WAZAAAAA
Well-Known Member
kgood to have some intellectually stimulating conversation every now and then.
ur mumCome On, Sweetness, you know every character needs some sort of Gimmick.
fuck taunts
kgood to have some intellectually stimulating conversation every now and then.
ur mumCome On, Sweetness, you know every character needs some sort of Gimmick.
DISAGREE: Gotta punish turtles and peeps that always try and run away, man. Most of the time it's a Back Dasher getting hit from a 236P Ein or some long extending move (that's usually unsafe as hell) and the opponent got them reads, so there already was some good give and take to begin with.1. Counter Hit while Back Dashing
Characters should not be punished with a Counter Hit while Back Dashing, as it discourages spacing.
SOLUTION: being hit while Back Dashing should cause Normal Hit or maybe even Block if the player is holding Back instead
MOSTLY DISAGREE: I follow this Philosophy. You have a different launch juggle for main weights to either maximize damage or to capitalize on some sort of advantage scenario. Usually it's just Light, Medium, and Heavy, give or take one in between based off Super Light or your character. The Exception is Alpha, which used to be considered your "Super Launch" combo, which was either given because of some extreme slope scenario OR the example with Kasumi getting mad launched in the air. I can capitalize on these as they come and have learned to do so fairly accurately (maybe it's just easy for my character/her launch move heights fall into place well). That being said, I think this is all fine and dandy, and it separates good players from great players.2. Unreliable Launcher heights
There are way too many confusing types of possible launcher heights which makes juggle combos somehow unpredictable:
DISAGREE-ISH: I think Fuzzy guarding added depth to the game and was another thing that separated good players from bad. I agree this change wouldn't be bad though.3. Stand Block to Crouch Block transition delay
UNSURE: This takes out a lot of the game. I'm not sure if it would be worth it or not. Entire strategies revolve around this mechanic and people search high and low in training mode to find out stuff like this for their character. The game would definitely be very different. I'm not sure if it would be better or not.4. Unholdables
AGREE.5. Back Turned to Front Turned transition
AGREE.6. Open/Closed stance differences
7. Taunt animations on hit
AGREE. I never considered that a taunt, just a cool recovery animation, yeah that makes perfect sense. None of those should affect him from getting damage or from punishing him unless they purposefully designed him to not get damage from the move, which would be weird anyways and probably not the case.
DISAGREE. I see nothing from with a move serving as visual deception. It's just a bad move on paper, but perhaps in high pressure situations, the move becomes better. What's wrong with that? That concept is actually tight. If a guard break always serves as something good, then the game becomes brain dead easy. I'd rather have people be forced to look at their moves/check the frame data/learn by trial and error instead of "LOL GUARD BREAK BETTER FOR ME."8. Negative Guard Breaks
AGREE*. This shit is mostly whack af, especially if it's in a completely random scenario like a counter hit. THAT BEING SAID, I think the "camera" should be another tool used by the player as there are some pretty nuance, THOUGH EFFECTIVE, scenarios in which someone can perform a sort of 3D cross up to their advantage utilizing the camera switch. If the player can control this element of the game to his advantage, that's a good thing because it's based off knowledge of the game and they should be rewarded. And of course, the opponent can always have this knowledge as well/react to it.9. Unpredictable camera switch on hold-resistant attacks
AGREE.10. Vague ping display
EFFING AGREE. Training mode should serve as the perfect and utter break down of what can happen in a real match against a real player. The more you deviate from this, the worse you're off. The only exception to this would be like "quality of life" training commands to aid the player to maybe repeat a scenario or something faster because in fighting games repetition is everything to train muscle memory. Any time a fighting game has a bad training mode I take it as the developer saying "I don't want you to get good at this game."11. Training dummy issues
AGREE.12. Frame buffer system not working during Danger Zones
MOSTLY AGREE. However, there are certainly some moves, without a doubt, that can be held on reaction (Hayabusa's 6kp to name one). In that scenario it's 100% on you to see that coming and perform the HC Hold, which can be done. Overall this is one of the most interesting changes. Sick read extra dmg counters OUT OF STUN would be sick.13. Hi Counter/Counter holds are just luck
UNSURE. During this time every fighting game was trying to develop their come back mechanic to try and appear more exciting. This was a retarded move for the most part/not going to go into why. Punishing the winning player though? This seems to be true, but for an instant, I'd like people to consider what David Sirlin said about Puzzle Fighter, a game in which, the closer you are at losing is.... closer you are at winning.... Most games don't have this.14. Comeback mechanics
DOA is also one of those games where you are simultaneously winning and losing at the same time. Completely opinionated, but I think DOA is already not GREAT to watch for the populous. Without it, I think it would be even more boring.Puzzle Fighter has a delicate balance where large attacks that almost kill are the most fun because they give the opponent enough ammunition to fire back a large attack of their own.
