Dead or Alive System Changes after Day 1 of E3

I've decided to provide a list of changes to Dead or Alive 5 that have been announced during the first day of E3. Here, I am merely focusing on system changes from not only the Dead or Alive 5 Alpha Demo, but from Dead or Alive 4 as well. There's been a lot of footage shown so far and this would be a good place to see all the changes. These will not include any character changes such as movelist or attack properties as that's a bit difficult to get. Something of note: the danger zones appeared to be locked off from being used through the "Power Blow" so zones such as the car in Scramble appeared to be usable but this could have just been for the E3 demo purposes.



Power Blow System Changes:
  • Power Blows have been changed from :H+P+K: to a command depending on the character, typically :1::P+K:.
  • Power Blows can only be performed once the user has lost 50% of their life, which is noted by the lifebar glowing red.
  • If the user does not have a red flashing bar when performing a Power Blow attack, he/she will perform what was the DOA5 Alpha uncharged hit effect: a knockdown pushback.

Stun System Changes:
  • There's a new attack titled the "Critical Burst." This is where one or more moves of a character performs a special stun if the opponent was at full stun threshold when connecting.
  • The "Critical Burst" puts a character into a deep fall forward standing stun that is not able to be held out, in effect allowing for a free hit of anything from a launcher to a power blow.
  • The "Critical Burst" is just a normal attack from the character and can generally be initiated at max threshold. It is notable when the "Critical Burst" connects as a puff of smoke appears after the hit.
  • Any time the character is in a critical stun that has their feet off the ground (i.e Sit down, lift, trip stuns) the opponent is not able to hold out of the stun until feet have returned to standing.
  • Guard Breaks and Guard Crushes can't be held out of immediately like Dead or Alive 4, this is because of the above listed change where the opponent can't hold until both feet are on the ground. This can allow for some guaranteed followups after a guard break.
  • The stun threshold (Critical State) has been returned to the lifebars. This is probably due to the importance of the "Critical Burst" attack in the game.
  • Characters have options to allow a normal hit launcher and still get decent juggle damage. This is something that was more prevalent in the earlier Dead or Alive games.

General System Changes:
  • The mid kick normal hold is now :6::h: instead of being merged with the mid punch hold (:4::h:) like in the Dead or Alive 5 Alpha build.
  • The high hit level wake-up kick attack has been removed from the game after being introduced into Dead or Alive 4. The mid hit level and low hit level still remain but are generally unsafe on guard.
  • A grappler receives a frame advantage bonus if their combo throw is broken out of, allowing them to still press the advantage.
  • A grappler can get a guaranteed ground throw more often than in comparison to Dead or Alive 4. This is typically best used when there is a ground slam in a juggle or off the wall crumple.
  • The side step has been changed to :2::2: and :8::8:. Rikuto mentioned that hitting :3::3: on the Xbox 360 directional pad will accidentally perform a :2::2: motion.
  • The gym shows the rope bounce from Dead or Alive 4.0 where it appears the opponent can't defensive hold during the bounce back.


So how could all of this change the meta game in playing Dead or Alive 5 in its current build? I obviously can't say much about it being that it's the first day of changes that have been found. So, with that said, this is my personal take on how this changes the game in higher level play:

First, let me clarify something for those who aren't familiar with terminology for the Dead or Alive series: the term "stun" is not typically the same as it is in other fighting games where one automatically assumes your opponent can't do anything in said "stun." Dead or Alive has a meta game inside of its "stun" system called the "Critical State" system. There is a difference between a "hit stun" and a "critical stun." With the exception of Dead or Alive 4, all Dead or Alive games have made it so that you can't hold out of hit stun, but you could defensive hold ("counter") out of critical stun after a certain amount of time is spent in the critical stun animation. Dead or Alive 4 changed this rule (sort of) by removing that forced delay you had while you were in a critical stun, effectively allowing you to defensive hold out of any critical stun at a moment's notice and sometimes putting you at a frame advantage over the offensive player. When you hear Dead or Alive players use the term "stun," they are typically talking about a critical stun. It appears that the critical stun system has been making strides to return back to the Dead or Alive 2 and Dead or Alive 3 system: critical stuns are less frequent than Dead or Alive 4 allowed and the delay for defensive holding out of them has started to be restored.

