SilverKhaos
Active Member
Just was playing a few matches, and thinking. This has nothing to do with balance, whatnot, etc. Just physics and conventional mechanics that aren't really...working right now.
1) When you hit someone forward, they should only go BACK, not UP. Attacks that actually hit upwards, and some that slam the opponent hard enough off the ground for them to bounce, should be the only things that make people pop up into the air. For example, for a juggle, you should need to continuously use UPWARD strikes (Like elliot's famous one, the upward palm). As opposed to now, where you do regular attacks and it magically pops people straight up even though the attack is striking forward.
2) Sidestepping should always avoid a) Simple strikes that go forward, not horizontal, b) Air attacks, and c) High attacks. Because people shouldn't be able to change direction in MIDAIR, and it is ducking to the side. Sidestepping should be countered by a) Multiple strikes (and that should differ based on strikes in question), and horizontal attacks.
3) Ducking should always avoid high attacks (not overheads, mind you. High attacks)
4) Being in the air (leaping attacks) should always clear low attacks, such as crouch jabs and sweeps.
5) When a character is falling one way (head away/towards the opponent), jabbing them shouldn't invert their head and feet like the second Terminator.
I really think these very minor (And logical) mechanic tweaks would do wonders for DOA5. Your thoughts, or any other suggestions?
1) When you hit someone forward, they should only go BACK, not UP. Attacks that actually hit upwards, and some that slam the opponent hard enough off the ground for them to bounce, should be the only things that make people pop up into the air. For example, for a juggle, you should need to continuously use UPWARD strikes (Like elliot's famous one, the upward palm). As opposed to now, where you do regular attacks and it magically pops people straight up even though the attack is striking forward.
2) Sidestepping should always avoid a) Simple strikes that go forward, not horizontal, b) Air attacks, and c) High attacks. Because people shouldn't be able to change direction in MIDAIR, and it is ducking to the side. Sidestepping should be countered by a) Multiple strikes (and that should differ based on strikes in question), and horizontal attacks.
3) Ducking should always avoid high attacks (not overheads, mind you. High attacks)
4) Being in the air (leaping attacks) should always clear low attacks, such as crouch jabs and sweeps.
5) When a character is falling one way (head away/towards the opponent), jabbing them shouldn't invert their head and feet like the second Terminator.
I really think these very minor (And logical) mechanic tweaks would do wonders for DOA5. Your thoughts, or any other suggestions?