Concerns with the GDC '12 Trailer

grap3fruitman

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Right now, the GDC Trailer with Kasumi and Akira looks significantly improved over what we've seen previously. There are still some notable concerns however.

The Bad:
In these two screens you can see that Akira is clearly back-turned and gets hit by Kasumi's :8::K: but when he's launched he's facing Kasumi. Does this mean that turning around is still only 2 frames a la DOA4 and Dimensions?

20120305_doa5kasakr06.jpg

20120305_doa5kasakr07.jpg


In the first screen, Kasumi is clearly guard broken but what does she do? She holds out of it! Boo!

20120305_doa5kasakr08.jpg

20120305_doa5kasakr09.jpg


The Good:
This is the wall hit that everyone is salivating over. Kasumi appears to be off the ground and potentially unable to hold and thus guarantee Akira a follow-up.

20120305_doa5kasakr10.jpg
 

Matt Ponton

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Launching someone in back turned state always has them face forward since DOA2.
 

Raansu

Well-Known Member
Beat me to it Sorwah.

Also I'm fine with holding out of a guard break as long as the guard break gives significant frame advantage.
 

R4712-VR88

Active Member
Launching someone in back turned state always has them face forward since DOA2.

I'd like to see them fix that so they don't turn around. They should just go up in the air.


Also how did you guys get such a sharp, clean picture?
 

Raansu

Well-Known Member
The lack of ground game or the tracking? It seems like she was getting up before he did his low kick. This happens in doa4 as well if you dont hit them right away.
 

grap3fruitman

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The fact that she has a get-up kick after getting knocked into a wall. Get-up kicks need to get nerfed overall but they definitely shouldn't be possible after getting hit into a wall.

Also how did you guys get such a sharp, clean picture?
I have a much high quality version of the trailer.
 

x Sypher x

Active Member
The lack of ground game or the tracking? It seems like she was getting up before he did his low kick. This happens in doa4 as well if you dont hit them right away.

Yeah the tracking looks weird. He sidesteps into a low kick but then ends up in the same spot he was before. =/
 

Raansu

Well-Known Member
The fact that she has a get-up kick after getting knocked into a wall. Get-up kicks need to get nerfed overall but they definitely shouldn't be possible after getting hit into a wall.

Technically she wasn't on the wall anymore as she didn't slump down. And we saw the wake up kick on the oxm video to so meh. Personally I'm alright with it since it seems we get a free juggle from a wall slam. Even more so if they adjust wake up kicks to be easily dodged/punished like in DoA3. If they are like magnets in 4 I'd be a little annoyed. But right now, I'm not too bothered by it. Like I said, I'll take it for the return of unholdables after a wall bounce.
 

Matt Ponton

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grap3 has the footage that was used to create that file before it was reencoded and released as a WMV. His footage is like 1.2 gb in size.
 

DrDogg

Well-Known Member
Also I'm fine with holding out of a guard break as long as the guard break gives significant frame advantage.

I disagree.

Let's say the hold window is toned down to 0/10/20. You do an attack that leaves you at +8 on block. In most fighting game that would be considerable frame advantage. You follow with a 10-frame jab. The jab essentially executes in 2 frames, but because the opponent can counter in 0 frames, your jab is still countered, virtually eliminating the importance of the frame advantage.

From my point of view, adding frame advantage in DOA isn't enough unless it completely removes the ability to counterhold the following attack (assuming you use a fast enough attack). This can be done with uncounterable attacks as long as they're fast enough to beat out the opponent's jab, or do under a high and beat out a mid.
 
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