Shinigamimatt
Active Member
No, I want my Hitomi better. That better be Dr. Dogg's say >_<
I just think this is a bit ironic. If Manny really is doing this so he can be successful and improve his own personal image, it's only going to bite him in the ass when pretty much the entire DOA community blames him for the next seven years over how bad the game turned out. I can't think of a faster way to sink your own lifeboat.
Manny doesn't give a fuck. Lots of people complain about him for various reasons but he keeps on truckin'. He won't be sad about anyone blaming him for how DOA5 turns out when he's cashing his tourney checks.I just think this is a bit ironic. If Manny really is doing this so he can be successful and improve his own personal image, it's only going to bite him in the ass when pretty much the entire DOA community blames him for the next seven years over how bad the game turned out. I can't think of a faster way to sink your own lifeboat.
Which will be ME! Muahahahahah. *villianous laugh while playing as zack..*That is exactly whats going to happen if TN listens to him.
Right now, I can tolerate him, because I believe his fame is in vain. When the tournament scene starts with a solid DOA 5, he will quickly be "overthrown" by someone simply better.
Which will be ME! Muahahahahah. *villianous laugh while playing as zack..*
-There is a very simple solution that can be made that should not take that much development time and resources from Team Ninja. On average there are 85 strikes(strings) per character. If Team Ninja allocated 5% of those strikes(strings) to stuns, it would average out to 17 stunning attacks/strings per character. This will significantly reduce the amount of attacks that do cause a Stun on Counter Strike. These 17 or so strikes can be further broken down into a different Stun Class. Each particular class can have special attributes associated with it. Staggers can be quick stuns that can be either held or Slow escaped(Struggled, Shaken) out of, and on block cause minor disadvantage(0 to -4). Stumbles can cause a more deeper stun while providing *11+ of in-holdable frames(*The amount of frame advantage would be based upon Character Jab speed, so that at most a Jab is guaranteed). Doing anything other than a Jab would allow your opponent to Slow escape your follow up attack. On Block, Stumbles would be at mid disadvantage(-4 to -7). Crumples, like the wall crumple would be in-holdable and in-slow escapable. Would Guarantee any attack up to CB hit frames. On Block, Crumples would be heavily punished -8 to -18. These 3 classes can be dived into the 17 or so stunning attacks, with 5-6 strikes in each class.
I just think this is a bit ironic. If Manny really is doing this so he can be successful and improve his own personal image, it's only going to bite him in the ass when pretty much the entire DOA community blames him for the next seven years over how bad the game turned out. I can't think of a faster way to sink your own lifeboat.
-There is a very simple solution that can be made that should not take that much development time and resources from Team Ninja. On average there are 85 strikes(strings) per character. If Team Ninja allocated 5% of those strikes(strings) to stuns, it would average out to 17 stunning attacks/strings per character. This will significantly reduce the amount of attacks that do cause a Stun on Counter Strike. These 17 or so strikes can be further broken down into a different Stun Class. Each particular class can have special attributes associated with it. Staggers can be quick stuns that can be either held or Slow escaped(Struggled, Shaken) out of, and on block cause minor disadvantage(0 to -4). Stumbles can cause a more deeper stun while providing *11+ of in-holdable frames(*The amount of frame advantage would be based upon Character Jab speed, so that at most a Jab is guaranteed). Doing anything other than a Jab would allow your opponent to Slow escape your follow up attack. On Block, Stumbles would be at mid disadvantage(-4 to -7). Crumples, like the wall crumple would be in-holdable and in-slow escapable. Would Guarantee any attack up to CB hit frames. On Block, Crumples would be heavily punished -8 to -18. These 3 classes can be dived into the 17 or so stunning attacks, with 5-6 strikes in each class.
Stop making it seem like I have the POWER to change this game that dramatically.
Lets face it, you don't plan to stay with DOA after launch. Bryan, I dont find it one bit surprising you are here now to be honest! Some of these folks don't know you like I do Bryan but I already know that once your done with the strategy guide and the game releases you will disappear. You did this with DOA2U and with DOA4 and even when people played DOA3(.1), it didn't matter. DOA5 wont be an exception im sure, even if it plays exactly how you want it! We both know that.
I dont understand how people say I want to win all the tourneys because it caters to me. That's ridiculous honestly. If someone can play the same game and used those same tactics to win against me still, then how am i insuring a sure victory here?
For those that want to hate me for whatever reason, I love you. For those that can clearly see and understand that I am also one of these "Vets", I appreciate the support and for you guys taking the time to at least reach out.
@rikuto I dont understand why you want to limit the attacker for successfully counter attacking, throwing or holding someone correctly. I'm trying to give you one of the best ways to limit the hold and punish bad players, while still keeping DOA true to itself and having CB still available at the end of thresdhold. But now you want to give people more opportunities to defend themselves even after they were read correctly? This forum has completely flipped I see.
I'm done posting in threads here.
It hasn't flipped at all... I don't want the game to play randomly. Not in the past when it was based around countering, or in the future if its based around OP offense where I sneeze once and everyone loses 40% lifebar in open space without having to plan ahead or do anything relevant. Unequal options are required in order to maintain Game Theory. If one option is drastically better than every other option, we have the basis for a legit mindgame.
DrDogg said:That would require a complete rebalance of every character in the game. Not exactly a quick fix...
Taking delayed strings out = Not happening
Taking holds out of stun completely = Not Happening
Unshakable Sit down stuns = Not Happening
About sitdown stuns and unholdable stuns in general :
I am the only one thinking removing universal OHs is actually a step backwards ? I mean, ok DOA4 did a lot of things wrong, but the OH mechanics did add depth to the game, in my opinion.
Say the opponent decided to slow escape the stun instead of just counter holding, you could always go for a OH punish even if they tried to land a strike. Also you only risked getting hit in Neutral Hit if they managed to do so, which was pretty fair to me.
I'm kinda disappointed they would return to specific characters having (slow) OHs instead of having a universal OH system. DOA had finally gotten true grabs.
FC = freecancel... im assuming here that CBs are single moves and not part of any strings, so i added the FC to clarify this.What does FC mean? When I see that I think "full crouch".