DOA5 E3 Version Q&A

EMPEROR_COW

Well-Known Member
Premium Donor
Would be kind of lame if the A.I is awarded a High-Kick from the ground and such when the player is not. As Emperor said, I wonder if it's character specific, or they just haven't gotten around to all character's High get up kicks?

I don't like this.
Either give it to every character or don't give it to anyone.

Personally I didn't see a problem with high kick wakeups, people seem happy they're gone. I'm honestly indifferent about the decision to remove it but I kinda liked having it.

I dunno.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
By making it only two options the risk of being held is higher, especially since you can auto guard the low by just holding :2_: and then throw punish it. So it's not so much a mix-up game any more and teching up without wake-up becomes a much more viable option since moves are now able to go over wake-up kicks more often.
 

akhi216

Active Member
Standard Donor
EMPEROR_COW said:
Personally I didn't see a problem with high kick wakeups, people seem happy they're gone. I'm honestly indifferent about the decision to remove it but I kinda liked having it.

I dunno.

I think that people are happy with high wake up kicks being removed because they add unnecessary guesswork to ground games, the standing opponent doesn't have to worry about attempting a mid hold and getting hit with a wake up high kick and the person who's on the ground doesn't have to worry about attempting a high wake up kick doesn't have to worry about being hit with a low attack. It's easier to get that Zen concentration feeling against your opponent with yomi.

Knowing Itagaki he probably wanted to add high wake up kicks strictly to the female cast in pre-DOA4 DOA games for panty shots...


...she kicks high... lol

I guess it depends on your main. A Bayman user would miss out on opportunities to train their opponent to use the high wake up kick (or meet a noob/scrub who uses nothing but high wake up kicks) and counter with a Russian Leg Sweep. A person that will main Bayman on DOA5 might have a problem with that initially, then they will most likely spot the ease of landing a regular or souped up mid kick hold and embrace it.
 

synce

Well-Known Member
Removign the high wakeup kick is one of the best things they've done, and they got rid of wall wakeup kicks too didn't they? Now there's good reason to position yourself and aim for the walls
 

Keylay

Well-Known Member
When you get hit into a wall, you don't slouch against it anymore. You are knocked to the ground where you can do a wake up kick.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Like I said, I'm indifferent about it ..

I kinda liked it because it was an extra option, and gave the wake up more of a RESET feel...

Ofcourse quick standing and forced wakeups abolish this altogether. Honestly, I tend to get out of the kick range and punish it on recovery most of the time so for me its no big deal ..

But high wakeup played a role in messing certain things up..
For example .. ayane's:9::K: was a good way to punish low and mid kick wakeups but tended to lose to the high wakeup kick (although it beat that as well if timed correctly).

certain elements like that will be kinda gone without high wakeup kick. I just generally dont like taking away from a game, But it was mid/low in DOA2 and 3 so im fine with it.
 

Raansu

Well-Known Member
Like I said, I'm indifferent about it ..

I kinda liked it because it was an extra option, and gave the wake up more of a RESET feel...

Ofcourse quick standing and forced wakeups abolish this altogether. Honestly, I tend to get out of the kick range and punish it on recovery most of the time so for me its no big deal ..

But high wakeup played a role in messing certain things up..
For example .. ayane's:9::K: was a good way to punish low and mid kick wakeups but tended to lose to the high wakeup kick (although it beat that as well if timed correctly).

certain elements like that will be kinda gone without high wakeup kick. I just generally dont like taking away from a game, But it was mid/low in DOA2 and 3 so im fine with it.

Or you could just get up and block it? The Ayane player is taking more of a risk doing that then you think. Don't need high wake up kick to get around it. The high wake ups being gone is a good thing, simple as that.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Or you could just get up and block it? The Ayane player is taking more of a risk doing that then you think. Don't need high wake up kick to get around it. The high wake ups being gone is a good thing, simple as that.

The whole game is about risks.
 

Berzerk!

Well-Known Member
Its not all about risk, but about risk and reward. That is the basic tenet of balance and choice in most games and particularly the moment to moment decisions of a fighting game.

It's also why I support delayable strings and cancellable moves, just like VF has. DOA could tighten up some of the delayables but not necessary to the degree of VF, as it doesn't have an evade system as a "3rd rail" of escaping
 

Rikuto

P-P-P-P-P-P-POWER!
Its not all about risk, but about risk and reward. That is the basic tenet of balance and choice in most games and particularly the moment to moment decisions of a fighting game.

