A Collection of Observations & Opinions of Early DOA6 Info

EMPEROR_COW

Well-Known Member
Premium Donor
Hi guys,

Long time no see. :)
Been working on the outline and aesthetic of the new video series for DOA6 and I saw this thread n thought I'd jump in with the convo. I'll keep things short and elaborate on what I think needs elaborating.
Visuals:
they improved, no doubt. They fixed Leifang's ugly face and bangs from DOA5. Still doesnt have the cute choppy bangs from DOA1-4 but meh, looks better so yeah.

Costumes, well I think they're playing it smart. Shut up the SJWs for now and then release whatever the hell they like. And you can bet your asses you will have enough TnA to last you a lifetime. And rest assured classic outfits will return, where theres money there will be costumes lol.


Animations:
they look the same. Flashier, but meh.. same.
New generic character looks clunky, but again not worried. Everyone remembers Momiji's reveal video. Her animations looked awful, lol.
On the other hand the leifang double kick intro... sucks .. animates bad and its stupid that its similar to Hitomi.
Not an advocate for too many zoom ins. And the new mechanic animations are a setback from powerblows which were really pretty.

Stages:
We got same ol' rope stage in every DOA with a different back drop.
We got a cluttered stage like someone opened the doors to he DOA3 octagon.. gonna be hard to space in it. Then we have tentacle porn lol. The boat stage looks cool.

Gameplay:
The biggest concern I had was the loss of stagger escape, but the more I think about it the more I think that might not be as bad an idea as I had initially thought. Losing SE means the thought process will be less convoluted as the stun length will be standardized (most likely to its length in fastest SE). This would make combo construction easier, and defensive options would be easier to understand (either hold, or block and then hit). We already have too many systems at play as is.. triangle, stun, linearity, height, crushes, guaranteed followups, juggle heights, ground game, and now meter as well.

On the other hand, braindead combos like Gen Fu's 3PP>33P>33P>16P will get far more cringe worthy (not that it would change at all in reality.. just the thought that you just have to eat it ..and cant jiggle the stick.. lol)

Speaking of meter, as long as rhe meter is earned for good play and not rewarded to the loser (like SCV or the ultras in SFIV) then, it could work.

I really dont like the universal hold. I fear it may create some sort of stalemate situation near the end of matches. Then again, it can be baited out so.. hmm..

Fatal rush looks interesting but feels like it will get repetitive. Being an unsafe high and only chaining on hit is a cool way to balance it though. Curious about how to combo into it, or whether the fatal stun can further open up other guaranteed options.. just thinking out loud here.

I disagree with the lack of update to the fight system. I think the combos at their core may end up staying similar, but the revamped stun system and loss of stagger plus all the new mechanics will create a different layer of thinking, which may (or may not) be cool. But we can't really know till we get our hands on it.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top