I know there's alot of people who want certain characters back and it made me wonder how they would play in DOA6's new atmosphere with the various game changes like removal of stagger escape, no CBs, Fatal stun system etc. So I wanted to make a sort of gameplay general thread where we could sort of voice reasonable changes we want for the following character if/when they come to DOA6. This thread is one where you can discuss and chime in on some changes/nerfs you would want:
(hopefully Ms. Green Kasumi doesn't return xD)
Here's my ideas for a few Naotora balance changes:
-Make 6P faster at like 12i or 13i.
-Make 6K,6KK, 6KKK, and 6KKKK -5 to -3 on block.
-Make 4K4K -6 on block and optional to BT instead of forced.
-Make 4KK, 6PKK, KKKK6K, PPK, and 6KK4K all +1 to +6 on block since they're 29i.
- Make BT 4P launch on NH or safer at -6 to -7 on block.
-Make 9K and KK6K safer at -7 to -6(String has no delay for follow up and is already somewhat slow).
-Make 9K and KK6K +0 to -6 on block. It has no delay for the ender and it's another mid kick and doesn't track so it should be a safer free cancel.
-Make 8KK or 6P4K and their variants her main BOUND attack. OR make K6K have another follow up that slams into the ground for a bound like K6KP.
-Make her 236KK her close hitter.
-Make 4P -6 to -7 on block. and keep the faint stun property
-Make 3P have a follow up, like maybe the final high kick from KKK4K and KKKKKKKK. Also you could give it crouching properties to make it a good way to deal with faster jab framed characters
-Give her the low to low and low to mid from PP2KK and PP2K2K as her 1KK and 1K2K.
-Make IFC K safe at -4 to -5. It's so telegraphed and so slow that it's pointless to make unsafe. Plus it's a high, if anything make it +0 or +1.
-Make IFC a transition from 3P, 6P, 6K, 6KKK, 6KKKKK, and 6H+K. Also make her 9P a transition from these moves as well.
-Make 8P safe at -1 to -3 on block. since its 15i. H
-Make the following strings: P6P(P into 3P), PP6P(PP into 6P), P3K(P into 3K).
-Make P+K her crumple stun.
-Make 4H+K safe at -4 to -5 on block.
-Make 6KKK8K her fatal SDS.
-Give her the ender from 6KK4K as her 7K.
-Make the ender from PP2KK and 6KKKKKKK a standalone move as 236H+K or while running H+K.
-Her FR has the ability to cancel into IFC after the 3rd hit.
-Her BB is her final hit with all the special effects from her power blow.
-Make her old PB 4P+K be retained with it being -6 to -7 on block but +2 to +4 when fully charged.
-Make 4K4K and it's variants cause a wall stun, including 4P.
-Change 6H+K's stun into the new one added(it's in attacks like Kasumi's 6PK in stun. Make it only knock down on HC.
-Make her 66T throw a possible follow up from her 9P. jump stance but reduce the damage.
(hopefully Ms. Green Kasumi doesn't return xD)
Here's my ideas for a few Naotora balance changes:
- Make 2P +1 on hit.-Make 6P faster at like 12i or 13i.
-Make 6K,6KK, 6KKK, and 6KKKK -5 to -3 on block.
-Make 4K4K -6 on block and optional to BT instead of forced.
-Make 4KK, 6PKK, KKKK6K, PPK, and 6KK4K all +1 to +6 on block since they're 29i.
- Make BT 4P launch on NH or safer at -6 to -7 on block.
-Make 9K and KK6K safer at -7 to -6(String has no delay for follow up and is already somewhat slow).
-Make 9K and KK6K +0 to -6 on block. It has no delay for the ender and it's another mid kick and doesn't track so it should be a safer free cancel.
-Make 8KK or 6P4K and their variants her main BOUND attack. OR make K6K have another follow up that slams into the ground for a bound like K6KP.
-Make her 236KK her close hitter.
-Make 4P -6 to -7 on block. and keep the faint stun property
-Make 3P have a follow up, like maybe the final high kick from KKK4K and KKKKKKKK. Also you could give it crouching properties to make it a good way to deal with faster jab framed characters
-Give her the low to low and low to mid from PP2KK and PP2K2K as her 1KK and 1K2K.
-Make IFC K safe at -4 to -5. It's so telegraphed and so slow that it's pointless to make unsafe. Plus it's a high, if anything make it +0 or +1.
-Make IFC a transition from 3P, 6P, 6K, 6KKK, 6KKKKK, and 6H+K. Also make her 9P a transition from these moves as well.
-Make 8P safe at -1 to -3 on block. since its 15i. H
-Make the following strings: P6P(P into 3P), PP6P(PP into 6P), P3K(P into 3K).
-Make P+K her crumple stun.
-Make 4H+K safe at -4 to -5 on block.
-Make 6KKK8K her fatal SDS.
-Give her the ender from 6KK4K as her 7K.
-Make the ender from PP2KK and 6KKKKKKK a standalone move as 236H+K or while running H+K.
-Her FR has the ability to cancel into IFC after the 3rd hit.
-Her BB is her final hit with all the special effects from her power blow.
-Make her old PB 4P+K be retained with it being -6 to -7 on block but +2 to +4 when fully charged.
-Make 4K4K and it's variants cause a wall stun, including 4P.
-Change 6H+K's stun into the new one added(it's in attacks like Kasumi's 6PK in stun. Make it only knock down on HC.
-Make her 66T throw a possible follow up from her 9P. jump stance but reduce the damage.
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