Dead or Alive 5 - Known Bugs/Glitches

d3v

Well-Known Member
It did with the Gambit glitch in MVC2, why was getting a health lead and warping away not allowed when infinites, unblockables, overpowered characters, etc. . . were? The logic isn't that much different with this backdash glitch. It's all playing to win in the end.
Read the article, even if the Gambit glitch did not out and out crash the game, it was tantamount to an instant "WIN" button and really, added nothing to the game.
 

Jefffcore

Well-Known Member
They way they animate, the fact that they are blocking and moving, and the fact that they can cover an entire arena in the blink of an eye.Why does the character with a built in backdash not have this tool?
There's nothing broken about that. It being accidental doesn't make it any more broken either.

What if it was intentional?
 

Julius Rage

Well-Known Member
Only a few can do it; so what if it's faster than Ayane's?"Shouldn't have" is entirely a matter of opinion.


Imagine Jeff, if you bought a chess board.

Immortal_game_animation.gif


Pretend there was a defect in the manufacturing of that particular line of chess boards and two of those orange blocks were parallel to each other.

Now imagine if you will that the manual that came with the game describes the entire game and mentions nothing about black players ability to take advantage of an extra orange block where a cream block should be.

So people, heres what I'm saying.

If all evidence points to it being a defect, it is - stop trying to over think these things.

A) The animation is not natural, Team Ninja doesn't make shitty animations.

B) Its not mentioned in any tutorial or guide.

C) A movement system that "Advanced" would have been outlined by someone from Team Ninja at some point. Because its such a great fucking idea! (Oh wait, it isn't.)

D) At some point someone from Team Ninja who plays the game would have demonstrated it in an exhibition.

E) Why are we arguing, its a glitch and if I had a defective chess board I'd fill in one of the blocks with a crayon or something - since we can't do that to DOA5, lets ask team ninja to patch it and lets all ignore Jeff because Mila has the glitch and taking it away from him directly affects the way he deals with wake up kicks.
 

HiguraShiki

Active Member
Imagine Jeff, if you bought a chess board.

Immortal_game_animation.gif


Pretend there was a defect in the manufacturing of that particular line of chess boards and two of those orange blocks were parallel to each other.

Now imagine if you will that the manual that came with the game describes the entire game and mentions nothing about black players ability to take advantage of an extra orange block where a cream block should be.

So people, heres what I'm saying.

If all evidence points to it being a defect, it is - stop trying to over think these things.

A) The animation is not natural, Team Ninja doesn't make shitty animations.

B) Its not mentioned in any tutorial or guide.

C) A movement system that "Advanced" would have been outlined by someone from Team Ninja at some point. Because its such a great fucking idea! (Oh wait, it isn't.)

D) At some point someone from Team Ninja who plays the game would have demonstrated it in an exhibition.

E) Why are we arguing, its a glitch and if I had a defective chess board I'd fill in one of the blocks with a crayon or something - since we can't do that to DOA5, lets ask team ninja to patch it and lets all ignore Jeff because Mila has the glitch and taking it away from him directly affects the way he deals with wake up kicks.
Did you just seriously use Chess as an excuse to make your argument look valid.

A) TN doesn't make shitty animations? Look at Ayane's H+K.
B) It doesn't need to be mentioned in a tutorial or guide. Look at Rig's 6H+KK air grab. It doesn't state it in command training that it grabs an opponent in mid air. Does that mean Rig's air grab is broken? Also Brad Wong has an air grab that is not mentioned at all. Hell, it isn't even mentioned that in LHT stance he can go into handstand by inputting K8. Does that mean it is broken?
C) How do you know if it would have been outlined? Key word "Would Have" That is completely based on your opinion.
D) Again subjective to opinion
E) Why are YOU arguing. You are the one who started this. And also enough with the chess board argument. There is a difference between chess which is turn based and adding an extra square would make the board completely uneven and something like backdash canceling which is in almost every 3D fighting game. If you don't like it, deal with it. You probably wont even have to deal with it since it isn't as effective as you say. It is quite complicated to backdash cancel correctly in the first place and if you fuck up, you will still get hit by a wakeup kick.
 

d3v

Well-Known Member
The problem here is that you're assuming that the game's ruleset is fully outlined in the manual when in reality it isn't. A games true ruleset is what is allowed by the code, nothing more, nothing less. If the code means that so-and-so character can backdash cancel faster than others then so be it.
 

DR2K

Well-Known Member
Feels like we're running around in circles. Hopefully Team Ninja does the right thing and removes it or nerf the 5 characters properly for keeping it.
 

Zeo

Well-Known Member
How about we just turn this into Marvel and give everyone back and forward wavedashing?
 

Zeo

Well-Known Member
Lets turn it into brawl and character can trip into sitdown stun, lol.
Yep, while running on slippery surfaces or on water you have at least a 30% chance to trip into an unholdable sitdown stun for at least 30 frames.

Balance!
 

Julius Rage

Well-Known Member
Did you just seriously use Chess as an excuse to make your argument look valid.

