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.

wearefighters.png

I'm a fighter. How about you?​
 
I think if you watched the Vanessa vs Kayane match in the Winner's Finals. Vanessa wasn't using the Critical Burst feature, she was properly spacing, zoning, and poking. Playing cautious from being put into critical state. In the end, she 3-0'd Kayane because Kayane couldn't get Vanessa into the critical state.

Instead of instantly claiming it's broken from watching matches of experienced players face off against inexperienced players in an unfinished game. I suggest you try to think of ways around the Critical Burst.

The obvious example is to avoid being put into critical state. This would mean a player would have to be aware of their surroundings, the opponent's tools, the current stun threshold, and can't just be attacking for attacking's sake.

To me, that just sounds like the smarter player can win. That's why you don't see me and many others who are actually playing the game on the show floor complaining about the Critical Burst, but are instead praising it.
 
Semi off-topic here:

The black Kasumi costume is a redesign on Ryu's default NG costume. You'll find a lot of similarities between them.
 
well I'm glad shinbori is on the same page ..
from the interview this is what he had to say ...

from what he's seen from the tournament footage, the critical burst is overpowered .. the players were barely touching on the surface of its potential .. he also mentioned that some characters seem to be able to utilize it alot better than others and this seems to be worrying him..

he said that when he goes to japan that he will revisit the system and revisit the character balance to try to make everything more reasonable regarding critical bursts.

THANK YOU SHINBORI ...

I think if you watched the Vanessa vs Kayane match in the Winner's Finals. Vanessa wasn't using the Critical Burst feature, she was properly spacing, zoning, and poking. Playing cautious from being put into critical state. In the end, she 3-0'd Kayane because Kayane couldn't get Vanessa into the critical state.

Instead of instantly claiming it's broken from watching matches of experienced players face off against inexperienced players in an unfinished game. I suggest you try to think of ways around the Critical Burst.

The obvious example is to avoid being put into critical state. This would mean a player would have to be aware of their surroundings, the opponent's tools, the current stun threshold, and can't just be attacking for attacking's sake.

To me, that just sounds like the smarter player can win. That's why you don't see me and many others who are actually playing the game on the show floor complaining about the Critical Burst, but are instead praising it.

I can tell you now,
the reason vanessa wasnt using it was probably because shes still not accustomed to it ...

you are also forgetting that theres more than one setup that can lead to burst ... the players were mearly rinsing out the one or two setups they could find in the limited time they had with the game so this is not a true representation of its potential ..

also, if you see the master-rikuto matches after .. granted master won .. but the damage rikuto dished out was fricken rediculous ... and I think its unfair ..

when you compare it to what master was doing .. everything master was doing was mind game ... and punishable .. he mixes up his game .. which is what DOA is supposed to be about ... rikuto gets what .. 1 lucky mid kick ? and all the work is thrown out the window ?? (this is also considering he didnt utilize max damage like i proposed in my previous posts) ... i think its WAY too much ...

I am not discrediting rikutos skill by any means .. in fact I'm glad he managed to show us this exploit because its not pretty ...

the burst is by no means a balancing factor .. its simply game breaking .. when your character is just standing there helpless, i call that broken..

the hold nerfs and further nerfs in stun, plus the newly introduced unholdable stuns should be where the balancing should end ..

we dont need this critical burst nonsense ... unless maybe they become more dificult to land somehow ... or removed completely .. (i hope)
 
You should listen to what MrWah said and take it away and think about it. Don't ignore it and go on gut reaction.
It's an important lesson for a truly competitive player is to first think about "what are my options" and "how can I PLAY better to deal with this?" and only then will you know if a mechanic has real issues
 
I don't really care if they nerf or buff it. It didn't give me that feeling of overpowered. Vanessa was able to show how you could stop someone who abuses it. Hearing they will nerf it makes me reply, "meh".

Like I told you, you were overreacting. The event hadn't even ended yet and you came off as complaining instead of critiquing. Had you at least waited until the end of the event you never would have had to come off like that.

Oh, and it's cool Shimbori, go ahead and nerf strikes and buff throws. I'm all for that ;)
 
well I'm glad shinbori is on the same page ..
from what he's seen from the tournament footage, the critical burst is overpowered
i4WLCJgmando0.gif


when you compare it to what master was doing .. everything master was doing was mind game ... and punishable .. he mixes up his game .. which is what DOA is supposed to be about
DOA is supposed to be about being as random as possible? There's your reason for why DOA is not respected in any sense.
 
Question to Mr. Wah:

I was noticing in the few youtube videos from the IPL tournament that Lei Fang's :9::K::K::K: wasn't hitting on the third strike and was, rather, launching quite high on the second hit.

I just wanted to see if it was just a case of the game just being in an unfinished state, or if it was changed on purpose, as that was and could be used to gain space, as it was in DOA 4.

Also, this talk of critical burst is quite ridiculous. It doesn't make the strike arm of the triangle bigger, because unless the strike launches or is an unholdable situation, you can still hold out, recover and back dash to regain space. Simple fundamentals.
 
I was watching the few videos that are up on Youtube here and was noticing her :9: :K: :K: :K: was launching on the second hit.

In DOA 4, it was a low launch, but here, it's launching much higher and the third :K: isn't hitting. I was wondering if it was a case of the game being unfinished or if they've got it like that for a reason (I should probably ask DrDogg, now that I think about it).
 
Yes the game is unfinished.