AGREE. I thought the higher damaging move would win sometimes? How would you actually solve the 2 people throwing at the exact the same with the exact same throw mirror match scenario though? I think grapplers should take precedent LMAO. Mirror matches? I have no idea.15. Randomness in some trade situations
MOSTLY AGREE. They definitely need to rework this. At least give the proper way to do it/something that works consistently.16. Remove the Stagger Escape mashing mechanic
I believe Kwiggle has some setups relating to such a thing. I know Rock and Leifang users do as well on wake-up.If the player can control this element of the game to his advantage, that's a good thing because it's based off knowledge of the game and they should be rewarded. And of course, the opponent can always have this knowledge as well/react to it.
The one that does the most damage wins.How would you actually solve the 2 people throwing at the exact the same with the exact same throw mirror match scenario though?
I have no issue with having different weight classes, I was complaining about using 1 launcher on 1 character and getting at least 6 different launcher heights depending on weird stuff like being backturned crouched etc. all scenarios were listedMOSTLY DISAGREE: I follow this Philosophy. You have a different launch juggle for main weights to either maximize damage or to capitalize on some sort of advantage scenario. Usually it's just Light, Medium, and Heavy, give or take one in between based off Super Light or your character. The Exception is Alpha, which used to be considered your "Super Launch" combo, which was either given because of some extreme slope scenario OR the example with Kasumi getting mad launched in the air. I can capitalize on these as they come and have learned to do so fairly accurately (maybe it's just easy for my character/her launch move heights fall into place well). That being said, I think this is all fine and dandy, and it separates good players from great players.
If the launch is purely random based off the same scenario, they should fix that.
I don't see the similarity with DOAPuzzle Fighter
DOA has easily the best 3D animations in fighting games whatchu talkin about famI agree and disagree with with different points here and there, but there are two things that can be done to ultimately flash out the game:
1. Recreate a brand new fighting and animation engine and repurpose the characters with new changes in mind.
2. Liscence the Virtua Fighter fighting engine from VF.
I agree and disagree with with different points here and there, but there are two things that can be done to ultimately flash out the game:
1. Recreate a brand new fighting and animation engine and repurpose the characters with new changes in mind.
2. Liscence the Virtua Fighter fighting engine from VF.
I don't see itThe game is too rewarding for spacers/turtlers already.
Gap closers are generally either unsafe, extremely slow, or easily freestep dodgeable. And if you're good at footsies, you won't get hit while trying to back dash. Not to mention a back dash is easily cancelled as well. I'd rather they fix the korean back dash rather than counter hit on back dash.I don't see it
I see your point but shit dude the dragon kick keeps having these weird edge cases in every DOA... getting rid of the forced taunt would've been a lazy straightforward way to solve it I guessI kinda disagree with reasoning on point 7. In fighting games in general, some moves have dramatic animations if they hit, which is added purely due aesthetical reasons. These "on hit taunts" are no exceptions. They have frame advantage numbers they have because they are designed and/or coded that way. If a move is supposed to, say, reset a neutral, they will, whether it is by means of short KD or long KD with long "taunt" attached to an attacker on hit.
If the move doesn't have a purpose as a result, it's a matter of its design, and "Hey, give this move +30 more" may or may not be an answer. By the way, it could still be "+30 more" even while retaining the taunt animation, if devs wanted that. Or if they cared enough to not leave an oversight with punishable on hit moves be, that works too.
Admit it, you just hate taunts in general
I also wanted to comment on the last bullet (which I agree with) and execution in general, but that's a huge can of worm I'd be opening that way. Suggestions to go and play Fantasy Strike coming my way would be involved too, so I'll probably refrain from this
Evasive holds: Added slow motion effect on success.
teamninja-studio.com/doa6/us/images/update/doa6_update_v115_en.pdf
受け流しホールド:成功時、スロー演出が発生するように変更
gamecity.ne.jp/doa6/images/update/doa6_update_v115_jp.pdf
first showcased in the Training Wear DLC trailer at 0:33
youtu.be/awyle8B-aNg?t=33
- In DOA5LR, waking up from a hard knockdown at the first possible frame required frame perfect timing by the player because of no buffering in that situation, and even with perfect timing it would still be slower than what the dummy could achieve by 1 frame. Now in DOA6 the earliest wake up timing is bufferable, and is also consistent with the earliest wake up timing the dummy can achieve!Fixed and issue where COM fighters sometimes could still use wake-up attacks while in a wall crush stun.
Fixed the issue that caused COM-controlled Phase 4 to use moves unavailable to players.
Fixed the issues that allowed COM Leifang and La Mariposa use moves that were normally unavailable to these character.
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壁激突やられ中のCOMが、起き上がり攻撃を出してくることがある問題を修正。
COMのフェーズ4が、プレイヤーには出すことができない技を使用する不具合を修正
レイファン、ラ・マリポーサ:プレイヤーには出すことができない技をCOMが使用する不具合を修正