TakedaZX
Well-Known Member
This doesn't seem to be a subject that often gets talked about by itself. I made a previous topic awhile ago about DOA5U and bounds but not I just want to talk about the juggles as a whole.
It's obvious that for some characters juggling has become more difficult in DOA5, taking away some of the better launchers, refloats, and certain properties being introduced but not spread around. I want to talk about these aspects because no matter what way you look at it, the launchers and their juggles are your offensive guaranteed damage at all times. The stun game is what it is... but it will always lead to some sort of launcher which again, leads to your guaranteed juggle and damage
So lets take it one by one.
1. Stun to Launch System of DOAD
2. Hitboxes and Properties
3. Bounds, Ground Bounces + Aerial Bounds
4. Juggle Count Gravity Drop System
1. Stun to Launch System of DOAD
So I was thinking that often the stun to launch rewards aren't enough. Look at a character like, Kokoro for example. She's gifted with good safety and pressure. She's often going to counter blow or hi-counter blow her opponents but chances are she's not going to get the raw launch in those situations. DOAD had a system which basically worked as, if you land a hit on counter blow or hi-counter blow, and follow up with a launcher, you get the same height you would've if you simply did a counter blow launch or hi-counter blow launch. The reward for going through the stun game is better damage scaling on each single hit in the stun game and critical bursting into a more powerful launcher (Rig - TLC H+K, JL - 33[P], Kasumi - 236P, Ryu - 236P+K/Ongyoin P+K.
Is anyone against this system?
2. Hitboxes and Properties
It seems like a lot of hitboxes have been nerfed in this game as well as juggle properties. I remember a time when Hayate could 4P, BT 2P, 3K, 4K6K into 8P, PPP, 7K despite the fact that the opponent was damn near grazing the ground. I also remember a time when Helena could get a refloat off of some strings that went to her 2H+K, or when Kokoro could utilize her 6PP as an early refloat in the combo.
Maybe I'm wrong but by losing these properties were losing damage, and with that I can understand DOA5 Helena's damage being inferior to Hayate's or Ryu's. They aren't loaded with blender options off of every launch (though Ryu does havea better chance at it), but with the loss of forced techs wouldn't improving the juggle properties again for better and longer juggles (also more damaging) help out this guaranteed damage factor that everyone is so insistent about?
3. Bounds and Aerial Ground Bounces + Aerial Bounds
Personally I don't care for the new bounds. They're basically just launchers that give a strange situation. Frankly, I think that the bound state should give a special property to launchers allowing them to get relaunches from the bounded state so for example if Ryu goes for a 236P post CB, then follows up with 6KP (Aerial Bound), 3P+K... then 3P+K will cause a flipping relaunch allowing him to follow up with his BT P+KPP (no charge). Doing 6KP later in the juggle wouldn't mean he could still follow up with 3P+K, BT P+KPP because the farther into the combo the relaunch off the bound would push the opponent farther away/give less of a relaunch.
As for the regular bounds, they'd only work like launchers... so... I mean I don't care about them as long as the launcher properties change.
Anyone like this idea? It gives more versatility to the bounds...
4. Juggle Count Gravity Drop System
Maybe it was the issue of the hit boxes being decreased or whatever... but some juggles were lost over the transition. Anyway extending it by 1 or 2 hits before the gravity increases... who knows...
It's obvious that for some characters juggling has become more difficult in DOA5, taking away some of the better launchers, refloats, and certain properties being introduced but not spread around. I want to talk about these aspects because no matter what way you look at it, the launchers and their juggles are your offensive guaranteed damage at all times. The stun game is what it is... but it will always lead to some sort of launcher which again, leads to your guaranteed juggle and damage
So lets take it one by one.
1. Stun to Launch System of DOAD
2. Hitboxes and Properties
3. Bounds, Ground Bounces + Aerial Bounds
4. Juggle Count Gravity Drop System
1. Stun to Launch System of DOAD
So I was thinking that often the stun to launch rewards aren't enough. Look at a character like, Kokoro for example. She's gifted with good safety and pressure. She's often going to counter blow or hi-counter blow her opponents but chances are she's not going to get the raw launch in those situations. DOAD had a system which basically worked as, if you land a hit on counter blow or hi-counter blow, and follow up with a launcher, you get the same height you would've if you simply did a counter blow launch or hi-counter blow launch. The reward for going through the stun game is better damage scaling on each single hit in the stun game and critical bursting into a more powerful launcher (Rig - TLC H+K, JL - 33[P], Kasumi - 236P, Ryu - 236P+K/Ongyoin P+K.
Is anyone against this system?
2. Hitboxes and Properties
It seems like a lot of hitboxes have been nerfed in this game as well as juggle properties. I remember a time when Hayate could 4P, BT 2P, 3K, 4K6K into 8P, PPP, 7K despite the fact that the opponent was damn near grazing the ground. I also remember a time when Helena could get a refloat off of some strings that went to her 2H+K, or when Kokoro could utilize her 6PP as an early refloat in the combo.
Maybe I'm wrong but by losing these properties were losing damage, and with that I can understand DOA5 Helena's damage being inferior to Hayate's or Ryu's. They aren't loaded with blender options off of every launch (though Ryu does havea better chance at it), but with the loss of forced techs wouldn't improving the juggle properties again for better and longer juggles (also more damaging) help out this guaranteed damage factor that everyone is so insistent about?
3. Bounds and Aerial Ground Bounces + Aerial Bounds
Personally I don't care for the new bounds. They're basically just launchers that give a strange situation. Frankly, I think that the bound state should give a special property to launchers allowing them to get relaunches from the bounded state so for example if Ryu goes for a 236P post CB, then follows up with 6KP (Aerial Bound), 3P+K... then 3P+K will cause a flipping relaunch allowing him to follow up with his BT P+KPP (no charge). Doing 6KP later in the juggle wouldn't mean he could still follow up with 3P+K, BT P+KPP because the farther into the combo the relaunch off the bound would push the opponent farther away/give less of a relaunch.
As for the regular bounds, they'd only work like launchers... so... I mean I don't care about them as long as the launcher properties change.
Anyone like this idea? It gives more versatility to the bounds...
4. Juggle Count Gravity Drop System
Maybe it was the issue of the hit boxes being decreased or whatever... but some juggles were lost over the transition. Anyway extending it by 1 or 2 hits before the gravity increases... who knows...
Last edited: