DOA Community, I challenge you...

grap3fruitman

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I challenge you to do something besides whine and get this nerfed: I challenge you to find more like it.


The attitude from the guys on commentary frightens me and that's why I'm making this thread.
 

Awesmic

Well-Known Member
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You mean, like tag infinites?

I don't have any recording equipment, but I may have stumbled into one. I'll explain on a PM just to be on the safe side so you can test it for yourself.
 

synce

Well-Known Member
I recall reading on 2ch or somewhere that TN already nerfed that loop in 5U, you can't do it as much. It should be nerfed even harder IMO. I play tag because I like to see what kind of crazy juggles people can come up with, not this.
 

Chapstick

Well-Known Member
Wow Sarah is so entertaining to watch fight

I can get the same amount of hits in with Kasumi and Ayane switching Kas PP7K~6P+KKK Aya PPPK Kas PP7K~6P+KKK Aya PPPK etc until the gravity takes over like in that video and you can end in a force tech with Kasumi's PP7K~P+K when the opponent is low enough.
 

Matt Ponton

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I recall reading on 2ch or somewhere that TN already nerfed that loop in 5U, you can't do it as much. It should be nerfed even harder IMO. I play tag because I like to see what kind of crazy juggles people can come up with, not this.

Seeing that the build the gif is from was the final balance changes for 5U v1.00, I highly doubt it.
 

Darth Lotonic X

Active Member
They might of done that actually. Currently, Sarah and Pai have semi-infinites(Semi because walls, and combo limits) that involve their ground bounces(Sarah's 6F+K, Pai's KK, and Pai's 6F+K) resetting the juggle.

For example, you can do this:

Counter Hit(Sarah/Christie): Sarah: 1K, 3PKx4, P, 6F+K, TAG, 2PP, TAG, 3PKx3, P, 6F+K, TAG....and so on.

You can do that until you hit the combo limit(30), or until you hit a wall with 6P+K.

They've given a lot of characters bound type moves that may allow you to do this as well.

I also want to point out that I am completely okay with the semi-infinites in tag.

Edit: F+K, not P+K.
 
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They could alter damage itself, like reducing combo scaling or increasing base damage.

If you want tag-specific combos, you could do something like making the action of tagging alter gravity enough to open up combos; this would reduce the single-character juggles to being only those see in regular play while tag juggles could exist.
 

d3v

Well-Known Member
I challenge you to do something besides whine and get this nerfed: I challenge you to find more like it.

The attitude from the guys on commentary frightens me and that's why I'm making this thread.
It's a tag team game, shenanigans like this are fine in a tag team game.

I mean, even the greatest tag team fighter of all time was filled with this.
 

Tenryuga

Well-Known Member
The entire point of tag is to come up with sick juggles involving two people. Sarah 3PK all day long isn't visually pleasing nor does it involve two people. It is an abomination.
 

Russian-chiropractic19

Well-Known Member
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The entire point of tag is to come up with sick juggles involving two people. Sarah 3PK all day long isn't visually pleasing nor does it involve two people. It is an abomination.

the wording is different but i agree,i have no problem with big damage but this type of thing shouldn't be in tag otherwise whats the point?

compare this to the above

i think your desire for big damage is clouding your mind but if this is really what you want i got the perfect game for you grape
 
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d3v

Well-Known Member
The entire point of tag is to come up with sick juggles involving two people. Sarah 3PK all day long isn't visually pleasing nor does it involve two people. It is an abomination.
Scrubbiest post in this thread so far. Whether in singles or tag, the point is to reduce your opponents life bar to zero in the most efficient way possible (i.e. without allowing your opponent to take out much of your own lifebar). More often than not, this actually means going for efficient, non flashy stuff, including infinites. Remember, the game knows nothing about flashiness, etc. all it knows is who wins and who loses. The best players simply play to win (protip, read that link).

Now for tag, you have to consider that in the system used by DOA (and Marvel), players need to eliminate their opponents entire team. This means that there is a natural slippery slope that comes from losing one character. As such, characters need to be able to quickly reverse a disadvantageous situation and turn the tables around. This is why for games why it's okay for tag team games of this style to have high damage to allow for natural comebacks and reduce that slippery slope factor.
the wording is different but i agree,i have no problem with big damage but this type of thing shouldn't be in tag otherwise whats the point?
To win.
 
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