Dead or Alive 5: Remaining Issues

Doug Nguyen

Well-Known Member
I really feel the saying "ignorance is bliss" applies well with me right now. Before i heard about all this technical stuff i was fine playing DOA casually but now that i know about them, i wanna learn all of them, but having trouble with some things but im surprised at how much i learned in this forum.
 

MajesticBlue

Active Member
Haha yeah, I know how you feel. Not sure my info is the best to learn from though. I play Doa and other fighters on paper as if they were rpg games. It is a problem of mine. I got really lucky and got a few friends to break the game down with me.

I used to hang out on the DoaD chatzy at Gamefaqs a lot. Besides getting a little random as of late it can still be a good place to learn if you catch the right people on. Maybe I should learn the chat system here lol.
 

DrDogg

Well-Known Member
Player A does a move thats -3.
Player B's options
Fastest mid. = If you have a good fast mid this will beat out any attack Player A throws out.
Throw. = Throws are so fast you have both players having to commit if they will eat a throw.
Player A has counter options.
If you know PlayerB will throw out an attack your only good options are crush, block or hold.
If PlayerB gets fed up with you blocking he will follow up with the throw. If you know they
will throw you it is time for your best launcher.

First and foremost, you forgot about the options to step or back dash. Both of those options can evade Player B's attack/throw.

Also, at -3 your best option is to block or back dash. Doing anything else is just gambling on a risk. If that risk doesn't pay out like you hoped it would, that's your fault, not the game's.

With the current system, being -7 or more after everything means you have to play the string delay/free-cancel game and hope the defender doesn't guess right on when to attack/punish. With more safe attacks in the current system, you at least have the ability to use either scenario.

You also have to factor in the speed of each character. Going by DOA4 frame data, Lisa's fastest attack is i12. She can be at 0 and against most characters she's still at a disadvantage. She can even be at +2 and Kasumi and Christie would still be able to beat her out. In a situation like this, Lisa not only needs to be safer, but she needs advantage on a good number of attacks.
 

DriftSlave

Active Member
Wait i thought black font was the default?
It depends on your layout....mines is black so the text by default is grey...i cant see black text that well so its rather annoying to highlight on my phone...so its why i brought it up. I dont want to derail the thread tho...
 

AKNova7

Active Member
4. The Low Hold
In regards to low holds yeah, they limit the attackers options. The thing is though not having them tech crouch makes no sense. At least to me. The answer is in recovery. I would much rather see however many active frame of the holds tech crouch and have X recovery frames in standing state. (I consider this a compromise since you could add more recovery and just make wiffed low holds punishable by anything. Like nh launchers or more then enough time to low throw. Given how fast they are) With standing recovery frames you can 12 frame punish low holds....seems scary enough.

I've always felt this was more of an aesthetics issue than a gameplay issue. For this reason, I feel they shouldn't tech crouch. There's plenty of ways to make the move not tech crouch, and I'm pretty sure Low Reversals don't TC in VF either.

5. Wake-Up Kick: Issues
Just getting rid of the high kick should open the game up quite a bit I would think. In Doa4 and Doad I thought they should have to pick between range and invulnerable frames. Without playing any of the new bulids I will trust that removing the high kick will help.

It'd make it easier to deal with, that's for sure. Still, it'd only be acceptable because of counter holds, and you really have to use crushes or whiff punishing to scare people out of it unless your character actually does counter damage.

6. Blocking Low Issues
This was a biggie for me. It take like what? 5 frames to block low unless you tap 3 (33?)into a low block? If you get rid of the delay wouldn't it remove fuzzy guard as well though? It can be a pain to deal with but it puts you in situations (like on a wakeup tech) that you have to guess between standing and low guard.

That's disgusting. Fix that nasty block delay. Even if it removes fuzzy guard, in a game with as fast mix-up as DOA, you can't block low? Who's idea was that?

I like the way Rikuto put this. (Can't remember where) light stuns are just Doa's frame advantage. Now some stuns are heavy and scary enough that it is still in the attackers favor anyway.

Now 1 and 2. They are related....at the most maybe tighten them up *slightly* and give some characters better delays. You have to remember that if you mess with the free system juggles will be affected. (Unless they make it otherwise.)

As far as I'm concerned, breaking this nasty system is slightly more important than the juggles that will be affected. Offense in DOA is stupid in so many ways. Almost as much as holding in stun.

Safe moves dont make the game any less of a 50/50. Unless they give frame advantage. Moves that leave you at well, negative 4 or 3. After the attack is blocked it is still a 50/50. I may not get anything guaranteed but you still have to guess. At plus 4 I wouldn't be afraid to throw unless you always attack at a disadvantage.(If you do then you will eat counter hits all day.) Yeah, I agree having throw safe options are very nice. Still, the reward can go to either player.

