Are There Easier Inputs for Stagger Escapes?

KasumiLover

SovereignKnight_
Premium Donor
Yeah there's no real reason to have to spaz on the dpad when they could just have "mash or hold Block+Back" instead. Much more efficient and easier on the controllers. I usually pass on SE and focus on Holds because SE is too much hassle
Same here. I do respect and applaud the players who can actually pull it off seamlessly though. I think I'll work on SEs when I get a chance to play LR at my dad's place tomorrow night.
 

UpSideDownGRUNT

Well-Known Member
^ That's because DOA was inspired by VF, heck DOA1 was a straight up VF clone.

I personally don't SE, even though I'm well aware it is useful and all that jazz I simply just can't get it to work on anything other than my 3rd party PS3 controller, DS3, 360 and XB1 pads never do the SE inputs right or something but on my Hori Gempad I can get it to work offline.

I'm starting to believe that SEing online is just impossible though I have yet to SE once Online that wasn't by complete accident lol.
 

Lulu

Well-Known Member
Thats good to know.... ofcourse they did try to distance themselves just enough not to be called a VF Clone..... like the Stage Transitions...... which must have been a big deal back in the day.
 

d3v

Well-Known Member
I never said to make it possible to guard out of stun..... I just want the input from the "Just Guard" feature to be used for Sragger Escaping.
Hold :h: for 10 Frames to Stagger Escape.....
This is dumb. It just means that anything that's faster than 10 frames cannot be SEd.
 

d3v

Well-Known Member
You can't Stagger Escape everything anyway..... its dumb but its less dumb.
No.

The problem is that it takes away one of the most important things that you need to put in any sort of escape/reversal move - a chance to fail (one that's down to player skill). As anyone who knows a thing or two about good fighting game design will tell you, you don't want these mechanics to be easy for a couple of reasons. First it affects the pace of the game, bogging it down as it can discourage offense. Second, it screws up the risk reward, minimizing the reward for good neutral.

The other thing that it affects, at least for DOA, is that doesn't play to the game's strength, which is that it favors memorization less and instead encourages mind games and system knowledge. In this case, there's less reason to try to convert of something less optimal because of a guaranteed SE.
 

Lulu

Well-Known Member
No.

The problem is that it takes away one of the most important things that you need to put in any sort of escape/reversal move - a chance to fail (one that's down to player skill). As anyone who knows a thing or two about good fighting game design will tell you, you don't want these mechanics to be easy for a couple of reasons. First it affects the pace of the game, bogging it down as it can discourage offense. Second, it screws up the risk reward, minimizing the reward for good neutral.

The other thing that it affects, at least for DOA, is that doesn't play to the game's strength, which is that it favors memorization less and instead encourages mind games and system knowledge. In this case, there's less reason to try to convert of something less optimal because of a guaranteed SE.

And where did you see me say I wanted it to be easy ?
I just want it to be less random.

Not that I don't have an issue with the difficulty of inputs either..... its nice that theres some difficult inputs in the game to make all the pros feel like big boys everytime they pull them off, crappy players such as myself are essentially playing an entirely different game because a move somebody is unable to perform might aswell not exist to them.

Whats easy for you is impossible for me.
 

KING JAIMY

Well-Known Member
And where did you see me say I wanted it to be easy ?
I just want it to be less random.
SE is not a random phenomenon. The player has complete control over it. There is no randomness factor, so according to your logic nothing needs to be changed.
 

Lulu

Well-Known Member
SE is not a random phenomenon. The player has complete control over it. There is no randomness factor, so according to your logic nothing needs to be changed.

Again..... my issue with Stagger Escaping is just the input..... yes from a systemic point of view I still have a problem with it but I won't be talking about that.... yet.

So just focus on the input for now.
 

KasumiLover

SovereignKnight_
Premium Donor
One thing TN could do is this: you know how there are two possible ways to sidestep? The game lets you choose whether to tap twice in a up or down direction, or press all the three buttons and the up or down button. Some may not agree, but it would be quite cool if TN gave you a choice on how to SE. They may not make the alternative choice exactly what we want, but some players who are having trouble with the original input can have another alternative input to fall back on. It's kinda like being able to enter the harder inputs to taunt the opponent, or to just take the more practical route and press the bumper button to taunt.
 

KING JAIMY

Well-Known Member
One thing TN could do is this: you know how there are two possible ways to sidestep? The game lets you choose whether to tap twice in a up or down direction, or press all the three buttons and the up or down button. Some may not agree, but it would be quite cool if TN gave you a choice on how to SE. They may not make the alternative choice exactly what we want, but some players who are having trouble with the original input can have another alternative input to fall back on. It's kinda like being able to enter the harder inputs to taunt the opponent, or to just take the more practical route and press the bumper button to taunt.
That would actually be an awesome idea.
 
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