Dead or Alive 5 Alpha Demo System and Character Discussions

Master_Thespian

Active Member
5 frame startup on reversals is too much, we'd swing from one end of the spectrum to the other. The problem is with the active window more than anything. For reference, reversals in other fighting games look like:

VF: 1/10/30 (1/12/30 for Aoi)
TK: 2/8/25
SC: 1/10/?

I think similar startup times with a slightly more generous active window is the way to go (people use reversals for Aoi all the time).
 

Master_Thespian

Active Member
When I said more generous, I meant more generous than the other games' reversals, not by more than what DOA already has. That's the reasoning behind what I suggested in the other thread.

Non holders: 3/12/25 (30 recovery for lows since they also duck highs)
Hybrid holders: 2/13/25 (30)
Holders: 1/14/25 (30)

This was balanced against throws still being slightly faster than attacks, but still fast enough to punish missed hold attempts.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
I know exactly what your issues are, it's just that your issues are incorrect due to the fact that you have no experience with doa3.1 and only know of the garbage from doa4. The 0 frame holds only skew the system in doa4 because of the frequency of the holds. Every situation in doa3.1 that prevented your opponent from holding was changed in doa4.

True combos were removed
guard breaks were considered a critical state in doa4 allowing the hold out of them
frame advantage removed
you could hold off the wall in 4 but not in 3
limbo stuns removed
being able to turn around in 2 frames in doa4 ruined characters with back turn setups.

The list goes on and on. Would I like to see tighter restrictions to defensive holds? Yes I would, but as it stands 0i holds were not the true issue with doa4. It was the lack of tools to prevent them in doa4 that was the true issue. Also, I do not see what you find so difficult about whiff punishment in doa4... Especially given that you played Helena who could whiff punish very easily.

-I share the same sentiment. For the record, A hold in Doa never executes in 0 frames, it is 1 frame. Also, Most people do not know that a reversal in VF have the same execution frames as Doa(with hit detection varying from 10-22 frames). Fast execution is not the problem, it is the lack of tools that can be used to limit the holds overall effectiveness in the game. The reintroduction of true combos, unholdable attacks, inescapable stuns, the removal of instant holding in-stun, and the higher risk of holding in Doa5 allow players to limit its effectiveness,curtail its use and allow for more guaranteed damage and situations.
 

DR2K

Well-Known Member
Demo is as smooth as butter. I am loving the quick step, power blow applications, and just the interaction with the BG. Feels like the true DOA that we never got.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
A hold in Doa never executes in 0 frames, it is 1 frame.

Just felt that should be repeated as many people forget it.

Also, it's not just holds that have a 1 frame delay before going into the animation. From my basic tests in DOA3 it looked like :K: also was delayed. It's almost like it takes a frame to be sure that what you pushed is what you wanted to happen. Don't know/remember what other basic attacks had the one frame delay.
 

grap3fruitman

Well-Known Member
Standard Donor
Just felt that should be repeated as many people forget it.
You guys always say that but I don't believe it. You claim that there's a one-frame animation before the active frames but I'm pretty sure that the hold is active during said animation. Going by your logic, wouldn't every single move in the game have another frame of initial animation?
 

Raansu

Well-Known Member
You guys always say that but I don't believe it. You claim that there's a one-frame animation before the active frames but I'm pretty sure that the hold is active during said animation. Going by your logic, wouldn't every single move in the game have another frame of initial animation?

They do.
 

Rikuto

P-P-P-P-P-P-POWER!
They do, and it's true.

When a character is attacked off the ground in DOA 4, certain followups can only be blocked on wakeup, not held. That is because the block can be activated before they have finished the forced wakeup animation even though you don't see it. Holds don't work the same way, and take 1 frame to turn on.

Because it takes 1 frame to activate, that means the person would be vulnerable for that one frame. If they attempt to hold, they will be hit. If they attempt to block, they will successfully block. Ergo, they can block instantly on forced wakeup, but not hold.
 

grap3fruitman

Well-Known Member
Standard Donor
So then referring to holds as being "one frame" seems fairly redundant since everything has this extra frame.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
So then referring to holds as being "one frame" seems fairly redundant since everything has this extra frame.

Not everything has this extra 'frame'. Some attacks do and some attacks don't. In some instances the game takes an extra frame before it starts the initial frames of the attack implemented. It's just that Holds are one of such attacks. I noticed it when I was recording Hitomi's move list in doa3 and going frame by frame. On some attacks the button input would appear on the screen but the character wouldn't begin attack animation for an additional frame. In other cases the animation began on the same frame the input was registered.
 

Berzerk!

Well-Known Member
I'm not against it at all. I would like to see a 5i on the holds. I don't see it happening though, and with the return of limbo stuns, unholdable BT stuns and the wall game, I have even less issue with the current holds as long as they continue to go that route and allow for tools to move around the defensive holds.

I'm not in favour of 5i on holds, but I agree with everything else - and with the confirmation that holds are actually 1i, combining ways to play around the holds, lower damage, and the increased recovery making holds risky when done incorrectly, I'm seeing even beginner players understanding and avoiding holding too much. (When I say beginner, I mean guys good at other fighting games who are trying out the demo at a gathering)

So I feel like the hold game is really going in the right direction. The only thing I'm not sure about, is this nagging feeling that 3 direction holds is still not enough. I think it will still be a good system, but I'd like to have a discussion on whether people would find 4-direction to be better. (I think with a bit more tightening of the input, so you don't walk forward/hold)

I know for sure that there are punch/kick mixups at mid height I could be doing, but have gotten held. I feel like this will not overcomplicate the system and provide a more complete sense of balance to attacker vs defender options in relation to holds.

Opinions?
 

Raansu

Well-Known Member
I think most people would agree that a 4 point hold would be better given the heavy amount of mid attacks. I would still like to keep the new advanced holds though. I like the concept of getting like, for example, Hitomi's mid kick launcher only through a mid kick advanced hold.
 

Jefffcore

Well-Known Member
Holds are too strong. People will get used to doing Advanced holds which still take too much damage, and the 3 point makes some great moves useless.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
So I feel like the hold game is really going in the right direction. The only thing I'm not sure about, is this nagging feeling that 3 direction holds is still not enough. I think it will still be a good system, but I'd like to have a discussion on whether people would find 4-direction to be better. (I think with a bit more tightening of the input, so you don't walk forward/hold)

I know for sure that there are punch/kick mixups at mid height I could be doing, but have gotten held. I feel like this will not overcomplicate the system and provide a more complete sense of balance to attacker vs defender options in relation to holds.

Opinions?
-The mixup between mid :P: and mid :K: is very superficial. This mixup doesn't really deter the use of holds. What the player should be doing, is a mixup between a mid launcher and a throw. The launcher provides Damage, and the throw is punishment for you trying to hold the attack.
 
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