I can easily say that there are two major factors in this build that completely change the meta game: (1) the "Critical Burst" attack and (2) stuns that do not allow holds while feet are off the ground.


These two things can completely change the meta game. I have a feeling that there is more to the "Critical Burst" than what we have been told so far. However, as I understand it now, a character can potentially put another in a guaranteed combo due to the amount of ways one can put the other into such a situation. Rikuto hinted at this in his commentary where he can do one guess, I'm presuming the initial starting critical stun hit, combo it into a guaranteed critical stun combo that ends with a "Critical Burst." Then the character can do a free launcher or "Power Blow." Either option could allow the character to cause a knock back into a danger zone or fall towards a ground game scenario. Rikuto suggested Bayman could do such a thing and knock off 50% of a character's life with such a setup. I imagine other characters could do the same.

It's with that understanding that I believe the meta game has been changed to lower the amount of recklessness that is tolerated in the game's offense. I do not believe it will change some characters' offensive abilities as some characters will still be able to press the offense with attacks granting frame advantage pressure or causing a guard break/crush. There's a difference between saying that it's allowing less reckless behavior and the game's offense being toned down. In previous iterations, most dominantly Dead or Alive 4, the player could get away with being so reckless that it really would not matter if they were hit. This was due to the critical stun system allowing for numerous chances to escape the critical state via defensive hold. At times, players would feel better being put in such a state over being the offensive player due to the amount of damage they could do after five or six attempts to escape it. The focus of the meta game is now on that initial hit since the critical stun threshold game has been toned down severely. I can honestly say that it's probably the most severe since Dead or Alive 1, if not more. No longer can a player really find refuge in being hit or put into the critical stun state. Now a player must be cautious and decide their game plan thoughtfully, all while not allowing an opponent to set the pace of the match.


The critical state is something to be feared now due primarily to both of the changes I've mentioned. The opponent is now unable to defensive hold out of every situation and the "Critical Burst" is something that rewards a player for knowledge of their character, the critical stun system, and the environment. This will make the game rely more on poke strings than previous titles have; Dead or Alive 3.1/3.2 were probably the closest to matching such a meta game.

I think that, for now, you'll still be seeing many players play the game like Dead or Alive 4 (including mashing the low defensive hold on instinct) but I believe that with time adjusting to the changes we'll be able to see less of a reliance on the defensive holds and more so a reliance of the various new defensive features applied to the title. Something that hasn't been utilized as well as it really should is the side step system, not to be confused with the "Free Step" system. "Free Stepping" is associated with positional spacing with the environment by holding :2_: or :8_:, similar to Soul Calibur's "8 Way Run." The side step can be considered a special movement and was designated by the command :2::H+P+K: in the Dead or Alive 5 Alpha demo but has changed to :2::2: and :8::8: in the E3 demo build. This is certainly an area that the players will have to adjust to as the game gets closer to release.

The last thing to discuss is the buff to throws in the game. Dead or Alive has traditionally been an attack heavy game. Unlike most fighting games like Soul Calibur, Street Fighter, or Tekken, the Dead or Alive throw system is not treated like an attack. What I mean by that is in some other fighting games, like the ones just mentioned, the throw is more like an unblockable attack where it will win against another attack if its active hit frame connects before an opponent's active hit frame connects. In Dead or Alive, the throw loses immediately if an opponent is in the initial or active frames of the attack. Due to this, the throw game has not implemented a throw break system because I feel that the developers are trying to reward a grabbing player for reading correctly that the opponent would not attack. This is also probably why the throw speeds are typically so quick compared to other games, to make it easier to throw punish attacks or guard disadvantage. Even then Dead or Alive's fastest throws (at i4-5 speeds) are breakable throws for that reason and because they don't require a command input. "Offensive Holds" are probably the closest thing to throws in those other games, as their purpose is to grab an attack in its initial, active, or recovery frames and only loses to throws and attacks other than its own hit level. These "Offensive Holds" are offset by having much slower start up times than the standard throws, typically equal to the speed of the launching attacks. Both "Offensive Holds" and normal throws can have "Combo Throw" properties, where a speed game of initiating the multi-part throw is in combat with the opponent breaking the combo throw itself. This typically has resulted in a mix-match of advantage throughout the series.



