Dead or Alive 5 Alpha Demo System and Character Discussions

DrDogg

Well-Known Member
In DOA4 you have to extend the stun to get any significant damage, and risk being held. Now you don't.

Helena didn't... and you still have to risk being held. The only difference I see is that now you only risk being held twice during an offensive exchange. Before it was at least twice, up to six or seven times in some cases.

As I said, the underlying issue is still there.
 

TRI Mike

Well-Known Member
What disturbs me a little is that most casuals online will have an easy time holding mids. The same happened in Dimensions to me. In DOA2U and 4 I could extend my stuns hitting my opponents with mid kicks and punches because they were held in different ways. But in Dimensions, pretty much everyone just spams the mid-hold as soon as they get hit by anything and they damage you by getting lucky. Fortunately, I was able to apply more highs and lows into my stun-building formula.
 

x Sypher x

Active Member
What disturbs me a little is that most casuals online will have an easy time holding mids. The same happened in Dimensions to me. In DOA2U and 4 I could extend my stuns hitting my opponents with mid kicks and punches because they were held in different ways. But in Dimensions, pretty much everyone just spams the mid-hold as soon as they get hit by anything and they damage you by getting lucky. Fortunately, I was able to apply more highs and lows into my stun-building formula.

OMG I KNOW RIGHT? Lol XD
 

MASTER

Well-Known Member
Standard Donor
A simpler solution is to just grab the fuck out of anyone who counters as soon as he gets hit. Resist the urge to pull off a flashy combo :)

True you could and should if they are indeed 'Spamming it' the only problem is that some players just wait for a move to come out first and then hold since the hold comes out in Zero frames. I still think 4 point is the way to go.

MASTER
:hayabusa:
 

ScattereDreams

Well-Known Member
A simpler solution is to just grab the fuck out of anyone who counters as soon as he gets hit. Resist the urge to pull off a flashy combo :)

I think there should be some moves and, situations where your opponent can't counter. Though, as long as each character has a good variety of launchers + strong mix up game then shouldn't be a big issue. If grabbing works for you, then whatever gets the win. Depending on how useful sidestepping becomes may determine if it's a good tool for whiff punishing during recovery frames.
 

x Sypher x

Active Member
True you could and should if they are indeed 'Spamming it' the only problem is that some players just wait for a move to come out first and then hold since the hold comes out in Zero frames. I still think 4 point is the way to go.

MASTER
:hayabusa:

YES
 

TRI Mike

Well-Known Member
Yeah but I was used to people not damaging me by getting lucky holds so just waiting for them to hold and grabbing them makes the fights boring. Besides, it feels better to just keep hitting them with highs and lows since they don't really know how to hold those.
 

x Sypher x

Active Member
Yeah but I was used to people not damaging me by getting lucky holds so just waiting for them to hold and grabbing them makes the fights boring. Besides, it feels better to just keep hitting them with highs and lows since they don't really know how to hold those.

Yeah but sometimes they surprise you lol.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Yeah but I was used to people not damaging me by getting lucky holds so just waiting for them to hold and grabbing them makes the fights boring. Besides, it feels better to just keep hitting them with highs and lows since they don't really know how to hold those.

So technically, what you are saying is, "Look, I just like doing attacks, if the person holds then I want to do a hit that the hold doesn't work against, so I'll just attack, then I'll complain that he can hold my attack. I don't want to throw or punish the hold, because that's boring, I just want to attack because that's awesome." Is that about right?
 

TRI Mike

Well-Known Member
Not really, I usually do punish holds with throws but sometimes it pisses me off that I can't do the combos I want. That's all, no need to be an ass about it man :(
 

Game Over

Well-Known Member
Not really, I usually do punish holds with throws but sometimes it pisses me off that I can't do the combos I want. That's all, no need to be an ass about it man :(

Playing a competitive fighting game is not about being able to do all the moves/combos/flashy shenanigans/etc. you want all the time, it's about doing what it takes to defeat an opponent. If you are bored with the game anytime an opponent responds in a matter where throws become a better option than combos, then you may want to consider playing a different game. Or, at least, not post your thoughts so freely on a competitive fighting game forum if you just want to play the game casually at a low level.

Otherwise, you're just ASKING to get trolled!



NOTE: (U)MvC3 is a good game for doing flashy combos all the time. Have you considered playing that, or have you already?
 

EMPEROR_COW

Well-Known Member
Premium Donor
hey guys i have a suggestion ... you know the QTE parts ? like when your in the bottom end of the stage and you have to press the right button to get the flying car slam ...
on xbox it says A, B , X or Y ....
i was thinking ...
i play on stick and i only have 3 buttons mapped H P and K ...
wouldnt it make more sense if the QTE segments were restricted to just those?
and instead of saying the acctual button name .. it would say H P or K ?

i just think that would make a whole world of more sense ... at least to me ...
what do you guys think ?
 

TRI Mike

Well-Known Member
Playing a competitive fighting game is not about being able to do all the moves/combos/flashy shenanigans/etc. you want all the time, it's about doing what it takes to defeat an opponent. If you are bored with the game anytime an opponent responds in a matter where throws become a better option than combos, then you may want to consider playing a different game. Or, at least, not post your thoughts so freely on a competitive fighting game forum if you just want to play the game casually at a low level.

Otherwise, you're just ASKING to get trolled!



NOTE: (U)MvC3 is a good game for doing flashy combos all the time. Have you considered playing that, or have you already?

You really think Dead or Alive Dimensions is a competitive fighting game¿

You don't seem to have read when I said that I usually do punish holds with throws. And yes, I've played UMvC3 and I hate it with a passion.
 

Game Over

Well-Known Member
You really think Dead or Alive Dimensions is a competitive fighting game¿

You don't seem to have read when I said that I usually do punish holds with throws. And yes, I've played UMvC3 and I hate it with a passion.

DOAD is a handheld installment of the DOA fighting game series. It is a fighting game. Fighting games, in most cases, are played competitively. Just because there aren't a plethora of tournaments happening for the game doesn't mean it is somehow not a game made for competitive play. We aren't talking about a side-scrolling platformer here.

And yes, I did see where you said you punish holds with throws. I also saw where you said doing this makes the game boring to you. You even said that the game "feels" better when you attack your opponent even when they initiate a hold. What you seem to have missed is that THIS is the reason I responded to your post, and was trying to highlight a point. But if you refuse to take notice, then I suppose you will just go on wondering why various posts of yours will receive responses like Sorwah's above.

All that needs to be said about this has now been said.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top