or just take the damn things out ...
I still think its stupid ..
Are you talking about holds outta stun?![]()
Yeah thats why im thinking. They always do this in trailers.Or they wanted to show off the tag system.
uh, you keep getting hit by the combo? not to mention a shit ton of attacks stun in doa, so if you keep getting hit, you'll get launched, and then juggled.Are there even any disadvantages to not spam counter while being hit in a combo?
Are there even any disadvantages to not spam counter while being hit in a combo?
No i mean does spamming counter extend the stun threshold or do you take more damage if you counter too much.uh, you keep getting hit by the combo? not to mention a shit ton of attacks stun in doa, so if you keep getting hit, you'll get launched, and then juggled.
Anytime you counter wrong you take more damage in the form of counter hits and high counter hits. It doesn't extend any stuns, in fact one of the larger problems with DOA is that you can counter out of any stun. Its a system that constantly gives you chances to be rewarded despite messing up, a system that caters very much to casual and weak players.No i mean does spamming counter extend the stun threshold or do you take more damage if you counter too much.
Oh ok thanks. I was trying to look up some terminology for it but couldnt find any. But yeah i agree. Counter spamming is so annoying. Makes fights seem like a block and counter fest. No real combos going on.Anytime you counter wrong you take more damage in the form of counter hits and high counter hits. It doesn't extend any stuns, in fact one of the larger problems with DOA is that you can counter out of any stun. Its a system that constantly gives you chances to be rewarded despite messing up, a system that caters very much to casual and weak players.
I watched the trailer again to see if I noticed anything new, Jann gets some sick height out of his relaunchers which is cool. I don't know what you mean by he can do moves from his stance...
This is what it says in the termanology page. It says nothign about getting hurt more when countering though.
Counter Blow (CH): Counter Blow(cb) - counter Blow means that a character was hit while doing a strike. Damage is increased by 25%
High Counter Hit/Blow(HCH/B):: This is a term describing when a character is hit out of a throw attempt or while backdashing. Damage is increased by 50%
Oh ok thats good. THey should punish people who counter to much. Hope DOA5 fixes that too.They occur when you counter also. Watch any vid ever, you'll see it happen. DOA4 let you throw out counters quicker than any DOA and you could counter out of any stun, which was a problem and one of the reasons there were absolutely no guarantees in the game. 5 might have changed that, I'm praying it did. Not to mention counters leave you open for grabs though. According to the "triangle system," the counters weakness is being grabbed.
Remember that one of those characters is also recharging health before the power blow connects.
DOA2 had tag throws implemented as 12 frame throws that required anotation for the default.
DOA3 changed them to occur if you were doing the character's standard throw.
Personally, I prefer the 12 frame throw speeds for tag throws over the 4/5 frame throws that also remove a throw (or more) from the character. In DOA4 this became really abusable as everything was unsafe and a 5 frame throw was unbreakable AND granted at least 80 damage. It should also be noted that team tag throws will do 10 more damage than a non-team tag throw.
I think the team power blow would flow better if the first character tagged out before the darker slow down.
Anyone else see that Rig can juggle into an air throw?
And that launch height from Jann Lee!
Bass' 3K doesn't sit-down stun anymore![]()