DOA5 1.03A changelog

Kronin

Well-Known Member
They did it because they didn't want to screw over their casual fanbase.so instead they pretty much set aside Tag for the compedities since hardly anyone plays that anyhow.

I think that you are right, I've seen a similar behavior in the recent choices of TN: the Tag mode, not played so much at competitve levels like you said, was changed with guaranteed damages. At the same time for unlocking characters and costumes (the latter overall cared to the casual players) TN changed the requisites that now are oriented toward playing the ranked matches (so play competitevely online) and not more on the single player modes.

Seems that Team Ninja is looking for making try completely what the game offers to all the sides of the fanbase.
 

EMPEROR_COW

Well-Known Member
Premium Donor
The gripe I have with this is that it causes a tear in the community for one. Nobody wants to learn 2 sets of frame data for the same game .. one for single and one for tag. This will simply create confusion. not to mention that even though Tag is my favorite mode, I cannot deny the fact that Single player is the default and most played.The problem here is that setups that work in tag mode will not work in single player, this will alienate a lot of the single players, particularly the competitive ones.

The other problem with this is that the Threat of having a single character left in your team is just ... gone... if I can do 3 back-to-back sit downs into burst from one dumb lucky guess with a single character then really, whats the point of having a partner ? The whole point of tag was to keep a balance between the 2 members in order to keep them both alive as the team with the 2 members (even with less life) has a far bigger advantage and combo potential. This is far more apparent with DOA5 and the new stun system. since you CAN do GUARANTEED back-to-back sitdown stuns into GUARANTEED BURST through TAG CANCELING. TAG CANCELING is what made Tag mode unique... Now, its like why even bother if I can achieve the same result with just one character? I find this extremely dumb.

The game shouldn't have 2 different rule sets for 2 different modes. You can argue about the fact that the gravity is different in tag.. but that does not affect the ground game that you work with in order to achieve that launcher into juggle. This is as alien as DOA4 was by messing up rule sets between tag n single modes.

Please don't get me wrong, this argument is not about the glitch being good or bad. Its about consistency .. you either keep it in ALL MODES or take it out in ALL MODES .. otherwise they might as well make an Alpha demo mode where you have infinite powerblows from the get go and 3 point holds. because having a different rule set for tag is THAT silly.

If the aim was the casual base as people claim, the casual base would not care about such technicalities and will play the game weather the glitch was in or not.

If this was meant to compete with say TTT2 ... characters in TTT2 do not behave differently if you select a single or tag team ... frame date is consistent as are the set ups. Again, TAG MODE should be all about achieving the guaranteed play through TAG CANCELING.
That is my point of view on the matter.
 

Sam Sultan

Active Member
It seems like some people in here just like to complain and be a bitch about everything it is never good enough for them and they always find a way to complain about stuff. You asked for guaranteed max damage combos and now that you got it you complain that it's a tag fight lol . Who gives a fuck about the fact that its tag when the fighting mechanics are to your liking.
So you are a competitive player and you want guaranteed set ups and combos? Ok well here you go have it your way. What did you say? You don't like it because it's tag? Is that really a reason to not play an otherwise perfect game? I don't think so.
Learn to say "thanks" for once, for god's sake.
 

qoodname

Active Member
I cant tell if it was a good idea to split singles and tag so drastically but after the 2 hours i spent playing tag today i can tell that i didnt have so much fun with the game in a long time. It was refreshing, rewarding and a lot of fun to watch what combos people would come up with. The only things i personally miss at the moment are ranked tag matches and online paired tag. If the whole tag idea is a success TN might implement those features in the near future.
 

Raansu

Well-Known Member
They did it for tag because you have 2x the life bar. I would wager that if they kept it for singles, you'd be back here crying that characters are broken because they take away your life bar in one combo. That isn't fun, it's stupid.

The only way that would ever happen in singles is on Home and you got throw into the wall, and really, that's your own fucking fault. I'm not a scrub like you and I'm not like most people here who ask for tools one minute then flip out the next and call something broken.

This feature should not be exclusive to tag mode.

They did it because they didn't want to screw over their casual fanbase.so instead they pretty much set aside Tag for the compedities since hardly anyone plays that anyhow.

You know inspite of my words on here I personally don't want 1 combo kills every time I join a match.it would honestly ruin the game for me and a lot of others you may not be able to accept it Raansu but there are people who don't play compeditivley,but do actually play the game to play the game.i never picked it up so I could stare at the woman I play it for fun.no there are certain things a casual wont notice probably,but this I would.i personally don't see the skill in whose the better juggler and I don't want DOA to turn into that.

Then don't play with players that are a higher skill level then you. I don't give a rats ass if you're casual or not. Most casuals don't even understand the basic mechanics of a fighting game and that still doesn't stop them from playing other legit fighting games. I can throw the same logic back in your face. Just because YOU don't want to play it competitively doesn't mean YOU should ruin it for those that enjoy taking the game more seriously, especially since people like you would never know the fucking difference anyways.

