DOA: Flaws and Tournament Viability

Status
Not open for further replies.

Codemaster92163

Well-Known Member
As a side note, I think people see "guessing" in the wrong light. Not that players don't guess at things, but more or less, good players try to think about what's likely to come at them as apposed to just hitting a random counter (though that was a common theme of DOA4 - low counters anyone?). So, it's not really a 50/50 as much as it is how good you are at determining patterns and anticipating the opponent's optimal moves.

I know some people dislike the counter system because of that, but my friend MajesticBlue and I were talking about the ability to only counter once or twice a string. You know, you have the chance to escape that combo, but you better think carefully at what you wish to reverse so you don't waste your chance. That was just talk, though, and nothing really serious about it. I enjoy counters the way they are (well, not frame-wise, but how they change the game) because it allows players to use different combos. I mean, if every stun lead to a guaranteed combo, I'd be seeing the same old boring staple combos that I see in most every other fighter. I enjoy the variety and resourcefulness I witness in DOA (:

Please bear in mind everything I've said (well, most of it) was just opinion, so flaming is not necessary xD
 

Berzerk!

Well-Known Member
I don't see how the scenario for zack described above is much different to Brad in vf. His ducking stance involves a read(guess) one hen the string is going to end or whether he will cancel and attempt something else. The zack player has to think about thins in a similar way.
The point is agreeable that zack could be safer on some non string ender attacks and he should have a couple of single strikes that give some frame advantage - but this doesn't change the fact that the whole idea of ducks, sways, etc are to trick the opponent into a bad read.
The decrying of guessing is overstated because the main issue for the attacker was the counter hold. It is toned down and now Doa is much more in line with other fighters.
And there is significant guessing in every fighting game - height level, cancels, delays, all of it. I would say the vf and Doa styles carry a visualization and logic that allows for a level off systemic knowledge which serves players who engage with the flow of the game a good logical way to read situations and minimize the danger of guessing.
The reason I brought up sc is the situations there often don't follow a systemic basis for the reads - its full of moves with exception to the rule properties (like ducking mid launchers) which make the player rely on learning specific move data rather than intuitive game logic and mind game.
It's a valid way to go as either way you have to learn it and make the reads, but let's not pretend these fighting games don't involve guessing scenarios.
Playing safe and avoiding putting yourself in 50/50 is fine, and move safety should be addressed, but there will always be degrees of guessing and I contend other fighters have been minimized in these discussions and Doa overstated
 

Chris Harris

Well-Known Member
It's like you guys literally have no idea what Bryan is saying lol. I seem to be the only one understanding him (at least posting anyway)
 

Relius Starkiller

Active Member
So can you break it down for us lowly humans?

Yes please Chris, because so many people here seem to be missing his point.

Its like these people are living in a bubble.

Dr. Dogg typed "I never guess in SC5." Really, so how come you didn't win EVO? If you're not guessing then you must have known from the very beginning that you were going to lose right? So why take up a roster spot.

Dr. Dogg "I didn't guess once", just because you predicted what your opponent was going to do doesn't mean you didn't guess and just because you lost to the guy who came up second (or as I like to call it first loser) doesn't mean you're on his level, it just means you got broke off well before the top 8.

Also, its double elim so you got broke off by someone else too.
 

Berzerk!

Well-Known Member
I get his point and I agree with it, I just don't agree that these other game don't involve guessing - its a distracting side point when we agree what needs to be done next with - and we agree here too - the already much improved doa5.
I can elaborate on sc5 elsewhere but let's leave it at - its a good game, but not a very compatible template for comparison to Doa due to its different approach vs virtua fighter which is much closer and if you're not playing this game and prefer to compare to the Namco style you're out of sync with how TN are working and the gameplay style of vf is the model to pay attention to. So play less sc and a lot more vf if there's a serious comparison to be made
 

Raansu

Well-Known Member
But you? You NEVER played DOA4 competitively. You never came offline when it mattered and you were always a mediocre DOA player on your best day.

Yes a mediocre player that destroyed your shitty Zack every single time we played. And ya, you're right I wasn't around during WCG/CGS days and I wish I was but hey guess what? I was busy posted up over sea's for 5 years in the military. But hey look at that, I was back in the states last year and traveled. Where were you? Are you going to NEC this year? Cuz I am. Somehow I doubt you will be there though.