It's also why I support delayable strings and cancellable moves, just like VF has. DOA could tighten up some of the delayables but not necessary to the degree of VF, as it doesn't have an evade system as a "3rd rail" of escaping

DOA doesn't have delayable strings "like VF has". VF strings are only delayable at certain specific junctions in specific strings, and that is what makes the situation logical to defend against. With DOA, it's pretty much every attack junction at every string for every character. There is no logical way to defend against that.

Now if you're saying the VF way is fine and the DOA way isn't, then we are pretty much in the same boat.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Now if you're saying the VF way is fine and the DOA way isn't, then we are pretty much in the same boat.

- VF doesn't have holds in stun.

- and VF strings and its whole stun system play entirely differently where you lose your Combo count MID STRING even if your first hit was counter hit or crouching. There are exceptions to this ofcourse where you manage to link your whole string as 1 entire combo but are very restricted ways.

- Even then having SOME delayable strings is pretty much like having ALL delayable strings, same mind game and same ruleset apply. In fact, some characters have alot more delayable strings than others (and with longer delay lengths than others). Just because Akira's moveset is blocky does not mean the same rules should apply to everyone.

- Even in VF, "Guard canceling/Free canceling" plays a MAJOR role despite the presence of delay in strings, or for that particular reason if you think about it.

- Removing them would ruin certain characters strategy and design. Take Ayane for example, where most of her strings have her alternating between backturned stance and facing the opponent. If you remove delayable strings, then that "False safety" which you don't like would be gone. She wouldn't be able to do a decent poke game or a decent hit confirm. The character would basicly be destroyed. This is an extreme example but I think it sends the point accross.

- You guys complain about 50/50 scenarios when VF is all about 50/50s. When your attack puts you at -VE frames ON HIT, the next move is a risk anyway. when it puts you on +VE frames, if the amount of +VE is not enough for a follow up which I have to say is the case >70% of the time, the next move is ALSO a risk as your opponent may react with a hold/parry, sabaki, sidestep, or simply guard and punish your following negative move if your move does not launch or put the opponent in a inescapable stun. how is this any different from allowing holding in stun ?! If you dumb it down to whats actually happening, its pretty much the same thing.
On the other hand, one simple example to this is any situation that puts Sarah in flamingo stance. One of the simplest ways to punish it is going with a crouching P as it would come out most of the time even before her mid kicks, which is why Sarah has the low parry tool putting the opponent in a long enough stun to guarantee a launcher. Choosing to attack or not is a 50/50. (this applies to all flamingo stance entries except for maybe :4::K: from max range as that puts you at +7 in flamingo and out of crouching P range) . Delayable strings in this stance put her in a "fake" safer state and allows her to keep her attack flow.


I repeat when I say delayable strings are considered an offensive advantage, which is what the whole idea of your tweak suggestions revolved around. Wanting them away just because they fuck up the flow of a defending player is not a viable excuse. That's the whole damn point of them !


Which is the problem we're trying to fix.
And you're ok with that?
Not how a good fighter plays.



For the comment about taking risks, this is an element that is in every fighting game. In a sense, every decision made is a risk until you get your hit confirms. When I gave the Ayane example about :9::K: on an opponents wake-up to beat 2 out of 3 kick options, this is just as good a risk as doing a low hold. In fact it might even be better, as if timed correctly may beat all 3 kicks ! Whereas a low hold would lose to a MID kick. Yes, you risk the option of the opponent doing nothing, but the same can be said about the low hold in that situation.
 

Berzerk!

Well-Known Member
DOA doesn't have delayable strings "like VF has". VF strings are only delayable at certain specific junctions in specific strings, and that is what makes the situation logical to defend against. With DOA, it's pretty much every attack junction at every string for every character. There is no logical way to defend against that.

Now if you're saying the VF way is fine and the DOA way isn't, then we are pretty much in the same boat.

I'm saying that vf should remain their inspiration and basis but to find a middle ground that is Doa in style. Delays and guard cancels are important in both games, and while they wish to tweak the level of delayable strings but it should remain universally available. It could be tightened here and there but it's not like you haven't removed the counter hold system entirely and there is still the option to attack abare style out of strings.

I'd say it's fine to look at tweaking these things as part of their balancing but it would be a poor recommendation to drastically change them
 

Rikuto

P-P-P-P-P-P-POWER!
I believe we already had this discussion.

VF doesn't have holds in stun... true, but irrelevant. Most stuns in DOA are deep enough that you can get the stun from the first hit of a string, cancel, and mix up with something else. It's not as if the stun system is dependent on delayable strings... it isn't.

- Even then having SOME delayable strings is pretty much like having ALL delayable strings, same mind game and same ruleset apply. In fact, some characters have alot more delayable strings than others (and with longer delay lengths than others). Just because Akira's moveset is blocky does not mean the same rules should apply to everyone.