It seems like some people in here just like to complain and be a bitch about everything it is never good enough for them and they always find a way to complain about stuff. You asked for guaranteed max damage combos and now that you got it you complain that it's a tag fight lol . Who gives a fuck about the fact that its tag when the fighting mechanics are to your liking.
So you are a competitive player and you want guaranteed set ups and combos? Ok well here you go have it your way. What did you say? You don't like it because it's tag? Is that really a reason to not play an otherwise perfect game? I don't think so.
Learn to say "thanks" for once, for god's sake.

Because these tools should be accessible in all forms, not just in a mode that many don't like to play. If anything, this is an insult and slap in the face to everyone here who asked to keep the SE glitch in the game only for them to make it exclusive to tag mode.
 

Sam Sultan

Active Member
The gripe I have with this is that it causes a tear in the community for one. Nobody wants to learn 2 sets of frame data for the same game .. one for single and one for tag. This will simply create confusion. not to mention that even though Tag is my favorite mode, I cannot deny the fact that Single player is the default and most played.The problem here is that setups that work in tag mode will not work in single player, this will alienate a lot of the single players, particularly the competitive ones.

The other problem with this is that the Threat of having a single character left in your team is just ... gone... if I can do 3 back-to-back sit downs into burst from one dumb lucky guess with a single character then really, whats the point of having a partner ? The whole point of tag was to keep a balance between the 2 members in order to keep them both alive as the team with the 2 members (even with less life) has a far bigger advantage and combo potential. This is far more apparent with DOA5 and the new stun system. since you CAN do GUARANTEED back-to-back sitdown stuns into GUARANTEED BURST through TAG CANCELING. TAG CANCELING is what made Tag mode unique... Now, its like why even bother if I can achieve the same result with just one character? I find this extremely dumb.

The game shouldn't have 2 different rule sets for 2 different modes. You can argue about the fact that the gravity is different in tag.. but that does not affect the ground game that you work with in order to achieve that launcher into juggle. This is as alien as DOA4 was by messing up rule sets between tag n single modes.

Please don't get me wrong, this argument is not about the glitch being good or bad. Its about consistency .. you either keep it in ALL MODES or take it out in ALL MODES .. otherwise they might as well make an Alpha demo mode where you have infinite powerblows from the get go and 3 point holds. because having a different rule set for tag is THAT silly.

If the aim was the casual base as people claim, the casual base would not care about such technicalities and will play the game weather the glitch was in or not.

If this was meant to compete with say TTT2 ... characters in TTT2 do not behave differently if you select a single or tag team ... frame date is consistent as are the set ups. Again, TAG MODE should be all about achieving the guaranteed play through TAG CANCELING.
That is my point of view on the matter.

Uhm you are talking about different frame data and all that but the frame data don't change the only difference between tag and single would be the ability to slow escape out of certain stuns so don't make this to something it isn't.
So to conclude this for you :
Frame data in single is same as tag and everything else for that matter the only thing that has changed is the ability to SE out of certain stuns THAT IS IT.
 

synce

Well-Known Member
I don't see anything wrong with a different rule set for tag mode. As everyone knows the gravity is already different. That's probably one of the main reasons nobody bothers learning it anyway and I don't think guaranteed setups will change how unpopular it is just because the vast majority of DOA players play DOA precisely because it doesn't play like a real fighter. I've got so much shit for my 70-80% Alpha combos in 1.02, and now everyone has these and they're way more guaranteed.

Also someone mentioned something about damage scaling, they actually changed it from 0.70 to 0.95 (not 1.70). Check Japanese changelog
 

Raansu

Well-Known Member
Uhm you are talking about different frame data and all that but the frame data don't change the only difference between tag and single would be the ability to slow escape out of certain stuns so don't make this to something it isn't.
So to conclude this for you :
Frame data in single is same as tag and everything else for that matter the only thing that has changed is the ability to SE out of certain stuns THAT IS IT.

Um, the frame data does change in tags.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Uhm you are talking about different frame data and all that but the frame data don't change the only difference between tag and single would be the ability to slow escape out of certain stuns so don't make this to something it isn't.
So to conclude this for you :
Frame data in single is same as tag and everything else for that matter the only thing that has changed is the ability to SE out of certain stuns THAT IS IT.
THAT is what changes the frame data.
If you do a sit down stun giving you +30 in TAG and in single player it gives you only +15 on fastest SE, then a 20 frame move would be GUARANTEED in TAG mode but NOT GUARANTEED in SINGLE player mode.

So a guaranteed set up in TAG would not be guaranteed in SINGLE player.
2 sets of frame data leading to 2 different rule sets.


I hope this makes it clearer.
 

Sam Sultan

Active Member
THAT is what changes the frame data.
If you do a sit down stun giving you +30 in TAG and in single player it gives you only +15 on fastest SE, then a 20 frame move would be GUARANTEED in TAG mode but NOT GUARANTEED in SINGLE player mode.