So it's with those properties established that I think it should be mentioned how the grappling game has been improved in Dead or Alive 5. The grappling class has received buffs in range and damage. In addition, the grapplers who are typically the slowest of the cast in terms of attack speed will be given a frame advantage if their combo throw is broken. This gives more reward to the grappling player for playing the odds of the attack game and reading a guard, hold, or attack successfully while still providing a pressure tool should a combo throw be broken. This pressure allows for a smarter, calmer player to punish a more reckless player. In addition to the combo throw buff, the grapplers have been given a return to guaranteed ground throw traps. The grapplers have ways to hit confirm their ground throws like they did in all previous Dead or Alive games, with the exception of Dead or Alive 4. This has, in turn, changed the ground game. In Dead or Alive 4, a player would typically opt for a lower damaging combo that forced the opponent up as they fell to the ground. Otherwise, a falling player could tech the ground immediately just by mashing buttons or directions. This prevented the grapplers from gaining their necessary added damage to their juggles and generally benefited only striking characters who had more attack options for juggles and untechable force techs. Although the system still exists, it's no where near as dominant in play as it was in Dead or Alive 4. Grapplers can now do just as much damage as the striking characters to a juggling character thanks to guaranteed methods of utilizing their unique ground throws. Now it's up to the player to decide which juggle combo they would prefer to use based on (1) the launch height, (2) the environmental slope, (3) the end juggle positioning, or (4) the damage wanted to guarantee. It should be noted that most ground throws typically leave the grabbing character at a positional disadvantage to the wake-up kick meta game.

So, in my opinion, Dead or Alive 5 is shaping up to be a very good, legitimate fighting game. My cowboy hat is off to Yohei Shimbori and the fine people over at Team NINJA Studios and Koei-Tecmo. I think with the right push, and enough community support, this game can see a greater tournament scene than the series has ever had. I look forward to the release of this game the more I see of it and I look forward to meeting so many new and old players in the tournaments to come after its release. From day one, this website has been here with the goal to push the competitive mindset that this game series has deserved and I think this community has a chance at putting its past behind it and pushing forward with what looks to be the best chance it has ever had. I'm not talking about e-Sports or sponsorships here, as those are rewards to an established community and should not be used as a crutch. The game looks like it will have enough merit on its own with these changes to the system, and it's high time we all acknowledge that we are fighters and come together under similar goals.

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I'm a fighter. How about you?​
 
Erik tells me you can still slow escape out of the sit down stuns.

but is the slow escape fast enough to avoid the the move that does "critical burst"?

the burst causing moves seem pretty fast ..

Im worried about this seriously ..
these guys hardly sat on the game .. and found out this brokenness ..
its obviously not max damage .. wait till they acctually figure THAT out ..

there are just too many broken senarios ..
the game grants alot of guaranteed damage in many ways .. particularly with the new dangerzones ...

just thinking of the alpha demo stage now .. (and I'm sure alot more will be discovered later)

the trashcan dangerzone:
starter > (risk) > sit down > critical burst > wall slam > the correct air-juggle to guarantee trashcan before KD > trashcan > launch (guaranteed) > air juggle of choice > wall slam no.2 being the ender ....

you guys seriously ok with this ? I can tell you now that with the right character that is way over 50% easy .. probably round 70%

you get 1 damn chance ... really ?
ofcourse the whole guessing factor can be thrown out the window if it was simply a "counter hit" or "hi counter hit" sit down stun ... wheres your damn 1 chance now ???

this type of system will create a major imbalance in the tiers .. and force a huge gap among characters... not exactly something I'm particularly fond of ... this is one of the many reasons I quit ssf4AE (came back for ver.2012 but by that time sc5 was out and.. well I lost interest in capcom with their shit pokemonXmarvel)

the characters that will be able to pull this no-brainer bullshit muscle memory combo will be on top of the tier list and the ones that cant do it to that degree will be at the very bottom ..

the game will turn into just fishing for that one stupid setup that will give you the most reward ..

holds are nerfed ... yes
and the active frames are even worse in stun .. yes .. this is all good ..
unholdable stuns or stuns that force delayed timings for holds .. good stuff ..
but honestly it should have stopped there ....

now you have a new dilema ... you guys might not see it ... but its pretty damn serious...

