Roroko
Member
I feel like this is the case in DoA5, even at a beginner level. There are certainly character matchups in all fighting games, but those are usually only vital for advanced/tournament level play.
In DoA5, it feels very difficult to tell when an opponent's strings ends, what the hit level of an attack is, which attacks are delayed, which attacks are unblockables, etc. just from looking at the move alone.
I find myself going into training mode or asking on forums how to avoid x character's y attack a lot.
In 2D fighters, you can stick to heuristics/rules of thumbs such as if the opponent jumps in, you need to block high. In Tekken, you can tell an unblockable is coming because of the animation.
It feels like the skill floor is higher in this game than other fighters; instead of learning one character well and knowing how the rest play generally, you need to know the specific properties of a lot of their moves just to be on the same level.
In DoA5, it feels very difficult to tell when an opponent's strings ends, what the hit level of an attack is, which attacks are delayed, which attacks are unblockables, etc. just from looking at the move alone.
I find myself going into training mode or asking on forums how to avoid x character's y attack a lot.
In 2D fighters, you can stick to heuristics/rules of thumbs such as if the opponent jumps in, you need to block high. In Tekken, you can tell an unblockable is coming because of the animation.
It feels like the skill floor is higher in this game than other fighters; instead of learning one character well and knowing how the rest play generally, you need to know the specific properties of a lot of their moves just to be on the same level.