DOA5 Demo: Consolidated Feedback

Gill Hustle

Well-Known Member
sometimes i don't get this logic so, i'll just say it. Why are Powerblows fine the way they are...i swear i saw Dr.Dogg say that in high level play, they are damn near completely useless...so im kinda scratching my head saying...why is this ok. I seen Masters give a in depth explanation on Powerblows and DOA4 charge attacks and linked a video supporting this...and Dr. Dogg just dismisses this....so im trying to make sense of this...how can you use Powerblows in a high level environment? Should they be changed to being high damage punishment tools?(via after certain advance holds?) or should they be hail mary's that can win your or make you lose a round....what's the point if you virtually can't land one in a match is what im getting at.

Ultra's are a common example in comparing the two...at least with a large % of ultra's you can combo into them(even if it requires FADC or 1 frame links) Powerblows don't seem like you can combo into them normally....at least without a Limbo Stun(which seem rare a hell btw) so I don't see why they shouldn't be changed if they'll never really be used.

sorry in advance for going a tab bit off subject but...it's something i need clarification on....

Thanx to those who addressed Drift Slave's question.

I was at a loss for words, but what was put out is how I genuinely felt about their uses.
 

Berzerk!

Well-Known Member
Okay, Powerblow should be unholdable by mid hold to make it really threatening to players with bad habits of trying to hold everything. I don't recall being held doing a PB ever but I haven't asked anyone to lab with me and try that specifically.

Also remember everyone only a few days to submit.
 

Berzerk!

Well-Known Member
Dropped another feedback on them and had to cut down the core suggestions as follows, for anyone's reference (I had room for a two line blurb at the top)

More feedback: http://freestepdodge.com/threads/doa5-demo-consolidated-feedback.633/

- Sidestep: Speed up for all characters, lower recovery, allow dashing to cancel it. Strings to track less.
- Restore 4-point hold EG to hold Mid Kicks, Forward+H: Minimises guesswork for attacker.
- Remove / delay hold while in a critical stun
- Powerblow should be unholdable by normal holds & comboable in deep stun to strengthen
- Each character must have moves that cause Guard Break and/or Frame Advantage
- Ensure there are moves that will connect after a Guard Break, and moves that cannot be Held
-When opponent escapes throw from a ledge grab, should not do any damage to attacker.
- Throw escapes: Add input throw escapes for throws (left, right and neutral inputs at the right timing), but make high counter throws/opponent in recovery inescapable.
- Decrease hitbox & remove stun from Wakeup kicks. These should be unsafe / disadvantage on block. Able to sidestep, duck, or hop over.
- Hit while Back Dashing should not be a Hi Counter Blow, just damage.
-Holds while walking backwards should require a user to return to neutral & initiate Back + Hold
Currently if you press Hold while holding Back it will perform a hold, even after a minute of pushing back. This hurts Backstepping & spacing, as when you guard an oncoming attack and you hold instead.
 

Gill Hustle

Well-Known Member
Dropped another feedback on them and had to cut down the core suggestions as follows, for anyone's reference (I had room for a two line blurb at the top)

More feedback: http://freestepdodge.com/threads/doa5-demo-consolidated-feedback.633/

- Sidestep: Speed up for all characters, lower recovery, allow dashing to cancel it. Strings to track less.
- Restore 4-point hold EG to hold Mid Kicks, Forward+H: Minimises guesswork for attacker.
- Remove / delay hold while in a critical stun
- Powerblow should be unholdable by normal holds & comboable in deep stun to strengthen
- Each character must have moves that cause Guard Break and/or Frame Advantage
- Ensure there are moves that will connect after a Guard Break, and moves that cannot be Held
-When opponent escapes throw from a ledge grab, should not do any damage to attacker.
- Throw escapes: Add input throw escapes for throws (left, right and neutral inputs at the right timing), but make high counter throws/opponent in recovery inescapable.
- Decrease hitbox & remove stun from Wakeup kicks. These should be unsafe / disadvantage on block. Able to sidestep, duck, or hop over.
- Hit while Back Dashing should not be a Hi Counter Blow, just damage.
-Holds while walking backwards should require a user to return to neutral & initiate Back + Hold
Currently if you press Hold while holding Back it will perform a hold, even after a minute of pushing back. This hurts Backstepping & spacing, as when you guard an oncoming attack and you hold instead.

No complaints here.

Let me know when TN needs fanservice feedback.

:ayane::hitomi:
 

DriftSlave

Active Member
I'd just had to ask because i felt i wasn't the only one who may have been confused on this -_-' any I wanted to see the logic behind powerblows...I personally dont want to see a new mechanic like this not being used...and with the talk of them being useless kinda enforced that so it's understandable on how i felt~ anyways I get the general mind set of it now...I couldn't find much of a uses for them in the demo outside of what Ayane can do :cool:
 

DrDogg

Well-Known Member
I'd just had to ask because i felt i wasn't the only one who may have been confused on this -_-' any I wanted to see the logic behind powerblows...I personally dont want to see a new mechanic like this not being used...and with the talk of them being useless kinda enforced that so it's understandable on how i felt~ anyways I get the general mind set of it now...I couldn't find much of a uses for them in the demo outside of what Ayane can do :cool:

Useful is a relative term. What's useful at high levels is only going to be a fraction of each character's moveset. Look at SSF4 when Capcom added a second Ultra for every character. In casual play, people use both Ultras or whichever one they like the best. In high level play, just about every character has one Ultra that is recommended and one Ultra that is garbage. Some use an alternate Ultra for specific match-ups, but for the most part it was useless for Capcom to add the second Ultra (from a high level standpoint).

