I don't actually have a problem with throws being unescapable, BUT it still bothers me that some multipart throws like the Izuna, Hayate's (and probably Kokoro's) are unbreakable while Leifang's and the grapplers' aren't.
I minor nuisance I noticed, is that the layout of the Shibuya stage is kind of stupid (not that they would change that now anyway). The character that has his back to the exploding engine has a disadvantage and you can't change the starting position of the characters on that stage,because the only other option would be one with his back to the ledge. I just can't remember if other stages had that problem in previous games right now.
I think that making a per-character thread isn't out of the question rather than expecting people to dig through giant threads.I didn't want to dissuade people in the starting post, but should we bother putting character specific/moveset requests in this thread?
Played the demo with Cyberevil last night.
My thoughts are that its better than doa 4, and worse than just about every other fighting game. Buffering system is still far too open and i was getting counters when i wanted to simply backdash into a block.
Counters still do too much damage in general and are absolutely retarded in stun. It's still possible to win the game with countering being a large part of how you play. It's the same guessing game it always was, only now it's easier since its 3 point. Anyone who actually thinks this is viable as a competitive game in its current incarnation is suffering from brain damage. I highly recommend exposing yourselves to something that actually takes skill.
Needless to say, this game has deteriorated itself to a rental for me at best. I'll be sticking to soul calibur.
We're not all deluded and egotistical.Help and feedback was offered. At some point though, team ninja has to take responsibility for their own game.
I'm not going to be responsible for this train wreck, especially when more than half the community is fighting progress with ignorance and seems to want a bad game.
I've got other venues to keep me challenged. Let DOA remain an island for the egotistical and deluded. If it grows up, great. But this "game" is not my problem anymore.
http://freestepdodge.com/threads/ign-gives-ninja-gaiden-3-a-3-0-10-ironic-but-fitting.615/Help and feedback was offered. At some point though, team ninja has to take responsibility for their own game.
Played the demo with Cyberevil last night.
My thoughts are that its better than doa 4, and worse than just about every other fighting game. Buffering system is still far too open and i was getting counters when i wanted to simply backdash into a block.
Counters still do too much damage in general and are absolutely retarded in stun. It's still possible to win the game with countering being a large part of how you play. It's the same guessing game it always was, only now it's easier since its 3 point. Anyone who actually thinks this is viable as a competitive game in its current incarnation is suffering from brain damage. I highly recommend exposing yourselves to something that actually takes skill.
Needless to say, this game has deteriorated itself to a rental for me at best. I'll be sticking to soul calibur.
I like this guy.the problem with DOA is that it has its own set of rules and people just dont want to accept it for that. they want every fighter out there to play like street fighter. they just dont understand that the game works absolutely differently and its rules and mechanics differ in terms of what holds higher priority than what.
I would hate to see the game lose its identity like what happened to soul calibur : EX moves (brave edge), supers (critical edge), giving you a pat on the shoulder for losing and having one round to go by giving you 1 extra bar, the fact that they butchered guard impacts (they not only cost half a bar now but the input is totally crap as well its <+A+B+K even though it looks like an offensive GI that was in every calibur before that, they tried to add a parry system which although maybe considered good by some is just not as useful as a GI because the window is so small it just isn't very practical except for certain moves that have a long active window and are slow, and worst of all increasing the ammount of unshakable stuns making combos last so damn long with no way out its irritating (a stupid reward for getting a simple dumb hit confirm). everything in that games mechanics was designed to appeal to the SF4 croud ... and look what happened. although the game is considered "SOLID" and i agree to an extent, it has disappointed every old calibur player one way or the other, in addition to miserably faling in the market. I spoke with Daishi himself at the euro soul calibur tourney here in london jast a few weeks back (yes i do speak japanese) and he kept telling me the game didnt do well in terms of sales and it performed below expectations and because of this there will be no other update or a "better version" or a sequal in plans for a really long time if ever after the one we just recieved. and then he was on about how he was kind of rushed and how alot could have been handled differently and how he regrets somedecisions in the game ... etc.
people to this day get on MK9 (despite what people think yes it is a viable fighter and yes just like every other game it has its own rules) ... and say something like, WHAT THE HELL IS THIS ? WHY IS THERE A BLOCK BUTTON IN A 2D GAME ? i find that very ignorant as that was the case since the birth of the franchise. just because a game doesnt follow a set of rules you're accustomed to doesnt make it a BAD game or a non-viable game. any game can be viable! and even though the crowd might not be the same.
there are places to this day that hold highly competitive smash brothers tourneys ... now personally i dont even understand how that game is even seen as a fighter, but then again it has its crowd , its rules, its fan base, and to them it is quite a solid game and i respect that.
DOA is a fighting game. and it has its own rules:
- you can Hold during certain types of stun but it is not as loosely put as you may think.
- Holds deal damage, if that bothers you then dont make stupid decisions mid match! it is where the mind game is.
- throws are breakable.
- it has the most interactive environments than any fighter out there and the environment is usually looked at as the 3rd opponent. (unlike in games like sfxt which has backdrops that serve no purpose apart from being too colorful and distracting).
- it has an 8 way run type of movement and you need to hold H to crouch or jump.
- blocking can be done in 2 ways in this game, by either holding back or the H button.
- moves can be (Hold) canceled into each other for further extending combos and adding to the mixup.
... all the above are things that make DOA what it is. asking for something which is part of its core mechanic to be taken away or changed drasticly will only result in another "soul calibur" identity crisis and it will lose its personality. DOA5 has done a great job so far in creating a very nice balance between what worked best in all its previous versions:
- even though holds are back to 3 point based holds, the amount of limbo stun situations you get are alot so you really need to guess right or you'll get stuffed.