You wanna take DOA back to its roots? With a sidestepping system that barely works like in 3.1? Or a wall game that was so ridiculous that it was akin to gameover once someone pushed you into it? Or counters that did so much damage it was funny? Or a game where you're only competitive if you're playing with 4 or 5 characters?

Sidestepping worked pretty well in 3.1 and at least 3.1 HAD sidestepping. DoA4 was a joke in that regard.

The wall game did what it was supposed to do. It rewarded a player for good positioning. The wall game in DoA4 was stupid. The defender was actually safer being put into the wall simply because they got a wake up kick and slow escape options. Throw me into the wall and I can slow escape to the floor instantly and completely ruin your offensive. That is just stupid.

Counters did shit for damage in doa3.1... Way to show you don't know how to play the game.

Only 4 or 5 characters are competitive? lmao the entire cast could do well in 3.1 (well except poor brad but even he was better in 3.1 than in 4).
 

Berzerk!

Well-Known Member
Good points Raansu on 3.1 vs 4. Wouldn't you agree that doa5 has implemented similar improvements over 4? Sidestep and wall punishment both looking good. Punishing poor counters and creating fear of countering, check and check.
The main issue is making sure you can connect CB reliably, such as after a sit down stun.
Frame advantage on some single strikes and additional safety for the early part of some more strings would be next to get us over the line
 

DrDogg

Well-Known Member
The point is agreeable that zack could be safer on some non string ender attacks and he should have a couple of single strikes that give some frame advantage - but this doesn't change the fact that the whole idea of ducks, sways, etc are to trick the opponent into a bad read.

I don't play Brad in VF, so I couldn't tell you his frame data, but when Zack does PP2 to get into Ducking, if the PP was blocked, Zack was at -25 in the E3 build. That's a free punish. There's nothing to read about that. I see Zack do PP~Ducking, I punish him. Simple as that. Zack can't do anything about it.

If Zack can be punished anytime he goes into stance off of a blocked attack, there's no point to the stance. Same with Helena (referring to DOA4), same with Brad (referring to DOA4), same Rig, same with anyone else with a stance.

If you want to compare this to VF, let's compare. Almost every time Lei-Fei cancels into stance he actually has BETTER frames than if he didn't cancel. It's designed this way so that the Lei-Fei player has a reason to go into the stance. If Lei-Fei was punishable every time he transitioned into a stance, Lei-Fei players would never use his stances.

The decrying of guessing is overstated because the main issue for the attacker was the counter hold. It is toned down and now Doa is much more in line with other fighters.

We aren't even discussing the counter. It's not changing and I've accepted that.

That said, counterholds are toned down from neutral, but they are virtually the same during stun as they were in DOA4. In DOA4, if you were expecting the opponent to counter mid-stun, you could punish that counter with a throw. It wasn't hard to do. The shorter active window and longer recovery do not change the fact that an opponent can spam a counter over and over in stun. It doesn't change the fact that low counters evade high attacks. It doesn't change the fact that the counter executes instantly.

And there is significant guessing in every fighting game - height level, cancels, delays, all of it. I would say the vf and Doa styles carry a visualization and logic that allows for a level off systemic knowledge which serves players who engage with the flow of the game a good logical way to read situations and minimize the danger of guessing.

There's a difference between wanting to get more out of a situation by guessing, and a situation in which you are forced to guess every step of the way. DOA forces you to guess all the time. You don't have an option. You have to guess or you will lose. In no other fighting game are you forced to guess. It's always an option, but never required to win or be skilled at the game.

The reason I brought up sc is the situations there often don't follow a systemic basis for the reads - its full of moves with exception to the rule properties (like ducking mid launchers) which make the player rely on learning specific move data rather than intuitive game logic and mind game.
It's a valid way to go as either way you have to learn it and make the reads, but let's not pretend these fighting games don't involve guessing scenarios.

Where is the rule that states no mid launchers can tech crouch? How does a tech crouching mid launcher stop me from reading the situation and reacting accordingly? VF has ducking, mid launchers. Tekken has ducking mid launchers. DOA even has ducking mid launchers.

And I'd much rather have a game that requires the opponent to know what my character can do instead of knowing general system knowledge and using their intuition to win. I don't know any fighting game in which "intuitive game logic" is enough to win. Even in DOA4 it wasn't enough, and the game logic of DOA4 was nothing like the game logic of other fighting games.
 

Relius Starkiller

Active Member
Yes a mediocre player that destroyed your shitty Zack every single time we played. And ya, you're right I wasn't around during WCG/CGS days and I wish I was but hey guess what? I was busy posted up over sea's for 5 years in the military. But hey look at that, I was back in the states last year and traveled. Where were you? Are you going to NEC this year? Cuz I am. Somehow I doubt you will be there though.
.

Yap, yap, yap you're a lying sack of shit. You didn't beat me everytime and you didn't beat me often. Now if you want to talk about our matches lets talk about your lag because that was the most intimidating part of your game.

You're bragging about being a lager and low sweeping with Hitomi 45% of the time, get serious bro.


Also, I don't currently have plans on being at NEC because I'm not flying 1500 miles to play a demo with no financial incentive. E3, I would have gone too because I've never been and there was a possibility of walking away with some green back but NEC is just a demo and as far as I know it doesn't count towards the I'm a fighter championship in September (Is that shit even still on?). If someone says there will be a tournament then I may come but if not I'll wait for the first DOA5 tournament post release - which I will win.

And where in my statement did I claim that the counter damage in DOA3.1 was big? Where did I type that? You talk about taking DOA back to its roots, well, I'm talking about DOA's roots and not just 3.1.

I'm not against side stepping, put it into DOA5, I'm fine with that but what I'm not fine with is trying to make DOA into Virtua Fighter or Tekkens little brother.

Edit: Demo was the wrong word - I know that but to me amounts to little more than a demo because when I'm finished the game isn't leaving with me.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
GVN is next month and will have the demo. NEC is in December and will be one of the first events to have DOA5.
 

ErickBello

Active Member
I noticed something... there are some people who don't like the change.
And Wah, NEC has an official Date, they will be streaming?
 

Berzerk!

Well-Known Member
I'm at work now so limited time to reply, but this is a great post that re-focuses attention on the key issues, so kudos :) I knew there was potential derailment discussing SC comparisons, which I will follow up elsewhere, but for now...

I don't play Brad in VF, so I couldn't tell you his frame data, but when Zack does PP2 to get into Ducking, if the PP was blocked, Zack was at -25 in the E3 build. That's a free punish. There's nothing to read about that. I see Zack do PP~Ducking, I punish him. Simple as that. Zack can't do anything about it.

If Zack can be punished anytime he goes into stance off of a blocked attack, there's no point to the stance. Same with Helena (referring to DOA4), same with Brad (referring to DOA4), same Rig, same with anyone else with a stance.

If you want to compare this to VF, let's compare. Almost every time Lei-Fei cancels into stance he actually has BETTER frames than if he didn't cancel. It's designed this way so that the Lei-Fei player has a reason to go into the stance. If Lei-Fei was punishable every time he transitioned into a stance, Lei-Fei players would never use his stances.

Very good points that addresses the specific issue of why and where frame advantage is needed; so you can actually play through your string, or transition to stance. (Not to end your string and get something for free necessarily)
The mind game intended is the same for Zack as it is for Brad, you are varying your attacks to fish for a counter hit or just keep the pressure up. Thank you for pointing out that Zack is at such disadvantage going into stance - that is definitely an issue.
There is a caveat, and that because he is ducking, he can't be hit with a standing throw, counter hit by a jab (and does it duck mids? I can't remember exactly), but that level of disadvantage, if the opponent is watching for it, means a low throw punish. The thing to double check is whether the low throw will be beaten out by Zack's PP from ducking, because blows will instantly beat throws in DOA and that system will work for him from here.

So yes, as I said - I tend to agree with what you identify as issues and on the solution even if I don't always jive with the comparisons used. This is very clear, however.

That's not to say all stances are completely safe or at advantage, for example I play Pai and her Bokuho stance is fast to get into, and is low thus evasive (sometimes dependent on distance). It's what you do after Bokuho that determines if you are still safe or advantage or not (and where a form of guessing comes in). If Zack can be punished going IN, rather than executing FROM his stance, yes there's an issue. If he has enough time to start his next attack, he'll be fine (cannot be low throw punished).

