DOA5: New Gameplay Trailers - Ayane, Hayate, & Hitomi

Aion

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I think when a character gets slammed into that scaffold they should either get pushed back with it and then hang on; or they should bounce up as the scaffolding falls down, and grab on as they fall. It needs to be fluid or else there isn't much point in what Team Ninja are trying to do with this; a good idea isn't percieved that way unless executed well.
 

Echo01

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My apologies for being off topic, but is anyone planning to stream gameplay from the demo when it drops? Speaking of, does FSD have it's own stream channel?
 

Matt Ponton

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If they would give me an actual custom soundtrack (where a linked file would play at the start of a match and cut out at the end) then I'd care about CS. Sadly, it doesn't. So yeah, I would like to have the Sound options there. Hell, would love it if they included music from previous DOAs in there as an option (or DLC).
 

DrDogg

Well-Known Member
I'm curious as to what the difference is between the Attack rating and the Power rating. Is that Attack as in offensive power, and Power as in Power Blow rating?

Also not digging the fact that Hayabusa has max stats in Throws and Holds. That means at least that portion of his game likely hasn't changed much, which makes me think he already has a good chance of being top tier.

All of that aside, my only real concern after seeing this footage is the screen shaking. It's only a video, so it's hard to tell how much it would distract during a game, but if there's too much shaking that's very bad. There's a stage banned in MK9 because it shakes, and the shaking looks very similar to what I'm seeing in these videos.

Oh... and the game still looks like DOA4 to me, but it's the Alpha build. I'm seeing low holds to escape stuns, random holds and what looks like a stun game that's very similar to DOA4. Not liking any of that, even with the sidestepping (which wasn't used much and didn't seem all that effective).

Talk about super generic soundtrack. Good job, Tecmo Sound Team.

I really liked the select screen music.
 

Raansu

Well-Known Member
Ryu is their pet ninja, I really didn't expect him to change at all. He's always going to be that scrub character that everyone overplays because he's easy to play and do relatively well with.
 

Raansu

Well-Known Member
Is crouch dashing exclusive to Hitomi? It seems like a great tool.

Doubtful.

Anyways, it seems like there's actual frame advantage this time around. Hitomi's 66k and her ppp(charged guard break) seemed to have given her frame advantage as her jab won out in both situations. Both of those attacks in DoA4 had significant recovery and were extremely unsafe even if you tried to jab afterwards.
 

DrDogg

Well-Known Member
Anyways, it seems like there's actual frame advantage this time around. Hitomi's 66k and her ppp(charged guard break) seemed to have given her frame advantage as her jab won out in both situations. Both of those attacks in DoA4 had significant recovery and were extremely unsafe even if you tried to jab afterwards.

And if counterholds execute in 0 frames, it won't matter... or rather, it will just create another guessing game.

I really hope Team Ninja makes frame advantage matter in DOA5.
 

Raansu

Well-Known Member
And if counterholds execute in 0 frames, it won't matter... or rather, it will just create another guessing game.

I really hope Team Ninja makes frame advantage matter in DOA5.

No game is 100% free from guessing and doa3.1 had the same execution window and it didn't stop it from still being a solid fighting game. I'm not saying I disagree, but thats far from the issue with holds, especially in doa4. The issue was the lack of restrictions to the holds such as true combos and other unholdable setups like from being unable to hold off the wall bounce in 3.1 to being able to hold immediately afterwards in DoA4 which seems to have been addressed in these recent videos. In the Akira video wall bounce lifts their feet off the ground making them unable to hold, and the explosions from the wall slams clearly seem to be unholdable as well.
 

UncleKitchener

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Sorry for double post, but this bothers me: Ayane got a free bounce after Ayane knocked her into the generator, Hitomi got blown away and was bounced, so Ayane got another juggle. That's just a bit too much.

Let's say I do Bass' air-throw as a juggle ender and end up throwing the opponent into a generator. After that, I get a free bounce and a 6KP and just pick you up from there and do worse things to you. That could end up doing more than half life on lights and mediums.
 

Raansu

Well-Known Member
Sorry for double post, but this bothers me: Ayane got a free bounce after Ayane knocked her into the generator, Hitomi got blown away and was bounced, so Ayane got another juggle. That's just a bit too much.

Let's say I do Bass' air-throw as a juggle ender and end up throwing the opponent into a generator. After that, I get a free bounce and a 6KP and just pick you up from there and do worse things to you. That could end up doing more than half life on lights and mediums.

It's no different than pressuring someone on the wall in 3.1. I see this as a good thing since you can still counter out of stuns. Or would you prefer it to stay the same as doa4 where nothing was advantageous?

I also find your post hilarious considering you're a Tekken player...A game where juggles can take you from mid stage to a wall and continue a juggle into the wall for more than 50% health.
 

Matt Ponton

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edit: what's the difference between def holds in 3 and 4? Like executions and recovery frames.

The difference isn't in the execution or frames - they're both the same. The primary difference is the higher damage and the frequency in which you could perform a hold in DOA4.
 
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