- adding the "advanced" holds has to be rewarded because it is an accurate read, especially considering how vital mid attacks are for the cast.
- the combo potential has been signifficantly reduced (characters wigh more and cant be juggled as high as before except in very limited situations, add to that the effect of walls has been signifficantly reduced as well as you are not only considered airbourne now you hit the ground after 3-4 hits max ) this gave the game a much nicer flow in a sense that the combos are now nice and short making you have to pace yourself weather you were on the offensive or defensive.
- despite what people think, power blows are quite slow in relation to other moves in the game, and are not as easy to land in high level play, plus they are extremely easy to punish if you just throw it out. add to that the fact that the sequence itself is not very long, which doesnt break the flow of the game as I had previously thought.
- the fact that the terrain changes adds an amazing new dimension to the game which no other fighter has done before as you have to recalculate your combo plan and capitalize on the situation for max damage.
- adding frame data, and on the go move list, and easily customizable layouts etc. are all little things that just make the game that much better.
i think team ninja has done a great job so far and I think its a very viable fighter. it is just different and you need to be a little more open minded about that.
soul calibur has AIR CONTROL for crying out loud. would you complain about that as well ? it is a core mechanic in how that game flows and you need it to put a cetrain restriction on the damage of launches. however, in that game some moves are air controllable and some arent. not having air control AT ALL will more or less ruin the game. and the same can be said about DOA and mid stun holds.
having holds mid stun keeps the fighting fresh as no two combos will be the same mid match and no two similar combos will have similar outcomes. you always have to plan out your setups and change it up weather you were on the defensive or the offensive. and like i said before , especially in DOA5, it is not as freely allowed as you think, and theres nothing you can do after a limbo stun, an air-launch, hitting a wall, or being hit from the back. or would you rather have a game like sfxt with combos that have no way out of on hit, deal a crap ton of damage, and are all essentially a reward for starting a dumb and simple LP or LK mashed hit confirm till they get the hit? and the combo ALWAYS LOOKS THE FRICKEN SAME ... if thats your thing then maybe DOA isnt for you.
If it's fallen to a rental I would say not even rent it I'd say don't get it. much stronger message.Played the demo with Cyberevil last night.
My thoughts are that its better than doa 4, and worse than just about every other fighting game. Buffering system is still far too open and i was getting counters when i wanted to simply backdash into a block.
Counters still do too much damage in general and are absolutely retarded in stun. It's still possible to win the game with countering being a large part of how you play. It's the same guessing game it always was, only now it's easier since its 3 point. Anyone who actually thinks this is viable as a competitive game in its current incarnation is suffering from brain damage. I highly recommend exposing yourselves to something that actually takes skill.
Needless to say, this game has deteriorated itself to a rental for me at best. I'll be sticking to soul calibur.
When you have a game that relies on guessing right every time you do something, no one will want to play it competitively. People don't want to put time into a game where people can beat you by guessing.
This demo is still: Guess for stun, then guess again for next stun or launch. And because launchers are generally mid, 3 point holds kill them.
the problem with DOA is that it has its own set of rules and people just dont want to accept it for that.
they want every fighter out there to play like street fighter.
I would hate to see the game lose its identity like what happened to soul calibur : EX moves (brave edge), supers (critical edge), giving you a pat on the shoulder for losing and having one round to go by giving you 1 extra bar...
...the fact that they butchered guard impacts (they not only cost half a bar now but the input is totally crap as well its <+A+B+K even though it looks like an offensive GI that was in every calibur before that, they tried to add a parry system which although maybe considered good by some is just not as useful as a GI because the window is so small it just isn't very practical except for certain moves that have a long active window and are slow, and worst of all increasing the ammount of unshakable stuns making combos last so damn long with no way out its irritating (a stupid reward for getting a simple dumb hit confirm). everything in that games mechanics was designed to appeal to the SF4 croud ... and look what happened. although the game is considered "SOLID" and i agree to an extent, it has disappointed every old calibur player one way or the other...
in addition to miserably faling in the market. I spoke with Daishi himself at the euro soul calibur tourney here in london jast a few weeks back (yes i do speak japanese) and he kept telling me the game didnt do well in terms of sales and it performed below expectations
people to this day get on MK9 (despite what people think yes it is a viable fighter and yes just like every other game it has its own rules) ... and say something like, WHAT THE HELL IS THIS ? WHY IS THERE A BLOCK BUTTON IN A 2D GAME ?
there are places to this day that hold highly competitive smash brothers tourneys ... now personally i dont even understand how that game is even seen as a fighter, but then again it has its crowd , its rules, its fan base, and to them it is quite a solid game and i respect that.
soul calibur has AIR CONTROL for crying out loud. would you complain about that as well ? it is a core mechanic in how that game flows and you need it to put a cetrain restriction on the damage of launches. however, in that game some moves are air controllable and some arent. not having air control AT ALL will more or less ruin the game. and the same can be said about DOA and mid stun holds.
having holds mid stun keeps the fighting fresh as no two combos will be the same mid match and no two similar combos will have similar outcomes.
you always have to plan out your setups and change it up weather you were on the defensive or the offensive.
or would you rather have a game like sfxt with combos that have no way out of on hit, deal a crap ton of damage, and are all essentially a reward for starting a dumb and simple LP or LK mashed hit confirm till they get the hit? and the combo ALWAYS LOOKS THE FRICKEN SAME ... if thats your thing then maybe DOA isnt for you.
Stop playing it like DoA4.