Whether her kick is supposed to do that, or will continue to do that, is anybody's guess.
 
My sources are telling me that Shimbori's comments about the critical burst being too strong might have been a mistranslation. Although I don't think that's true, I've asked for full confirmation about the matter.
 
I'm certain he wasn't thinking of actually toning done the criticals, but more talking about the balance of the characters having relatively equal access to decent criticals.

The question about removing holds out of stun revealed that they strongly feel that holds are part of the flavour of the game but the critical stun is a key mechanic for them to balance the hold, and asked players to practice working with it.

That doesn't suggest they are going to tone them down. I think this is the perfect middle ground for DOA, so that you still have escapable attacks through holds and slow escape up to a threshhold, and then a critical stun rewards the attacker with solid guaranteed damage.

There is so much leading up to the critical that is absolutely the old mindgame, but tightened up so that the right choices are rewarded.
 
I'm certain he wasn't thinking of actually toning done the criticals, but more talking about the balance of the characters having relatively equal access to decent criticals.
I can see where you're coming from but the impression I got from his statements was that he saw Rikuto's Bayman do 50%+ damage and he pulled an Itagaki and said "Wait! My game's too good! I need to 'fix' this!" I hope I'm wrong and he doesn't nerf the hell out of Bayman. Nerf Hayabusa; he gets too much love and every other character in the roster gets neglected by both the staff and players.

The question about removing holds out of stun revealed that they strongly feel that holds are part of the flavour of the game
His response was basically "It's always been part of the game and I'm afraid to change it."

1) You couldn't hold while stunned in DOA1
2) DOA++ introduced holding while stunned but it was difficult to successfully hold due to the six-point system with really strict inputs plus few moves actually causing deep stuns
3) Holding in stun is one of the single biggest reasons DOA isn't taken seriously as a fighter: it's so easy to escape any and every situation. The E3 build adding unholdable situations is definitely a step in the right direction and I hope they take it further.
 
His response was basically "It's always been part of the game and I'm afraid to change it."

That's an unkind interpretation. I don't think he's afraid, Shimbori has shown he's quite ready to fearlessly but judiciously rework the game. He has a vision, and he has incorporated player feedback into his vision, but its still one where a core concept of what DOA needs to maintain its feel.


1) You couldn't hold while stunned in DOA1
2) DOA++ introduced holding while stunned but it was difficult to successfully hold due to the six-point system with really strict inputs plus few moves actually causing deep stuns
3) Holding in stun is one of the single biggest reasons DOA isn't taken seriously as a fighter: it's so easy to escape any and every situation. The E3 build adding unholdable situations is definitely a step in the right direction and I hope they take it further.

1 and 2 - I think you make a good case for why he referred to it as "always", as DOA++ was the final edition of DOA1. I actually thought he was referring to DOA2 as the "always", being the genesis of the modern system.

Either way, it doesn't matter, because he can do what he wants as the director of the game, and is not beholden to the above.

3) I disagree with this. Most players don't know enough about the game to understand what works and what doesn't work. The opinion of the uneducated on X or Y mechanic is not important, so long as the game is considered solid. Plenty of people say they don't like holds AT ALL, but would it be DOA then? Those people, and we have already seen evidence of this, will fall in with popular opinion once top players see the game is solid and this impression filters out into the unwashed masses.

Do we really think after seeing the E3 event, reading this article, and noting the fear of "brokenness" around the criticals that the game can let you get out of every situation? Do people care about holds so much if the game works like this?

No, people care if the game is balanced and has a robust system that strong players can get behind. That's happening. It is NOT a requirement that a particular mechanic (holds) work in a particular way (not in stun).

Time to put up or shut up on this particular facet of the game. They have found another way to balance (minimise the power of) the holds, it DOES NOT have to be the above solution. Perhaps they may take it further, but its clear no-holds-in-stun won't happen.

So long as the solution they DO have is viable (and Critical Burst seems VERY viable), then the game will be solid, maintain its uniqueness, and attract players from across the fighting game community (and maintain its standing in the casual sphere).
 
its clear no-holds-in-stun won't happen.
This is true, I just hope that we see more unholdable scenarios in the final game. The E3 demo, while an improvement, isn't quite where I'd like it to be.

So long as the solution they DO have is viable (and Critical Burst seems VERY viable), then the game will be solid, maintain its uniqueness, and attract players from across the fighting game community (and maintain its standing in the casual sphere).
The reason Critical Burst is so viable is because it removes the hold option from the opponent. =P

Granted, you still have to play that stun guessing game a few times and risk being held before you can land a Critical Burst move... =(
 
Thanks emperor_cow...that last facepalm I did cracked my skull...

I find it hard to believe you ever played DoA3. You need to stop crying about a mechanic that adds FEAR to the game. Critical burst is an amazing mechanic and it teaches players to NOT be reckless. You get ONE chance to save your ass, after that, you lose, and that's how it SHOULD be.

You know what your complaining reminds me of? All the doac scrubs that cried about DoA3.1 being broken because of slope infinite's and Bass invisible corner infinite.

You want DoA4, you want everything to be random, you want to not have any fear in your fight and you want an escape out of every situation, we get it, so go play DoA4.
 
Master said on twitter that it was a mistranslation and that the rebalance was referring to which moves are critical bursts, not removing the critical bursts themselves. Which makes sense because (1) the whole event was used to sell this new mechanic, and (2) my source's source comes from people above Shimbori's rank.
 
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