DOA 6 actually has super low damage. It's the actual combo hit potential that is stupid high. In no other DOA are you able to realistically get 30 hit combos regularly and that happens all the time in 6.
This is a problem with garbage stage design more than anything. They throw dangerzones into...
Vegas is what I hear most are using. Truth be told, I don't do youtube much so most of what I pull are just highlights off my stream which are exports from twitch. All the recording I do is using streamlabs OBS.
Bayman had no jump kicks that were plus on block. He had a spinning kick, but that was not only minus, it was unsafe.... which was weird since it had a guard break attached to it. Worked fine for tag mode though.
Almost nothing was overpowered in DOA 4, because offense in that game was fairly terrible. I can see how taking that mixup and placing it in a game with a different system would be problematic though.
While I do not endorse nor defend gacha, this is a remarkably good game.
Thus far I am able to play around the gacha mechanics. We will see if that holds up.
Slightly. But they will just mess with the animations until they get the desired unreactability, regardless. Sucks. PS2/OG Xbox era we didn't deal with this crap.
Most of the not-smooth animations comes from forced motion blur effects and snap-style animation intended to make things actually unreactable so they become true mixups.
In other words, frame rate won't help. It's done this way on purpose now.
Interestingly, these double bounds that occur off of max stun threshold somewhat replace the critical burst from 5 in respect to damage potential. Some characters retain a fairly high open space damage potential as a result of this, and some just don't all the tools necessary to maximize damage...