Fighters now a day are trying to achieve such a status, while the Dead or Alive(DOA) series have been leading the pack from the very beginning. Many players from the fighting game community have confused this direct accessibility with the game being a scrub fest, in which a lower leveled player will be able to beat a more skilled player..eg. A beginner will be able to defeat an average player, an average player will be able to defeat a high level player. This is a total fallacy, and have been proven to be false.
As it stands, those players who have risen to the top(high level players) have stayed at the top, and were not beaten by those players who are of lesser skill to them. The same is true to those players who are one notch below them, who constantly defeat average players, and average players to beginners.
In the creation of Dead or Alive series as a whole, Itagaki took the best parts of Virtua Fighter(VF), while continuously making the game more accessible. He likened Virtua fighter to a traditional sushi bar, while Dead or alive was a sushi bar with beautiful women on roller skates. In other words, It has a similar foundation to that of Virtua fighter, but high octane. This translate to a game that is fast, furious, brutal, deep as well as being very accessible. This is something that fighters as a whole are trying to achieve.
VF as a series have been very brilliant in the way it engages players in both the defensive and offensive play styles it present. There is no surprise in DOA taking this into its own and putting a “twist” on it. This “twist” the fighting game community scoffed at, yet you can see VF (even Tekken and Soul Calibur to an extent) implementing many of these ideas. Vf3 adding catch throws, in VF4, the series added more reversal techniques for each character, throws having execution frames (8 frames, which is the same amount of frames as DOA's most damaging throws in both doa2 and doa3), More normal attack launchers, staggers playing a bigger part in game, tech-rolling mechanics. All in all, Vf4 plays a lot more like a Doa game (which is the total opposite of the original doa playing like Vf2). VF5 vanilla went even further and added offensive Evade to defensive evade, which is eerily similar to the concept of Doa's offensive/defensive Holds. Not only that, the Free step system in Doa3 was used both for Defensive and offensive purposes. It doesn't end with this, VF has also implemented a doa style wall bounce, wall slump stun, when hit while back dashing results in a stagger, throws are are now done doa style, with standing throws ending in either :4 or :6, and Low throws using the +:g (+ with Doa) format and ending with either :1 or :3. With the overall game being tweaked to be accessible.
Dead or Alive cannot be that bad, if the highest acclaimed fighter has been borrowing from it for the past 15 years. Please do not get me wrong, I am not bashing VF, or trying to make it look worthless...It's a brilliant fighter and the Doa series owe its creation to it. I just want you the Doa community to realize what a great game we have. Despite all the problems we may see in it, It may not be problems when other fighters are implementing what we have taken advantage of for years.
To be Cont.
As it stands, those players who have risen to the top(high level players) have stayed at the top, and were not beaten by those players who are of lesser skill to them. The same is true to those players who are one notch below them, who constantly defeat average players, and average players to beginners.
In the creation of Dead or Alive series as a whole, Itagaki took the best parts of Virtua Fighter(VF), while continuously making the game more accessible. He likened Virtua fighter to a traditional sushi bar, while Dead or alive was a sushi bar with beautiful women on roller skates. In other words, It has a similar foundation to that of Virtua fighter, but high octane. This translate to a game that is fast, furious, brutal, deep as well as being very accessible. This is something that fighters as a whole are trying to achieve.
VF as a series have been very brilliant in the way it engages players in both the defensive and offensive play styles it present. There is no surprise in DOA taking this into its own and putting a “twist” on it. This “twist” the fighting game community scoffed at, yet you can see VF (even Tekken and Soul Calibur to an extent) implementing many of these ideas. Vf3 adding catch throws, in VF4, the series added more reversal techniques for each character, throws having execution frames (8 frames, which is the same amount of frames as DOA's most damaging throws in both doa2 and doa3), More normal attack launchers, staggers playing a bigger part in game, tech-rolling mechanics. All in all, Vf4 plays a lot more like a Doa game (which is the total opposite of the original doa playing like Vf2). VF5 vanilla went even further and added offensive Evade to defensive evade, which is eerily similar to the concept of Doa's offensive/defensive Holds. Not only that, the Free step system in Doa3 was used both for Defensive and offensive purposes. It doesn't end with this, VF has also implemented a doa style wall bounce, wall slump stun, when hit while back dashing results in a stagger, throws are are now done doa style, with standing throws ending in either :4 or :6, and Low throws using the +:g (+ with Doa) format and ending with either :1 or :3. With the overall game being tweaked to be accessible.
Dead or Alive cannot be that bad, if the highest acclaimed fighter has been borrowing from it for the past 15 years. Please do not get me wrong, I am not bashing VF, or trying to make it look worthless...It's a brilliant fighter and the Doa series owe its creation to it. I just want you the Doa community to realize what a great game we have. Despite all the problems we may see in it, It may not be problems when other fighters are implementing what we have taken advantage of for years.
To be Cont.