More/bigger evasive movement options (even if they ARE universal...and yes I mean jumps IDGAF), more strict counter hold system, and less tracking are the essential things needed for this game to truly take off the ground IMO.
-IMO Everything do not need to be universal amongst 3D fighters(or even within the same game). As you mention, Jumping is very good in VF5FS, that is apart of its over arching design. It is not in DOA. If jumping and the like is something players would like to do, than use a character that specialize in such techniques. Lets not pretend that the technique is not in the game at all.IMO I am for jumping to return in the DOA series. You said jumping never worked like it did in other fighters which is true (VF5FS being the best). However, that doesn't mean that it can't be reworked to make it more efficient and viable.
-This do not make any sense to your argument at all. You would like for Team Ninja to work on a Jumping mechanic, but fault them for bringing in others. From the look of things, Team Ninja is doing a lot more than bringing in new things, and is reworking other mechanics while balancing the game. This is a process that is no different than What VF went through. VF5 wasn't right on its first try and had to go through many revisions before VF5FS was finalized.Honestly, if TN spent more time on reworking other mechanics instead of bringing in new things we might have a better game. Hopefully they do this with DOA6.
And further more, those same people didn't seem to have any trouble with VF5 going to VF5R.... then VF5FS.
VF5R and FS were meant to be arcade games ONLY. But the American VF FGC and French VF players petitioned Sega/AM2 to bring it to consoles. The game had extraordinary changes/great differences that set it apart from VF5 vanilla. Not to mention with FS XBLA release it was one of those games you couldn't turn down due to its pricing; you got so much for so little. Honestly i'm not seeing the "GREAT" changes that sets DOA5U apart from DOA5 vanilla. Characters, stages, and costumes are always good but I want changes overall to the system did TN make to give "ULTIMATE" it's signature?
We still don't know that much about the game yet. VF5's transition to R and FS had new stages but only 2 new characters in comparison to Ultimate's 5.
As far as the system goes, you can't outwardly tell from low level or trailer gameplay but it could be potentially changed on a deeper level. All sit-downs guaranteeing launch/CB and/or every character getting more + frame moves alone is enough to justify the "Ultimate" signature it's been given. The game may benefit from an overhaul but all it really needs to do is refine a few small things to greatly improve the current system.
He's hypothesizing.
When the changelog comes out for DOA5 Ultimate, that's when we decide what's good and what's bad. In the meantime, relax.
As for the jumping mechanic, I would not like it to return. Sure Tekken Tag 2 and VF5FS had it, but in newer DOA games (from 4 to 5 Ultimate) I just don't see it working. However, I wish most of us American players used the Sidestep option a bit more.
VirtuaKazama said:When the changelog comes out for DOA5 Ultimate, that's when we decide what's good and what's bad. In the meantime, relax.
As for the jumping mechanic, I would not like it to return. Sure Tekken Tag 2 and VF5FS had it, but in newer DOA games (from 4 to 5 Ultimate) I just don't see it working. However, I wish most of us American players used the Sidestep option a bit more.
Lets not pretend that the technique is not in the game at all.
next:
mhm:
So, yeah. Nobody really gives a fuck about your half-assed troll attempts.