In training mode for DOA5U, i want the optiom to select moves from CPU's moveset and play it back. This would be great for training, because that way you'll be able to figure out which moves to punish much easier.
That doesnt make sense. TN is a JP developer. Drago represents no one but himself. A JP developer is not gonna tell their fanbase to adapt, or stop sucking. Especially since the JP people are their own kind. It wouldn't be bright to neglect their fanbase.
People are still complaining Helena is underpowered?Making every Helena move -99
They told that to Drago because he's a stupid annoying kid. Grap3 said what he said because it's what actually happened during the final months of development of vanilla. DOA5 was turning out to be quite possibly the best DOA ever at E3. DrDogg, Rikuto and the other actually-good players were excited about it and saying the game was amazing. After Gamescom they started to make general nerfs like extending the stun threshold and making SS shitty and personal nerfs like reducing Eliot's parries from +20 to +16, taking out Tina's ground grabs, Making every Helena move -99 and things like that. All because a few Japanese players nobody has ever heard about complained about the game not being like DOA4.
Shimbori said to the face of people on this forum that the Japanese players prefer DOA4. Seeing as how DOA5 changed between E3 and release, I'm inclined to believe that is still true and why DOA5 turned out the way it did. Even changes in the E3 build, like Hitomi losing all her frame advantage, had already shown the Japanese player preference.I doubt the competitive players of JP actually liked 4.
That's fine. That's great. I don't have a problem with that. Just don't listen to those people when they talk about gameplay balance when they don't understand a thing about the subject.Not every American player cares about frame data.
Shimbori said to the face of people on this forum that the Japanese players prefer DOA4. Seeing as how DOA5 changed between E3 and release, I'm inclined to believe that is still true and why DOA5 turned out the way it did. Even changes in the E3 build, like Hitomi losing all her frame advantage, had already shown the Japanese player preference.
That's fine. That's great. I don't have a problem with that. Just don't listen to those people when they talk about gameplay balance when they don't understand a thing about the subject.
Well, VF looks (visually) like ass to me, so I'd have to respectfully disagree. I realize they were working on budget, but that doesn't make it's choppy animations any smoother or it's wimpy-looking strikes feel like they hit any harder.When it comes to aesthetics look at the casual side. I honestly think VF did that best. It got the best of both worlds.
Enjoying it and respecting it technically are two very different things.I preferred the E3 build, but I enjoy DOA4 at the same time, but we just need to reduce the active frames on the initial hold output, or the "GRAB FOR HOLD" output when in stun. I've hated that system since I was very little.
I preferred the E3 build, but I enjoy DOA4 at the same time, but we just need to reduce the active frames on the initial hold output, or the "GRAB FOR HOLD" output when in stun. I've hated that system since I was very little.
The problem isn't with the hold, it's with the stun system. DOA5 did reduce the active frames of a hold, and it didn't change anything. The problem is that the stun system gives the player so many chances to break out of the combo before the attacker can do a significant juggle.
3.1 balance or 3.0?That too. The stun system should be exactly what it is, a STUN. Stagger escaping is totally useless now that the stun is so short. And the back stun system needs tweaking, where it doesn't force you to turn around after a certain amount of hits. With all that said, I will always prefer the E3 build of DOA5. DOA5U should be as balanced as that. Or point in the DOA3 balance direction.
Well, VF looks (visually) like ass to me, so I'd have to respectfully disagree. I realize they were working on budget, but that doesn't make it's choppy animations any smoother or it's wimpy-looking strikes feel like they hit any harder.