It wasn't to make it less of a 50/50, though. Technically, it makes it more. But ONLY because it adds a Neutral Game, and that's what neutral game is at certain points. And there's nothing wrong with that. There should be some pokes with frame advantage, because the counter hold exists, but definitely not all pokes. I agree, the reward can go to either player, but that's much better than getting throw punished for doing nothing and having no chance at all, right?



Overall I'm just saying that system changes will bleed into each other. I think it would take actual hands on testing and tweaking from people who understand everything to make it worth. Still sharing ideas is never bad I guess. That vison of Doa does conflict with my own though...I admit.
Wow. Long post. Those are just my veiws.

Since everything is so integrated, yeah, stuff will bleed into each other, I know. Honestly, I think this is more important though, getting the ball rolling. TN gets a couple free patches on the M$ version, so I don't think it's that bad of a deal, as long as we get the ball rolling. Even if certain things in the game are a little janky on release because the ball has started rolling like a couple juggles being harder to pull off.

Ya no thanks. 3 point holds can go to hell.

3.1 had 3 point holds. Why is everybody so against them now? VF has 3 point holds. I mean, personally, I don't mind the 4 point at all, but this isn't a battle of 3 point vs 4 point, IMO. It's a matter of not only how you put the holds in the game, and the fact that you can hold in stun. If not for those two things being audaciously stupid, it'd be fine. And VF pretty much proves that.

9 times out of ten you can't beat both of those options. So by making more moves safe and tightening up the string delay, it will make the game play out as said situation. A move being safe or not should depend on its function. Every character should have some safe options though.

Back Dash cancels? The game does have BDC's...
 

Raansu

Well-Known Member
3 point holds were tolerable in 3.1 and that's about it. If I could have 4 or 6 point holds in 3.1 I would of gladly put them in there. Holds in VF are not a universal tool and are handled completely different compared to DoA. Again I say 3 point holds can go to hell.
 

AKNova7

Active Member
3 point holds were tolerable in 3.1 and that's about it. If I could have 4 or 6 point holds in 3.1 I would of gladly put them in there. Holds in VF are not a universal tool and are handled completely different compared to DoA. Again I say 3 point holds can go to hell.

6 point holds are crazy, who the hell? Do you realize how much damage by itself would be necessary to make up for 6 holds to not make the mechanic absolutely dumb? Where did this come from, and why are people talking about it now? The scrubs would run so hard, horrible business decision IMO.

The game was still the best DOA, and with 3 point holds. It's understandable because of the structure of the game to want 4 point holds, to break up the mids, but 6? Who got this idea back into people's heads? 6 point holds...you kidding me?

Furthermore, everybody points to comparisons being irrelevant about Reversals and Holds, and honestly, the truth is they're not all that different. Most of the difference of the two moves involves 1 frame (Reversals in VF are i1 as opposed to i0) and duration window (in VF it's 8 frames, I believe.)

Sure, they're handled differently, but my point, is that they don't have to be. Everybody talks about them being universal making such a difference, but what difference does that make? They're still holds, right down to the bottom line, and the most hilarious part of it all, is Aoi's i1 stance that is an infinite counter hold because you can hold it whenever you sense anything high and mid except projectile style attacks coming near. Yet, it's not a broken mechanic. Most of the reason why that is has to do with the game itself (VF vs DOA). There's ways to make 3 points work, just like everything else. However, I believe 4 point holds are a good compromise anyway.
 

grap3fruitman

Well-Known Member
Standard Donor
6 point holds are crazy, who the hell? Where did this come from?
YrJzM.jpg
 

AKNova7

Active Member

No, I know WHERE it came from, I was just wondering why everyone's talking about bring it back NOW. That's all. lol. And...now that I think about it, I really hope the fastest jab in the game is i10. I'm really tired of being -3, trying to dash away, and getting caught somehow. >>

Anyway, does anyone else have any problems with my fix list? I still need fixes?
 

Raansu

Well-Known Member
6 point holds are crazy, who the hell? Do you realize how much damage by itself would be necessary to make up for 6 holds to not make the mechanic absolutely dumb? Where did this come from, and why are people talking about it now? The scrubs would run so hard, horrible business decision IMO.

The game was still the best DOA, and with 3 point holds. It's understandable because of the structure of the game to want 4 point holds, to break up the mids, but 6? Who got this idea back into people's heads? 6 point holds...you kidding me?

