DOA5: New Gameplay Demo Trailer of Ayane and Hayabusa

Allan Paris

Well-Known Member
In DOA, including 4, there are tons of defensive options but if you want to talk about what happens after you get hit, and that alone, then that's fine. For good or ill, DOA has more options here than most games; Counter, Slow Escape (Struggle), then if you escape/recover before the next hit you go back to the myriad options - guard, spacing, ducking, attacking first etc.

What are these "tons" of defensive options you have in DOA, after being hit? You named 2; holding or slow escaping.
 

Berzerk!

Well-Known Member
Allan: You misunderstand - I said if you want to talk about Defensive options generally, you have many (guarding, spacing, holding, crouching, dashing/backdashing etc).

But if you are HIT, yes, you have fewer. My point was it's not correct to discuss "Defensive options", then talk only about options when hit in DOA and other situations in SC5. That's not the defensive spectrum.

If you want to only talk about what you can do when hit, then we'd agree holding and slow escaping (struggling) are the two. Tech rolling counts if there's a ground game.
 

Rikuto

P-P-P-P-P-P-POWER!
Thanks for explaining that to me.

But I still think the whole guess thing is a real bash based off preference. The stun threshold would limit how many times you can be hit before you fall. There's only a certain amount of moves that will start a juggle/launch with each character. They usually have frames you can see coming. Not many each time, but its certainly not 0. That takes getting to know your opponent just like any other fighter.

It seems the frustration of the game carries over from Ninja Gaiden. That difficulty. That's why that game isn't popular mainstream as well.

There is nothing difficult about guessing, and I do it better than most.

Guessing means you lost intelligent "control" of the situation. Guessing is stressful especially in competitive play. You can manipulate that guessing to an extent, but in the end a guess is a guess and you cannot force it to work in your favor.

Now take that same logic and apply it to the attacker. Why should the attacker ever feel like he has lost control of a situation when all he did was counter-hit his opponent? That's punishing a person for being successful.

On the other hand, there are a decent number of people who will get salty when they make a controlled mistake and refuse to accept the consequences of that action. When the DOA system offers constant backdoors out of that logical mistake, its basically telling the player they don't need to play too carefully, they can just guess and everything will be OK. It is the players with this exact mindset which prefer DOA -- they simply don't want to deal with the consequences of their decisions.
 

Rikuto

P-P-P-P-P-P-POWER!
Idk why but that's just funny lol.

Well I play Bayman. All he can do is use holds efficiently.

So naturally, 99% of the match all I'm doing is guessing. I've guessed my way to tournament wins with this. It's proof it can and will happen against the best of the best, despite anyone from the pro-DOA 4 camp claiming it doesn't.

Guessing like that is flatout bad gameplay and there is absolutely no reason I should be able to do this.
 

x Sypher x

Active Member
Well I play Bayman. All he can do is use holds efficiently.

So naturally, 99% of the match all I'm doing is guessing. I've guessed my way to tournament wins with this. It's proof it can and will happen against the best of the best, despite anyone from the pro-DOA 4 camp claiming it doesn't.

Guessing like that is flatout bad gameplay and there is absolutely no reason I should be able to do this.

Yeah, that he can do fo sho. Especially with his parry and crazy stupid powerful OH's lol. But yeah I understand what you mean.
 

Rikuto

P-P-P-P-P-P-POWER!
Bill always would say that Luck was his greatest skill.

Hah, that's like him.

I think I feel where he's coming from, I feel kind of the same way. Even with more solid fighting games, I go for the characters that get big damage from high-risk guessing like astaroth. Kind of a crutch I've developed from so many years of playing bad fighters like DOA, and I've noticed most of the other "good" DOA players gravitating towards him as well. Old habits die hard....

And I don't mind it. When I'm playing unsolid with crazy high damage/guard damage potential, my opponent can play very solid and punish me while staying within a reasonable margin. It's my choice to play a character that way and it doesn't fuck with the rest of the game. That's how guessing SHOULD be implemented.

Trying to learn Mitsu though. He seems much more solid and less gamble crazy. I'll refocus my efforts post-patch.

In the meanwhile, DOA needs to make itself less bad so I can justify spending time on it.
 
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