I saw the set with rikuto vs vanessa ... seriously .. 45-50 % every time is quite bullshit ... so ... you need like what ? 2 right guesses like that and a lucky jab here n there and u win ?

I dont want a game that ends up having this kind of brokenness then we go for rebalance after the other ... that itself is pretty damn frustrating ...
look at MK... look at sfxt... every time someone finds something broken ... its back to the patches ... i honestly can see the same happen here ..

these are just day1-day2 on a beta ... wait till the max damage is found ..

I understand team ninja are trying to create a combo senario that can guarantee a powerblow basicly ... but seriously .. its just waaaay worse than that ...

and i really dont want them to turn this into some fucking situation that only works at red bar ... because then you have a stupid fucking comeback mechanic ... and thats the poison thats been infesting every damn fighter today ... (revenge meter, x-factor ... etc.. )

I think critical burst is doing much more harm than good ...
 

The ability to do over 50% of your life with no or next-to-no chance for a hold is broken? This looks familiar...

The game entirely ending up being based around one strategy of fishing for a particular setup all day? That's even more familiar...

The capacity for every character to do this is far from broken; it's exactly what competitive players want - rewarding smart play and ruthlessly punishing a mistake. What you're seeing happening right now is the shrinking margin of error DOA5 now has room for. Getting stunned is now something to be feared and you can't afford to play nearly as stupidly any more. As for use of the same moves over and over... that's nothing new at all.

I do agree with your comeback mechanic statement about Power Blows, though, if it's any consolation.
 
You seem to forget that they also barely played the game enough to get a decent grasp of their characters. Kayane and Rikuto were using the same set-up for the critical burst most of the time (they already confirmed that there will be several critical bursts and different unholdable set-ups for the characters; I believe drdogg also mentioned that most are unsafe on block and not that easy to use in general). This may work right now, but I think you're overreacting (again). Once people figure out that the dangerous move isn't neccessarily the launcher anymore, but the move that puts you into an unholdable stun, they will change their playstyle accordingly. They said many times that it's hard to shake off the DOA4 mindset. This is a huge difference and it just takes a while to adjust.
And hell, even if there will be instant death combos and stuff like that. The game will finally live up to its name then: Dead or Alive.
 

- look at the start of the match ...
counterhit trip stun > guaranteed burst > danger zone ...

she didnt reach threshold... nothing .. just counter hit tripstun .. THATS IT

she didnt even do a good launcher after the burst and she didnt do a follow up after the explosion ... and got some bullshit 50% health lead in 2 seconds

she could have done another launcher .. guaranteed an air juggle before the dangerzone .. and ofcourse follow up after the groundbounce from the exploding danger zone ... howmuch fricken damage would you think that would give ??!?

- second time she does it .. again its on counter hit ...(the burst indicator didnt come out .. but the attack sound and the opponents stun seemed the same ... could they have held i dont know to be honest im basing this on what I see now )... wheres the chance ?
she fucks up the followup because she didnt free cancel .. which raises another senario ...

lets say this happens on the top of a slope ... you're basicly fucked ... juggle after juggle after juggle into the metal bars ... into a 50/50 cliffhanger ...

- the 3rd time ... is just as devastating .. and just from a counter hit tripstun AGAIN .. wheres the chance ?!


-----
its all 1 hit kill... bullshit damage combos ... and she didnt even maximize the damage ...

and even if you can slow escape the tripstun .. that fucking critical burst move is fast as hell ... i dont think its enough ...

burst should be thrown out of this game ..
all the other balances are fine...
we dont need this shit ..
 
I face palmed so hard at emperor_cow's last two posts that I left an imprint on my face. I find it hard to believe that you played any fighter even above average level.
 
Emperor - you should play it yourself and test first. Otherwise, you would have to go by the word of the people who played it and are reporting on it favourably.
 
Also, the matches of Rikuto vs Vanessa, do you wonder why she wasn't pulling that stuff on him? Because she hasn't learned how to do the new stuff properly, NOR defend against it, which you can do.