This is so far from the truth.... no, it's not the same mindgame at all.

First of all, If I've got only a handful of good strings with a delayed junction that means people are going to recognize the opener I use to put them in that mindgame, and that makes them patient for the duration of that string. If I try to spam it out, obviously i'm going to get my ass countered, so it has good effect in small bursts but isn't overly abusable.

Secondly, strings that are delayable in most other fighting games usually have some kind of major drawback or they risk being a truly stupid move. Usually its a fairly slow startup, or an unsafe finish, or severe linearity. This system of checks and balances actually hurts DOA, because it affects every single string... thus they made almost every single string super bad in this game, giving major disadvantage to almost every move. It hurts the very fabric of each characters underlying toolset.

Thirdly, if it's limited to a smaller number of strings that I recognize than I, as the defender, can intelligently make a defensive decision about the inherent mixup if it truly is a beastly string. If every string in the game is delayable, however, I'm just flipping a coin every fucking time and maybe i'll get hit and maybe I won't. There is barely any intelligent thinking involved with it.

Drdogg would ask me... why are you attacking at disadvantage? "Because you're trying to play smart, and I'm trying to play DOA."


- You guys complain about 50/50 scenarios when VF is all about 50/50s. When your attack puts you at -VE frames ON HIT, the next move is a risk anyway. when it puts you on +VE frames, if the amount of +VE is not enough for a follow up which I have to say is the case >70% of the time, the next move is ALSO a risk as your opponent may react with a hold/parry, sabaki, sidestep, or simply guard and punish your following negative move if your move does not launch or put the opponent in a inescapable stun. how is this any different from allowing holding in stun ?! If you dumb it down to whats actually happening, its pretty much the same thing.
On the other hand, one simple example to this is any situation that puts Sarah in flamingo stance. One of the simplest ways to punish it is going with a crouching P as it would come out most of the time even before her mid kicks, which is why Sarah has the low parry tool putting the opponent in a long enough stun to guarantee a launcher. Choosing to attack or not is a 50/50. (this applies to all flamingo stance entries except for maybe from max range as that puts you at +7 in flamingo and out of crouching P range) . Delayable strings in this stance put her in a "fake" safer state and allows her to keep her attack flow.

If I want to avoid damage in VF, the game is actually pretty generous in the number of ways it will let me get around it... provided I have the technical skill to pull these methods off.

As for Sarah, her startups into flamingo have a certain range, a certain speed, and a certain linearity. A good player will be doing his best to make sure he is never trapped inside of that stance by avoiding the most likely openers into that situation. You can't compare that to delayable strings in DOA, because thats like saying you want to avoid every single move 100% of the time -- it just can't be done.

Because I can avoid those specific openers if I know what to look for, you have a direct comparison here where smart play keeps you out of having to make the more dangerous guess against Sarah's stance, but no matter what you do in DOA you are always going to have to block SOMETHING eventually.... and during that something, you will be guessing because every little something has a delay.


That's why we keep telling you people, too much forced guessing IS BAD. Guessing is something you should have to do if you have fucked up at one of the metagames and are forced to do so. It's a pressure reward, not something to be given to every goddamn string in the game. sheesh
 

DrDogg

Well-Known Member
Drdogg would ask me... why are you attacking at disadvantage? "Because you're trying to play smart, and I'm trying to play DOA."

Pretty much everything Cow said is ridiculous to me, so I'll just let Rikuto's answer stand. But this is a question I would find myself asking CONSTANTLY while playing DOA5 at E3. Everyone kept attacking out of disadvantage, it was so frustrating.

What made it even worse is that they would beat me out to my next attack because I was trying to play smart and use frame traps while they were "just mashing". Now to be fair, they obviously weren't just mashing (at least the better players weren't), but my point is that disadvantage didn't matter to them. The basic DOA system mechanics allow them to attack whenever they want with little to no consequences.

Attack out of disadvantage in any other competitive fighting game and you're going to pay a hefty price in almost every situation. I've said many times that when you transition from another competitive fighting game to DOA, you have to flush out everything that makes sense about how to play at high levels because DOA doesn't work that way. When I'm doing well at DOA, I feel as though I'm playing like a scrub because those are the tactics that work in a game that forces guessing at every exchange.

If you guys want DOA to have a solid competitive scene, that has to change.
 
Attacking out of disadvantage is a valid strategy in something like VF. It even gets it's own name. It's mostly when someone is at a disadvantage that they could be put in a throw/mid mixup, but they read the throw and want big damage off it so they go for a launch after being at -5 or so. Nevertheless, it's still attacking at disadvantage.

Is it different in DOA at the moment?
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top