x Sypher x
Active Member
I thought this was pretty neat to watch so here ya go. I'm digging her new transitions, she's looking pretty beast.
OMG! Why would you make the editing fade in and out after every move. D:
i dunno i think its awesome lol .. great vidOMG! Why would you make the editing fade in and out after every move. D:
Yeah, that fading in and out is annoying. I stopped watching after a few moves.
Hey I didn't make this video, I just found it on Youtube lol XD
Probably for a smoother transition between cuts, especially since there's no sparring mode.OMG! Why would you make the editing fade in and out after every move. D:
Probably for a smoother transition between cuts, especially since there's no sparring mode.
I really don't feel like turning this into a doa3.1 vs/comparison whatever thread, especially since you never played it and don't understand how it plays, but I will say that you are just flat out wrong about whiff punishment in all versions of DoA. This is not an "on paper" thing. I whiff punish all the time with Hitomi with no issues at all offline and only time I miss the punish is if I screw up my timing or if there was lag online. Rikuto whiff punishes me on point in DoA4 with several characters, it is not hard to whiff punish in DoA.
Whiff punishment cannot be held or blocked. You are attacking someone in their recovery frames. They cannot hold during the recovery animations, simple as that. If you missed the timing it was your fault, not the game.
Yup, you got that right. That's the best solution I came up with to get smoother transitions. I didn't think it would be such an issue as I believed genuine viewers would focus their attention on the actual content anyway.Probably for a smoother transition between cuts, especially since there's no sparring mode.
I'm very sorry to hear that. Guess I failed. I'll try to make better transitions in my next vid.Yeah, that fading in and out is annoying. I stopped watching after a few moves.
I don't have the demo and i wanted to know if you guys think that doa5 is a huge improvement from past iterations?
Doa is a game with great potential but i think there are so many flaws in the gameplay mechanics to make it a good tournament game.
I'd like to discuss about the core system and your thoughts about the chance for it to be a solid game.
If this isn't the right thread please forgive me.
give him Ein's 4K and i'm good.Random, unlikely thought.
What if they took away some of Hayate's older stuff so they could replace it with some of Ein's strings and moves and just make them one character? I mean, they are the same person after all. This might also explain why Hayate feels slightly more incomplete than the other three in the demo (being that he's not completely finished yet), and why Ein doesn't appear to be in the game.
I didn't say it was impossible to whiff punish in DOA, just that it's difficult and far more risky in comparison to other fighters. I can whiff punish online in SC5 way better (and safer) than I can whiff punish in DOA4 offline. This is fact. Also, as Hitomi, you have one of the fastest and best whiff punishers in the game.
And you can't deny that 0-frame counters drastically skew the risk/reward ratio in DOA. It works it's magic on whiff punishing as well... but at this point, I'm starting to give up on you guys (at least when it comes to debating the gameplay issues that reside in the demo). You really just don't understand, and I don't know any better way to word it. I'll just do my own analysis of the demo and go back to reading instead of participating in the discussion.
I'm not saying that to be offensive, but we're just going around in circles. I may decide to provide my own analysis of the characters, but I'm not going to bother discussing system mechanics anymore. Although I'll probably just wait until E3 for the character analysis, when I can chime in on a more current build. We're already analyzing it more than we probably should be.
I don't think Raansu's against adding initial frames to the hold. Wah, Raansu and I were doing a podcast prior to the demo releasing and it seemed to me that we were all in agreement on adding initial frames to the hold. Five frames, specifically, to match the speed of throws but not to be able to hold a jab as well on reaction.