The difference in the Bokuho example is, I might be safe going into bokuho and can begin executing my attack, but the reads are thus: If I sweep with K, they can't evade or attack high, but can hit me with 2P or low block and punish. If I P+K they can evade or interrupt with 2P and we're both at neutral/slight disadvantage to me.
If I know they will 2P I can G+K and hop over for a combo. If they standing block, I'm at disadvantage and can be punished.

So its still a guess and I don't necessarily have advantage, but I DO at least have time to make my play. That's all I'd expect from Zack in ducking stance and its a really small tweak to his frames would ensure its not actually unsafe just to go in on a blocked PP. That's the kind of frame advantage DOA needs at minimum.

We aren't even discussing the counter. It's not changing and I've accepted that.

That said, counterholds are toned down from neutral, but they are virtually the same during stun as they were in DOA4. In DOA4, if you were expecting the opponent to counter mid-stun, you could punish that counter with a throw. It wasn't hard to do. The shorter active window and longer recovery do not change the fact that an opponent can spam a counter over and over in stun. It doesn't change the fact that low counters evade high attacks. It doesn't change the fact that the counter executes instantly.

I agree, the low counter is still a problem. The i0 execution is fine as you still have human reaction time keeping it practical and the real issue is recovery and fear of punishment. So the low counter evades highs which gives it dual purpose and that's a little too good. They aren't likely to change all the animations to make it LOOK like they reach down from standing and therefore feasible to get hit by a high attack.

But they CAN extend the recovery on lows to ensure its possibly for an attacker to whiff a high jab then still punish or at least have pressure advantage. That's definitely a reasonable recommendation we can make.

There's a difference between wanting to get more out of a situation by guessing, and a situation in which you are forced to guess every step of the way. DOA forces you to guess all the time. You don't have an option. You have to guess or you will lose. In no other fighting game are you forced to guess. It's always an option, but never required to win or be skilled at the game.
I don't quite agree with this - you can play safe when you attack using distance and specific moves, and block more than you counter when you defend. Even in DOA4 this was viable if you look at how Offbeat Ninja played. His was not a guess heavy playstyle.
Likewise you ARE forced to guess particularly on defence in other games - are you more focused on the attackers options in this discussion?
There is more variety available to players while still being more safe and guessing less. I know you feel delayable moves cause guessing, but it actually gives the attacker more advantage once you work out where and how the opponent likes to block, if you don't have time to throw punish or think they'll tech crouch, you delay a mid. I do this in VF too.
Ultimately I think the issue of moment-to-moment guessing, while we differ on this a little, I think we can agree that the frame advantage and recovery issues discussed above will naturally address much of this.

Then you have your sit downs and Critical Bursts to play to. Kind of like how in VF you tend to have to get a counter hit, or a wall hit, to land a big attack like a re-stand. Then you go to town. CB's will allow that in DOA5.

Where is the rule that states no mid launchers can tech crouch? How does a tech crouching mid launcher stop me from reading the situation and reacting accordingly? VF has ducking, mid launchers. Tekken has ducking mid launchers. DOA even has ducking mid launchers.

And I'd much rather have a game that requires the opponent to know what my character can do instead of knowing general system knowledge and using their intuition to win. I don't know any fighting game in which "intuitive game logic" is enough to win. Even in DOA4 it wasn't enough, and the game logic of DOA4 was nothing like the game logic of other fighting games.

To avoid derailing further, I'll post another thread and edit a link in later.
 

MasterHavik

Well-Known Member
So is everyone in this thread going to SJ6? It would be nice to have a heart to heart discussion about this with mroe knowledge.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
I noticed something... there are some people who don't like the change.
And Wah, NEC has an official Date, they will be streaming?

Not to take away from SJ6 at all, but I'll just put it this way: NEC is our biggest event in the Philly community (and some would say North East community) for the past 13 years. Expect streaming, hype, and a lot of fun. Oh, and it's been on the first weekend of December every year.
 