Furthermore, everybody points to comparisons being irrelevant about Reversals and Holds, and honestly, the truth is they're not all that different. Most of the difference of the two moves involves 1 frame (Reversals in VF are i1 as opposed to i0) and duration window (in VF it's 8 frames, I believe.)

Sure, they're handled differently, but my point, is that they don't have to be. Everybody talks about them being universal making such a difference, but what difference does that make? They're still holds, right down to the bottom line, and the most hilarious part of it all, is Aoi's i1 stance that is an infinite counter hold because you can hold it whenever you sense anything high and mid except projectile style attacks coming near. Yet, it's not a broken mechanic. Most of the reason why that is has to do with the game itself (VF vs DOA). There's ways to make 3 points work, just like everything else. However, I believe 4 point holds are a good compromise anyway.

DoA++ and DoA2 had 6 point holds.

VF reversals are typically 1/10/30 or 1/15/30. It varies between characters and the biggest difference is pretty much how they only work in neutral. (Technically DoA's holds are i1 as well)
 

AKNova7

Active Member
DoA++ and DoA2 had 6 point holds.

VF reversals are typically 1/10/30 or 1/15/30. It varies between characters and the biggest difference is pretty much how they only work in neutral. (Technically DoA's holds are i1 as well)

Yeah, I knew where they came from. I was mostly wondering why it's coming up so often recently.

That's what I meant, fix this stun game shenanigans, and then you could base it off an already successful hold system! It'd make life a bunch easier on the devs, they just don't want it that way, it seems. Though, it'd make the game better, IMO. I'd have no problem with them being limited to neutral, and in the neutral game, 3 point is just fine, IMO.
 

Keylay

Well-Known Member
6 point holds are crazy, who the hell? Do you realize how much damage by itself would be necessary to make up for 6 holds to not make the mechanic absolutely dumb? Where did this come from, and why are people talking about it now? The scrubs would run so hard, horrible business decision IMO.

The game was still the best DOA, and with 3 point holds. It's understandable because of the structure of the game to want 4 point holds, to break up the mids, but 6? Who got this idea back into people's heads? 6 point holds...you kidding me?

Furthermore, everybody points to comparisons being irrelevant about Reversals and Holds, and honestly, the truth is they're not all that different. Most of the difference of the two moves involves 1 frame (Reversals in VF are i1 as opposed to i0) and duration window (in VF it's 8 frames, I believe.)

Sure, they're handled differently, but my point, is that they don't have to be. Everybody talks about them being universal making such a difference, but what difference does that make? They're still holds, right down to the bottom line, and the most hilarious part of it all, is Aoi's i1 stance that is an infinite counter hold because you can hold it whenever you sense anything high and mid except projectile style attacks coming near. Yet, it's not a broken mechanic. Most of the reason why that is has to do with the game itself (VF vs DOA). There's ways to make 3 points work, just like everything else. However, I believe 4 point holds are a good compromise anyway.

VF doesn't have critical stuns. In normal state, a 3-point hold system can work. Both players have all of their options so it's harder to guess what they'll do. In critical state, some of their options are taken away so it makes it a little easier to guess. The defender can only do defensive holds but they don't have to worry about throws. They are put into a disadvantageous state but they have a higher chance of countering compared to normal state because they only have to look out for high attacks, mid punches, mid kicks, and low attacks. In DOAD, you can hold in sit down stuns and high attacks whiff so you only have to worry about a mid attack or a low attack. Imagine if there was a stun where only low attacks can hit the opponent and they could hold. The hold system in DOA++ makes sense. I believe it was a 3-point system outside of stun and a 6-point system inside of stun. So while there are less options to inflict damage when the opponent is in stun, it's harder for the defender to hold. But I'd rather just have 6-point system in and out of stun.
 

Rikuto

P-P-P-P-P-P-POWER!
They already have. Which is why I want them resurrected. Give holds less damage and make them harder to excecute.


Here's a better idea.

Do away with the regular point system and make standing punches, standing kicks, low jabs, low kicks, sweeps, knees, jumping punches, jumping kicks, and elbows all have different counters. Nerf the damage down even further, reduce the active window to 10 frames, increase the recovery to 30.

Lock all of the scrubs together in a room with this game and throw away the key. If they learn any lessons from the game whatsoever, they should be able to find their testicles and work together to break the door down.

If they can't then the world is still a better place.
 

DriftSlave

Active Member
Rikuto you want to do away with the normal point system? will the actual Triangle system suffer(will have to be overhauled)? I totally understand the hold nerf though....make it less of a incentive to spam it.
 
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