A) TN doesn't make shitty animations? Look at Ayane's H+K.
B) It doesn't need to be mentioned in a tutorial or guide. Look at Rig's 6H+KK air grab. It doesn't state it in command training that it grabs an opponent in mid air. Does that mean Rig's air grab is broken? Also Brad Wong has an air grab that is not mentioned at all. Hell, it isn't even mentioned that in LHT stance he can go into handstand by inputting K6. Does that mean it is broken?
C) How do you know if it would have been outlined? Key word "Would Have" That is completely based on your opinion.
D) Again subjective to opinion
E) Why are YOU arguing. You are the one who started this. And also enough with the chess board argument. There is a difference between chess which is turn based and adding an extra square would make the board completely uneven and something like backdash canceling which is in almost every 3D fighting game. If you don't like it, deal with it. You probably wont even have to deal with it since it isn't as effective as you say. It is quite complicated to backdash cancel correctly in the first place and if you fuck up, you will still get hit by a wakeup kick.

Big meaningless wall of text - it a glitch and anyone with eyes can see it is a glitch. How hard it is to pull off the glitch isnt the point, the point is it is a glitch and Team Ninja is going to patch it once they see it. How about this : Ask TN about it - its a glitch.
 

milechaser

Member
So I was in command training with Rig and while I had my back to the opponent I attempted to do a 540 kick (6H+K, usually only when performing turning stance) to see if it would work. It did. In fact, the kick ended up facing away from the opponent as well...and then Rig's head did a 360 before going back to normal back to opponent stance.

Idk if this counts as a glitch, but it was creepy as hell.
 

d3v

Well-Known Member
Big meaningless wall of text - it a glitch and anyone with eyes can see it is a glitch. How hard it is to pull off the glitch isnt the point, the point is it is a glitch and Team Ninja is going to patch it once they see it. How about this : Ask TN about it - its a glitch.
That's a dumb excuse for taking things out and robs the game of depth. This is tantamount to removing roll-cancels in CvS2; KBD and wavedashing in Tekken; tri-dash, fast-fly, unfly, re-fly, hop-cancel, etc. from Marvel; combos from SFII.
How about we just turn this into Marvel and give everyone back and forward wavedashing?
Not everyone has wavedashing in Marvel. In fact Marvel as a series is the poster boy for non-universal movement options.

Airdash - not everyone has it.
Tri-dash/jump - forget about it if your name isn't Magneto or Dr. Doom.
Parabolic down-dash - Only available to the Queen of Mahvell herself, Morrigan.

...and so on and so forth.
 

DontForkWitMe

Well-Known Member
don't get the whining about the back dash. DOA is full of inconsistent crap that certain characters can do over others that make it unfair. kokoro and lisa having unbreakable chain throws while actual grapplers don't, eliots 236h+p not causing ceiling splat while genfu's does even though they launch the same height, bayman and mila having advantage after breaking out their chain throws while others don't etc...
 

d3v

Well-Known Member
If the game's code allows it (even via a loophole, aka a glitch), then based on the game's code, it is fair.
 

Zeo

Well-Known Member
Not everyone has wavedashing in Marvel. In fact Marvel as a series is the poster boy for non-universal movement options.

Airdash - not everyone has it.
Tri-dash/jump - forget about it if your name isn't Magneto or Dr. Doom.
Parabolic down-dash - Only available to the Queen of Mahvell herself, Morrigan.

...and so on and so forth.
Can't forget Arthur, the character with the least movement options in the game. Not even a dash. Oh but let's give him a slow double jump to compensate.

Balance!
 

Julius Rage

Well-Known Member
If the game's code allows it (even via a loophole, aka a glitch), then based on the game's code, it is fair.

We live in an age where things that arent susposed to be can be fixed without a full retail release.

If an FPS has a glitch that lets you switch guns too fast, its fixed.

If Madden a has a gltich that lets Ben Rothlisburger drop back alot faster because his animation package is different from other QB's half his size, its fixed.

If any type of game has something in it thats obviously a gltich its patched nowadays but for some reason fighting game communities don't subscribe to this theory simply because thats the way its always been for them - its not 2003 anymore, if theres a problem it needs to be fixed.
 

d3v

Well-Known Member
If any type of game has something in it thats obviously a gltich its patched nowadays but for some reason fighting game communities don't subscribe to this theory simply because thats the way its always been for them - its not 2003 anymore, if theres a problem it needs to be fixed.
Because it's only a problem for scrubs like you.

Besides, even as far back as the late '90s, they've already been able to fix stuff and release updated versions of games. Even then however, the FGC would just reject revisions of games if they didn't like them (e.g. Alpha 2 over Alpha 2 Gold, 3rd Strike rev. 990512 over 3rd Strike rev. 990608, Capcom vs SNK 2 over CVS2 EO).

More importantly, throughout their history, fighting games have been one of the most emergent genres. Simply put, how they're played has been mostly up to the players and what they discover and not based on what the developers wanted. This is why the best dev teams are usually the ones who are able to acknowledge this.
 

Muttoza

New Member
Hi,

I'm not sure whether this has been addressed or not, but I have experienced a problem with sidestep input. The thing is, that even though I got it set as :2::F+P+K: or :8::F+P+K:, then the game tends to switch between that and the :2::2: / :8::8: input at random. This is pretty annoying, because then the usual input that I use would result in a single punch instead of the sidestep. I've had that on numerous occasions, especially during longer on-line sessions. It just switches without any warning and is so annoying... Has anybody else had it as well?
 
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