Jefffcore

Well-Known Member
:confused:

I'm not even 100% sure what this discussion is about, but

There may be guessing but the person on attack has advantage and isn't taking a risk. Worst case you don't get any damage, but you wont have things flipped around. DOA's guessing the opposite of that.

If someone were to punch hold Offbeat over and over he'd have had to guess. You're guessing just blocking. The person attacking someone blocking is guessing more.

Adding safe attacks or even attacks that offered advantage wouldn't stop DOA from being DOA. There needs to be a way to take risk away from the attacker. If DOA became like another game, it would be VF, not Tekken.

You shouldn't really compare any real life situation to a video game. They're different worlds.
 

Relius Starkiller

Active Member
:confused:



You shouldn't really compare any real life situation to a video game. They're different worlds.

Why not, these guys compare and contrast the game against other competitive pursuits (gaming) why shouldn't you be able to do the same with other forms of competition? Its not like I'm trying to draw parallels between DOA and Vietnam War. Sport is sport and DOA is that to many here.

My main problem is that a lot of these guys on the one hand talk about how DOA is mostly guessing and random
but in the very next breath will talk about "leveling up" their characters and about who they could consistently beat and rah, rah, rah. So I don't really see where they are coming from with all of these changes they want in the game. If you're so confident in your abilities that you're willing to go as far as to name call people you can beat and who you can't beat then how random is the game really?

I read a lot of what you guys write and most of what it amounts to is asking the developers to make it easier for you to win. Dr. Dogg, a Helena player is out here talking about making stances unholdable on start up, Rikuto wants a better ground game and Grap3fruit man just wants someone to love him.

If DOA was really such a random game then the top 5 placers at tournaments wouldn't have always consisted of the usual suspects.

Anyway, I'll be playing DOA5, I'll be praticing it, I'll give it a serious go this time around no matter how it turns out but my point is and always has been that if, in DOA4, the counters did less damage then the game would have been more widely embraced but most decided to play on normal at tournaments and. . .ah, you already know.

 

Jefffcore

Well-Known Member
Playing Basketball is a game with rules, but it all comes down to the players ability. A video game doesn't have the same freedoms, so it needs different rules.

I guess it could play like that, but no one will want to play it competitively. Why take the time to learn a game that relies on guessing when you can learn a game that rewards you for good choices?

Why would anyone want to play a game where you're scared to attack?
 

lopedo

Well-Known Member
I've been with DOA since the launch of DOA2U and I'm noticing something kind of funny. After all of these years, anybody can bring up a good point, but if they are disliked, they will be shut down and made fun of for no reason. I'm not talking about myself because I respect very few people in this community.

Dr Dogg, Ransuu, Sorwah, Rikuto, Master... just some of the names that have a "fan base" around them. To somebody from the sidelines, they may have a good point. But to *most* people, they are wrong or right based off of how that particular person feels about them.

Offline tournaments? Those of us not hurting for money have better things to do than travel to them. Those of us who travel for the game they love to play have, in my case, decided its not worth it for a glorified rock paper scissors. Don't bother snipping and arguing. DOA being a guessing game to me an opinion. You can't disprove it. You can't prove it. It is an opinion.

So the game? Yeah, it may be good, it may not be, who knows? At this point, I don't care. I don't want to be the number one in the world for DOA. I don't want to be considered good, bad, anything.

When I started being "lopedo" to troll and call names, it was fun and games. It still IS fun and games.

What the community has done as a whole over the years is BECOME "lopedo", but you are all real with your arguing and insults. So again, the game? I'm tired of beating a dead horse. Safe, unsafe, frames, holds, whatever.

The people that I'm going to be playing this game with are the problem. And before you reply with something snippy or idiotic, remember that my opinion is mine, and arguing with me is pointless. I'm going to be 100% right to some people, 100% wrong to others.

lopedo is a name that's accocisated with DOA because an online player with a mouth beat up some "good" players. So does it matter at all what I'm saying because I didn't go offline and shake hands with a bunch of people I don't like? Nah, probably not. And that right there is the problem. God could come into this community and bless all of you, and he'd still be wrong because he's not an offline player who's won thousands of dollars by playing against the same 10 people who showed up to a game that very few give a rats ass about.
 
Status
Not open for further replies.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top