So a guaranteed set up in TAG would not be guaranteed in SINGLE player.
2 sets of frame data leading to 2 different rule sets.


I hope this makes it clearer.
Again only difference is the ability to slow escape. Let me explain:
A certain move gives you a certain frame advantage however your opponent can SE and reduce this advantage. Since this ability is taken out in tag mode for certain stuns you will be guaranteed a certain frame advantage. You are right that the frame advantage is different in single mode compared to tag mode for certain moves due to the lack of SE but this is not that big of a deal one can very easily remember this and thus there is no "Learning to sets of frame data" involved.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Uhm no it does not lol. At least not for my characters which are: Jan Lee, Hayabusa, Akira, Hayate and Brad Wong
It changes for ALL OF THEM
The combo in the new TN combo vid is an example of it ..
Pick Brad Wong and try this and set the computer to counter hit, fastest Stagger Escape, and AI reaction to Block: 6K, 8P, 6K, 66P (burst)
in TAG mode, this would work and is guaranteed.
in SINGLE mode it is not guaranteed.


and it IS a big deal,
Lei Fang for example cant guarantee except P+K as a launcher from a sitdown stun, which gives crappy launch height (despite the mixup potential after but this is not the point).
in tag, with the loss of SE, not only does it guarantee a better launcher, I can guarantee BURST.

hell if I got 3P4P, I can probably now do 2P+K, then 236P for burst .. this is extremely retarded and would NEVER work in single player mode. and would also eliminate the whole threat of losing my partner and would give me no point to tag my partner in to cancel my recovery frames. It hurts tag mode's uniqueness more than anything.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Also someone mentioned something about damage scaling, they actually changed it from 0.70 to 0.95 (not 1.70). Check Japanese changelog

That makes more sense, basically it's taking the current revision and multiplying it by 0.95 now instead of as it was doing which was 0.70 after a tag out juggle hit.

So if you launch on HCB you get 150% damage for the attack and your juggle hits will be the damage * (1.5 * 0.5), if you tag out and continue the juggle the next juggle hits for the partner is damage * (0.75 * 0.95), and continues: (0.71 * 0.95), (0.67 * 0.95) etc.

That is a huge change in how tag was played. Before you could do single partner combo juggles that did more damage than a tag juggle due to the previous metric of (n * 0.7). So now you're rewarded with knowing both character, tagging in and out with proper timing, and ending the juggle while being aware of the environment positioning along with the current height. It rewards more damage for the read and setup. To me it feels like an actual tag experience instead of previously feeling like a team battle.
 

Sam Sultan

Active Member
It changes for ALL OF THEM
The combo in the new TN combo vid is an example of it ..
Pick Brad Wong and try this and set the computer to counter hit, fastest Stagger Escape, and AI reaction to Block: 6K, 8P, 6K, 66P (burst)
in TAG mode, this would work and is guaranteed.
in SINGLE mode it is not guaranteed.
I know what you mean i know that the lack of SE in certain situations in tag mode guarantee combos that are otherwise not guaranteed in single mode. Im just saying it is not that much of a deal it can not be compared to "Learning to sets of frame data" and it is in no way confusing to anybody since one can very simply keep that in the back of there head when they are fighting single or tag. I hope you get my point.
 

Russian-chiropractic19

Well-Known Member
Standard Donor
Raansu i don't give a rats ass about your opinion i payed my 60$ i get my own opinion on the game.i am not going to let you ruin it for me because i know you and the others would GLADLY have 1 combo kills.you get lucky, knock the other guys ass into an unholdable,inescapable stun,and juggle them for their entire a life bar with a combo already programed into your dam head.and you would call it skill yeah fucking right.im done with all this shit
 

EMPEROR_COW

Well-Known Member
Premium Donor
At fastest stagger escape, I would get the same frame advantage on Bass' SDS in both tag and solo. So it's not "ALL OF THEM".
Really?
I am interested to see what situations dictate it, or what specific moves dictate it for each character.

in any case, it doesn't change the fact that setups/frame data would change, and create the further alienating of tag mode.
 

Raansu

Well-Known Member
Uhm no it does not lol. At least not for my characters which are: Jan Lee, Hayabusa, Akira, Hayate and Brad Wong

Tagging in and out cancels recovery, thus changing frame data as well as SE being removed from certain critical means it *gasps* changes frame data.

Raansu i don't give a rats ass about your opinion i payed my 60$ i get my own opinion on the game.i am not going to let you ruin it for me because i know you and the others would GLADLY have 1 combo kills.you get lucky, knock the other guys ass into an unholdable,inescapable stun,and juggle them for their entire a life bar with a combo already programed into your dam head.and you would call it skill yeah fucking right.im done with all this shit

Yet again, don't play people who are of higher skill level than you. If you are that casual then play other casuals. Why should we have to tolerate you asking to have an easier time and thus turning a game into shit when you don't know the first thing about it to begin with? At the end of the day you will get your ass handed to you no matter what.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top