admitting that they had no idea what they were talking about.
Online is the best netcode on any commercial disc released fighter for one simple reason, GGPO style rollbacks. And this isn't just me talking, both top players and old SRK regulars agree. The rest of the world is just too used to netcode that slows the game down and increases input delay when...
Technically, critical-state != hit stun. By implying that Critical State = hit stun, you implying that you can hold out of every single combo. A better way to word it is to point out that critical state is a special state some moves put you in and that not every move puts you in it.
If you're going to get any PS2 - 360 controller, get the Xtokki since it's made by an actual fighting game player (Laugh).
http://etokki.com/Xtokki360
For more info on converters in general, check out SRKTT.
http://shoryuken.com/forum/index.php?threads/converter-compatibility-thread.60284/
Anything that can help bridge the communities and address any misconceptions about DOA.
IMO, the most important one would be an explanation of hold and stun to dispell the misconception that you can hold out of hitstun.
You know, after reading some shizz on TKP, I think it's time that the word about FSD site got out, just so that people start going here instead of there. I mean, a month ago, the folks at SRK (guys like keits, etc.) didn't even know this site existed. Personally, been doing my best to post DOA...
Saw this posted in the SRK forums.
That said, if he's crossing over with anyone, VF is a good place to start since the series is still seen as the pinnacle of competitive hardcore 3D fighters. That, and both series share the same mechanical roots since DOA does borrow from VF.
More like SF3.
-You build meter from whiffed moves (unlike in SF4/MvC3).
-CEs can be hit-confirmed in to (like SF3/4 Supers but not like SF4 Ultras which mostly requires juggles).
The meter management in SC5 reminds me of 3rd Strike. Once certain characters get meter, you have to treat them differently, especially considering the amount of priority some of the CEs have (coupled with the fact that it's hard to block most of them on reaction).