I suggest you chill and play a lot of virtua fighter in the meantime and you'll see similar things happening, and that the situations can be minimised and even mitigated, and then, there's the ability to have an exchange of damage.
Remember, its also possible to block more - and - you can counter hold the critical burst move. Soon everyone will know what they are, and which ones players favour. They still need to get that hit in!
 
I do agree with your comeback mechanic statement about Power Blows, though, if it's any consolation.

Powerblows are fine... They're slow, punishable and unsafe...

I was talking about a theory of allowing critical burst after 50% health only.. even then i wouldnt want it...

We have:
- Shorter acting holds
- longer revovery holds
- nerfed hold damage
- even shorter acting, longer recover,and less damage in STUN.
- now we finally got our unholdable senarios (lift and sitdowns)
All those fixes are amazing...

What the hell do we need this free devastating damage bullshit critical burst for?

Its unnecessary.. and its broken...

And berzerk, you cant hold from sit down stun now so the burst is almost always guaranteed.. and if you get counter hit sit down stun then u cant do jack shit...

As for vf.. vf is incredible and yes im enjoying it
 
EC, I think you are overreacting. This is a huge change and Team NINJA is aware of the damage potential. Some of these combos were shown to them by Shimbori himself. I do not believe it is as bad as you are suggesting.
 
Powerblows are fine... They're slow, punishable and unsafe...

I was talking about a theory of allowing critical burst after 50% health only.. even then i wouldnt want it...

Oh, okay. I still don't like the 'Power Blows only under 50% health' thing myself, though.

And berzerk, you cant hold from sit down stun now so the burst is almost always guaranteed.. and if you get counter hit sit down stun then u cant do jack shit...

Stop acting like trip stuns are everywhere. They're not.

And if you get hit by a slow telegraphed move like that on a counter hit, then you deserve every point of damage you take from the followup critical burst.
 
It looks like you can slow escape the sit down stun.

http://www.twitch.tv/ipldoa/b/320572398

At 1:20:35 Kayane does a move that causes the sit down stun and then she tries to do the critical burst attack but just gets a critical stun. She does it again at 1:21:07 and gets a critical burst.

Plus, it adds more to the mind games. If you know what move causes a sit down stun, then you know what move the other player is more inclined to use. A good player will try not to be predictable though. Baymen is the only character that can get that much damage from what I'm hearing and it's still the E3 build so things can change.

Edit: Looking at the video again, the critical burst may not have come out because she tripped Hitomi before doing the attacks that cause the sit down stun.

Yes, Mamba was showing you could slow escape the sit down if you built up the Slow Escape Meter high enough. This is why Rikuto would be seen mixing it up with his DDT instead of going for the critical burst sometimes.

I was told by Rikuto that when he would get the Critical Burst combo off on Shimbori, Shimbori would respond, "Noooooooooo!" at the lead up to the critical burst. He would say it in the 'good' way, where it was like saying "Damn, you caught me." haha.
 
Yes, Mamba was showing you could slow escape the sit down if you built up the Slow Escape Meter high enough. This is why Rikuto would be seen mixing it up with his DDT instead of going for the critical burst sometimes.

I was told by Rikuto that when he would get the Critical Burst combo off on Shimbori, Shimbori would respond, "Noooooooooo!" at the lead up to the critical burst. He would say it in the 'good' way, where it was like saying "Damn, you caught me." haha.

I still see this as another way of breaking the triangle system

I showed several examples where its fricken broken..

Even rikuto wasnt doing max damage...
You guys arent looking at how bullshit it can get..

Every1 still seems to be going for the launher even near a wall..

If u burst near a wall thats a guaranteed wallslam ..into guaranteed juggle...
Add in the dangerzone and powerblow factors and you got serious game breaking there...

50% damage is an understatement...

I explained the trashcan and slope..
And also this..
Sitdown>burst>launch>airjuggle>exploding DZ>air juggle...

These senarios are much much worse than even the hi counter izuna rikuto was raging about..

Seriously doesnt any1 else see how messed up this is?
 
Sounds like you shouldn't let your back get near a wall...

Even in the old System Manny was able to show Hayabusa could do 60+% off a guaranteed combo using the dangerzones.

