DOA5 Demo: Consolidated Feedback

DrDogg

Well-Known Member
Besides that, it's not that 15i attacks is what mattered. The formula was that I believe the force tech was 50 or 52 frames of animation. You would have to take the number of frames of recovery was for the attack that forced the opponent up, subtract that from the 50 or 52 frames of animation, then you have to also take the frame (dis)advantage on normal hit to that resulting number. That would give you the exact frame for which you the opponent came out of the animation and an attack you would need to perform in order to hit them on that same exact frame. The more hit frames you had in an attack the greater window you had to be on that frame. I could prove this theory for someone if they provide me the frame data for an unholdable situation such as Bass' :1::K::F+K:.

So in short, it's possible it still exists in DOA5 but I honestly haven't had the time to figure it out, verify or deny it. Maybe this weekend when virtuaPAI comes down to play some matches and help really tear down the demo.

Silent Legend is the one who originally discovered it back in DOA4, and he's the one who has been doing a majority of the testing in the demo. He just doesn't want to post here because of the ignorance he sees from certain people. There's a formula to it, but it usually settled around 15 frames for the attack after the force tech (which is why I said it varies per character), unless you're Hayabusa and have seemingly endless ways to force tech and get the uncounterable setup.

The problem is not with the formula, it's the fact that the grounded character is invincible until they're fully standing. It's been tested up to at least 20 frames and the attack still goes right through the opponent. There are only certain attacks you can do to properly use the force tech, and it's only effective if you don't have to time it. Clearly Team Ninja has made changes to the system which prevent it from working now... which was the reason I brought it up. At this point, force tech is useless (at least in terms of getting an uncounterable attack setup).
 

Berzerk!

Well-Known Member
Submitted a survey with a short blurb at the front and the first set of items from page 1. Will make a second strata submission if enough solid segments of additional feedback come up.
Has anyone else submitted? Did the notes here help?
 

Chris Harris

Well-Known Member
The sidestep on the game is fine except for some of the moves that say no tracking that actually track. The dashes feel the same for me in general but I think it is about the same in all DoA's. Maybe turn down the buffer on hitting free when back dashing so you don't get counters but that's all small stuff to me.

The other things you suggested are kind of just like not needed in this thread. Screw all that dumb stuff like hitting after rounds, turning camera, etc. because we need the game to be solid. We don't need the game to cater to stuff that doesn't matter on any scale lol.
 

x Sypher x

Active Member
I know this is a thread for feedback but I wasn't sure where else to post this:

I had an idea for possible option features in the game. It would be neat if they could implement the option to toggle between each character's themes from past to present iterations of DOA. You know how in SF4 or MvC3 you could toggle between their English and Japanese VA's? Well they could that AND do the same thing for their themes. You'd have the list of characters and right next to them are their toggle options. And it would be cool if they could do something like in DOAD's online where Player1's theme is always played, but instead Player 2's theme would be played (e.g. in Winner Stays or Kumite it would be boring eventually to hear the same theme over and over again, especially if someone has a long winning streak). What if you have a mirror match? Again, default to Player 2's (chosen) theme.

Or a more simplified method would be to put the option to toggle between each DOA's soundtrack in the Options menu (All modes except Versus and Online would default to DOA5 themes). So it would kinda look something like this.

OPTIONS
>VERSUS/ONLINE SETTINGS
>>SOUNDS
>>>THEMES/SOUNDTRACK
>>>>DOA1
>>>>DOA2
>>>>DOA3
>>>>DOA4
>>>>DOA5
>>>>DOAD
>>>>Random (This is a maybe, randomly play all of them in case you want to mix it up a bit without having to manually change the settings.)

As mentioned before, when playing online Player2's theme would be played based on their settings.

I think this would be a great feature and would definitely please fans in terms of content.
 

Black Dragon

Active Member
- It seems to me as though there's a delay in blocking low. When I try to block low, I get hit. When I try to counter low and I'm late, I get a block instead. If blocking low is not instant, that definitely needs to be changed.
That's been there since DOA2.
 

Chris Harris

Well-Known Member
One last thing. I swear the countering in the game in general as in spamming holds without being in stun or being hit has waaaaay more recovery. Has that been posted already?
 

Raansu

Well-Known Member
One last thing. I swear the countering in the game in general as in spamming holds without being in stun or being hit has waaaaay more recovery. Has that been posted already?

Yes the holds have longer recovery. It was changed in DoAD.
 

x Sypher x

Active Member
I've been thinking. While I do like the fact that damage after a wall splat is guaranteed via juggle combos, I don't like the fact that you cannot relaunch your opponent like in DOA3. Please bring that back. I think the wall splat should only be limited to certain types of attacks depending on their properties and/or distance from the wall.
 

DriftSlave

Active Member
I just want more Limbo Stuns...or :ayane: Getting Limbo Stun on Normal hit from :4::H+K: o_O

also im digging the abundance of ground bounces in this game...if feels alittle more tekken-like....It seems the game in it's current state is about fishing for counter hits....well that what it seems to me at least.
 

Raansu

Well-Known Member
I've been thinking. While I do like the fact that damage after a wall splat is guaranteed via juggle combos, I don't like the fact that you cannot relaunch your opponent like in DOA3. Please bring that back. I think the wall splat should only be limited to certain types of attacks depending on their properties and/or distance from the wall.

I think they were just trying to avoid resets.
 

EMPEROR_COW

Well-Known Member
Premium Donor
What do you mean?

I think he means to basicly avoid another wall splat ...
as you already know... in DOA3 u get that 1 free hit after the wall splat ... and if you use that to do a non-splatting launch you can further extend your combo for some nice garanteed damage ... but if u go for a non-launching attack and lets say the opponent attempts a counter on the 2nd hit ... the situation is reset if you splat them back into the wall again ...

in DOA4 you could even counter that 1st hit ... but then again the hold system was 4 point based .. so ... it wasnt so bad i suppose ...

I kinda like what they did with DOA5 ... you still get to extend the combo but not to the point of craziness like in doa 3 and 4 ...(unless you use the trashcan which puts them back in standing state... which is awesome lol) ...

I think this will particularly have a huge impact on combo extending especially in Tag mode.... (which i am still personally worried about the most considering powerblows have the same input)

but at the same time what they did is a nice little middle ground between people that dont like to guess and people that like garanteed damage after earning a wall splat without the combo extension being too severe ...
 

x Sypher x

Active Member
But DOA3 had no resets at the wall, and you couldn't counter after a wall bounce, and I like the craziness lol.
 

Raansu

Well-Known Member
But DOA3 had no resets at the wall, and you couldn't counter after a wall bounce, and I like the craziness lol.


Go to the 2:17 mark. Or watch the entire thing, its a good video =P. There is also guard break resets which I believe is in this video as well, unless its in Vol 2. *sigh* It's a shame 3.1 didn't come out during the fighting game explosion with online play. It's such a good game.

Edit:
Here's Vol 2 for anyone who's curious.
 
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