Competitive balance: DOA5U mechanics changes

Tenryuga

Well-Known Member
Being honest half the things that are unsafe shouldn't even be unsafe for most characters. Ein's 6P is a 14 frame high punch that is grappler punishable. It is just a basic stun on NH and CH; not like it guarantees anything.

In most games things are punishable because they are extremely rewarding on hit. The only moves that are extremely rewarding on hit in this game IMO are faint stuns, lift stuns, sitdown stun, crumple stuns and turnaround stuns.

I don't count Normal hit launchers because throw punishment is still doing more damage most characters could ever hope to do on NH.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
Ein: Fix his fucking inputs. Increase damage on offensive holds.

Rachel: 6KK at +5 again, more shit with the rollthrough stance. It's not useless, but needs more than a frame advantage low sweep and a predictable launcher.

Tina: Make the shining wizard an offensive hold. Side-step throw offensive hold. Make 66K a fucking guard breaker! Like really? Team Ninja fucked up big time on Tina. Fucked her up so bad Ren doesn't even play the game anymore.

Add side-step throws to all characters. Offensive holds for grapplers.

Give us fucking Tengu, you trolling fuckers at Team Ninja. Not adding him was a bigger mistake than spending two days porting Ein from DOA4, and making him a mess in the process.

I expect a lot to be done. I'm pretty much done griping about the ground game. It's not great but I've discovered enough to get by. If they fix it I'll be happy, if they don't I'll still be pissed they didn't add Tengu. Arrogant pricks and their beautiful characters.
 

Max536Drago

Active Member
you're essentialy saying the only way to launch would be to charge a highly predictable attack,in a game where at any point someone can use a zero frame hold....
No. You didn't read the whole thing. I also said that every character would have a launcher that didn't need a charge, but it wouldn't be as good as a charged one. Another thing I said was that the charge time wouldn't be much at all. It wouldn't be like a power blow charge or Hitomi's 4P+K charge. It would be a delayed strike that you could react to, with practice.
 

HoodsXx

Well-Known Member
No. You didn't read the whole thing. I also said that every character would have a launcher that didn't need a charge, but it wouldn't be as good as a charged one. Another thing I said was that the charge time wouldn't be much at all. It wouldn't be like a power blow charge or Hitomi's 4P+K charge. It would be a delayed strike that you could react to, with practice.

So how many frames are we talking about here? like 28i? Or 30i possibly?
 

XZero264

FSD | Nichol
Premium Donor
So a launcher that acts like a Power Launcher? We got those. Just check out Leon's 4P+KPcharged and uncharged, Jan's 33PCharged and uncharged, Bass's 41236Tcharged28T. They exist, you just don't like that Hitomi doesn't have one.
 
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XZero264

FSD | Nichol
Premium Donor
So the threshold system that is core to how the game is played becomes removed is what he is proposing. In that system the only way to get a decent launch is to get a Critical Burst or the opponent is dumb enough to stand there and get hit by a launch or miss a hold. No stun launch juggles become obsolete rending a lot of characters damage from their launchers in half, air throws become a rare occurrence because of the height requirements being basically impossible to achieve due to heights of good juggles being near the same as air throws, and ground slams/interactions from a juggle leading to force techs and ground throws become a thing of the past. Guess it's a good thing I play Leon, don't need juggles with him to make a point.
 

MasterHavik

Well-Known Member
And this is why Max needs to go offline and actually learn the game. Anyways who here wants the old ground game back? I do..all these mindgames don't highly favor everyone. Besides giving us the old ground game would make the option selects that grappelrs have fair.
 

Yaguar

Well-Known Member
Hitomi's 236K and all combo enders with it are -5 now.
Damage reduction on her 6T (3 less) and 33T (2 less).
4P+K damage reduced.

I'll get through this all slowly, it's been a few years but some can just be worked out by looking.
 

MasterHavik

Well-Known Member
Hitomi's 236K and all combo enders with it are -5 now.
Damage reduction on her 6T (3 less) and 33T (2 less).
4P+K damage reduced.

I'll get through this all slowly, it's been a few years but some can just be worked out by looking.
can you do zack?
 
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