For someone who hasn't played the game as much as those who are enjoying it on the show floor, I think you're over-reacting.
 
Sounds like you shouldn't let your back get near a wall...

Even in the old System Manny was able to show Hayabusa could do 60+% off a guaranteed combo using the dangerzones.

For someone who hasn't played the game as much as those who are enjoying it on the show floor, I think you're over-reacting.

Well with bursts now 50-60% is standard
And it goes higher with dangerzones and max damage..

You could clearly see this in yesterdays footage..

It may be fun now cuz everyone just testing stuff out n having fun...

Wait till it really gets serious ...

Especially considering characters have multiple bursters...

I can understand a guaranteed strike from a sitown stun... But a guaranteed burst,leading to any free thing you want? Thats just broken and stupid

I like the aggressive route the games taking... And im all for it. But this crosses the line from aggressive to bullshit..

You already have enough elements to guarantee damage right now without the need of these ...bursts.
 
Well with bursts now 50-60% is standard

Standard as in... balanced?

Keep in mind you're talking to a DOA3 player. A DOA3 player is accustomed to being aware of their surroundings and the danger zone environmental positioning. You had combos that would take anywhere from 40-100% life whether utilizing the danger zones or not and only getting one chance of escape.

So this Critical Burst system is nothing bad in my eyes.
 
I still see this as another way of breaking the triangle system

I showed several examples where its fricken broken..

Even rikuto wasnt doing max damage...
You guys arent looking at how bullshit it can get..

Every1 still seems to be going for the launher even near a wall..

If u burst near a wall thats a guaranteed wallslam ..into guaranteed juggle...
Add in the dangerzone and powerblow factors and you got serious game breaking there...

50% damage is an understatement...

I explained the trashcan and slope..
And also this..
Sitdown>burst>launch>airjuggle>exploding DZ>air juggle...

These senarios are much much worse than even the hi counter izuna rikuto was raging about..

Seriously doesnt any1 else see how messed up this is?
I would try to myself, but I can't afford to take that risk right now. I'm not exactly on good terms with everyone here, and I'm trying to fix that. Even so, it's because of this guaranteed BS that some other fighters - like Marvel - are seeing a great amount of success in offline tournies, despite your disdain.

The safest suggestion I can give you is to wait... wait until more info is out in the open after today before passing judgment. Or at the very least, be cautiously positive as you have been doing for a few more months. It's done you good this far.
 
Standard as in... balanced?

Keep in mind you're talking to a DOA3 player. A DOA3 player is accustomed to being aware of their surroundings and the danger zone environmental positioning. You had combos that would take anywhere from 40-100% life whether utilizing the danger zones or not and only getting one chance of escape.

So this Critical Burst system is nothing bad in my eyes.

I am a doa3 player myself .. more so than 4 (which i hate on almost every aspect apart from the new stage mechanics and the updated move lists).
and I understand what you're saying about crazy damage combos ...

I just see that the 40-100% you're talking about is currently achievable without bursts ... for all the adjustments made to holds and stuns .. but it has to be earned !!

having critical burst is like .. easy mode ...
just like people didnt like to be mashed out of stun with hold easily ..
and just like people dont like 3 point holds for the easy guess ..
i dont like bursts for the easy damage. and its not little damage ..its huge!

as I stated before .. a sitdown on counter hit gives you no option as a defender .. nothing .. just hit after hit... surely in doa3 this wasnt the case ... not even with bass's stupid air juggle loop lightweight/super lightweight.. or with ayanes semi-infinate down the snow stage slope ... it doesnt just HAPPEN .. its earned ..

i dont consider a counter hit sitdown stun into shinanigans earning ... and if it is ... it surely doesnt deserve that much fricken reward ...


I would try to myself, but I can't afford to take that risk right now. I'm not exactly on good terms with everyone here, and I'm trying to fix that.

this has nothing to do with what terms you're at with everyone ..
this is about the future of this game and an exploit that can ruin it in my opinion just like fast stupid high damage holds ruined doa4 ...

it destroyes the triangle system by making the strike arm far bigger than what it is compared to the hold and throw arms... and it defeats the whole purpose of critical threshold even ..
 
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