We look at things very differently than the normal person, and despite how good we want the game to be, Tecmo has to cater to the casual crowd first and the tournament crowd second. The casuals need the flash.
 

Chris Harris

Well-Known Member
As it stands right now PB's are basically whiff punishment, limbo stun finishers, and counter bait. Even with limbo stuns it's more of a counter bait technique cause you will prob have to extend the stun first.

The thing is out side of strong whiff punishment or fishing for a counter high level players won't use it. High level players find the best moves for the most situations (bang for your buck) and use those moves while casuals tend to use pretty much everything. It's just the difference in level of players. The PB's will be MORE than useful for the casual because they will run into them and get baited easily.

So the PB's are fine just the way they are.
 

Rikuto

P-P-P-P-P-P-POWER!
As it stands right now PB's are basically whiff punishment, limbo stun finishers, and counter bait. Even with limbo stuns it's more of a counter bait technique cause you will prob have to extend the stun first.

The thing is out side of strong whiff punishment or fishing for a counter high level players won't use it. High level players find the best moves for the most situations (bang for your buck) and use those moves while casuals tend to use pretty much everything. It's just the difference in level of players. The PB's will be MORE than useful for the casual because they will run into them and get baited easily.

So the PB's are fine just the way they are.

Soul Calibur Unblockables.... like that, only with more recovery on cancel. Yea.
 

Gill Hustle

Well-Known Member
Has anyone posted about being able to record matches, more specifically for OFFLINE?

I was disgusted how the more recent fighters ONLY do it for ONLINE like KOF13 . . . when 12 had this:mad:

This is important for people who don't have all the "right tools" for uploading match vids, especially if you take your system to an offline gathering.

:ayane::hitomi:
 

DrDogg

Well-Known Member
Has anyone posted about being able to record matches, more specifically for OFFLINE?

I was disgusted how the more recent fighters ONLY do it for ONLINE like KOF13 . . . when 12 had this:mad:

This is important for people who don't have all the "right tools" for uploading match vids, especially if you take your system to an offline gathering.

With streaming as big as it is these days, I'm not all that concerned about having the ability to record matches. I'd much rather the dev team focus on more important additions/features.
 

Gill Hustle

Well-Known Member
With streaming as big as it is these days, I'm not all that concerned about having the ability to record matches. I'd much rather the dev team focus on more important additions/features.

While that may be true, you've gotta think of the little guy.

I'm no expert on how this feature is implemented, however if it is just simply saving player inputs to memory (which was done with previous DOA's) the files were like in kb's. And following NG3's saving I can't see why it should be omitted.

It's because of that feature unknown players/games gained cult/mainstream following. It can only help the game, and I'm guessing the people in charge of putting this in, have little to no impact on gameplay elements.
 

Keylay

Well-Known Member
Holds performed during critical stun should have more recovery frames. The recovery frames from the stun should get added to the recovery frames of the of the hold.

For example, if you're in a stun that last for 50 frames and you perform a hold after the first 30 frames of the stun, 20 frames should be added to the recovery of the hold.

This would make it easier to punish people who abuse holds. And it would work well against people use low holds to escape high attacks.
 

Keylay

Well-Known Member
They need to add more stuns similar to Hayabusa :214:P in the demo where the opponent can't counter for the first 35 frames. The animation itself looks like they shouldn't be able to counter because they are getting up from the floor. Looking at ScatteredDreams stun tutorial http://freestepdodge.com/threads/doa4-stun-tutorial.608/ I think that any stun that causes the opponent to loose their footing should have frames where the opponent can't counter. Using the stun names from the video I think stumble stun, sit down stumble, sit down knock down stumble, drunken stagger, sweep stagger, sweep stun, deep critical stun, and ceiling stun should have frames where the opponent can't hold. There are also some water stuns that have similar animations. And I think stuns that cause knock down should not allow holds. I don't know the name of the stun but I've seen it when Hitomi punches the opponent with both fists at the same time. They opponent falls to the floor but they can still hold to stay afoot.

An idea I'm not sure about but could be interesting is breakable normal holds if they keep the 3-point system. The attacker who was countered should get the advantage back after breaking the hold. Advanced Holds should be guaranteed.

Based of the stream today and what Rikuto said, it looks like I got my wish :). Aren't there supposed to be some articles explaining it though.
 

DrDogg

Well-Known Member
Based of the stream today and what Rikuto said, it looks like I got my wish :). Aren't there supposed to be some articles explaining it though.

The articles were done before E3 began, but because of the super busy nature of E3, they haven't been posted yet. Unfortunately, I have no control over when they go live.
 
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