GamesTM: Dead Or Alive 5 “the next step” for fighting games, says Team Ninja

Raansu

Well-Known Member
If you guard a strike then you won't take any damage. Only if they break your throw.

I think they need at least 3 options instead of two though. I don't like the 50/50.

I'd rather they got rid of the entire thing and just let the event unfold. Being able to block it is already stupid, taking damage if you were blocked is even more retarded.
 

DR2K

Well-Known Member
What stage in DOA4 had the most environmental interaction? I'd probably say the dinosaur stage (Prehistoric Playground?). Guess what stage was banned at DOA4 tournaments...

Kyoto in Bloom and the Halo stage actually.
 

DR2K

Well-Known Member
I'd rather they got rid of the entire thing and just let the event unfold. Being able to block it is already stupid, taking damage if you were blocked is even more retarded.

Guess right do stupid damage, guess wrong on a throw lose 10 points. . . not that big of a deal.
 

x Sypher x

Active Member
It is a big deal if all you got is 10 pts of life left. The attacker shouldn't be punished for something like that when the odds are (should) clearly in his/her favor for knocking the opponent down.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
I'd rather they got rid of the entire thing and just let the event unfold. Being able to block it is already stupid, taking damage if you were blocked is even more retarded.

With power blows implemented, the opponent can knock you into a wall/danger zone/cliff hanger from anywhere in the stage. It's no longer about just making sure your back isn't to the wall anymore. It's due to this that i'm 'aight' with the cliffhanger mini-game.
 

Raansu

Well-Known Member
With power blows implemented, the opponent can knock you into a wall/danger zone/cliff hanger from anywhere in the stage. It's no longer about just making sure your back isn't to the wall anymore. It's due to this that i'm 'aight' with the cliffhanger mini-game.

Obviously they would need to change that feature with the power blows. Regardless, if they keep the feature at the very least remove the function that causes the attacker to take damage if blocked, that's dumb.
 

grap3fruitman

Well-Known Member
Standard Donor
Guess right do stupid damage, guess wrong on a throw lose 10 points. . . not that big of a deal.
See I'm not sure if I like it. I've already successfully outplayed my opponent and knocked them off the stage, why do they get to a chance to make a comeback here? Why am I being punished for doing well? It's the same ass-backwards thought process that's present in other elements of DOA. I like the suggestion of just letting the event unfold but I don't think the devs would do that at this point, as they've put too much effort into it.
 

Keylay

Well-Known Member
What could possibly be the 3rd option? I think it's fine at 2. Like how wake up kicks should remain at 2 levels instead of 3.

I'd want the 3rd option to be a power blow (H+P+K) and give you guaranteed damage but weaker than a strike and a throw. Just an animation that knocks the opponent down or maybe something cooler. That way, you'd always be able to get damage from a cliffhanger. Or you could try to do more damage and risk getting nothing with a strike. Or trying to get even more damage but risk taking damage yourself with a throw. Could be a fun mind game when both players are low on life.
 

DR2K

Well-Known Member
See I'm not sure if I like it. I've already successfully outplayed my opponent and knocked them off the stage, why do they get to a chance to make a comeback here? Why am I being punished for doing well? It's the same ass-backwards thought process that's present in other elements of DOA. I like the suggestion of just letting the event unfold but I don't think the devs would do that at this point, as they've put too much effort into it.

I think the whole point was to include interaction in a new way. 75% chance you'll kill off half a lifebar is nothing like in DOA4.

It is a big deal if all you got is 10 pts of life left. The attacker shouldn't be punished for something like that when the odds are (should) clearly in his/her favor for knocking the opponent down.

Don't throw, take the risk of losing the damage by being predictable or take the gamble to mix up and maximize damage. The attacker is the one in the drivers seat.
 

DriftSlave

Active Member
I think we are not looking at this cliffhanger thing the right way...maybe just maybe....we should ask for more defensive options....say Ryu counter Izuna's you if he guesses right~ that would make people love DOA! MORE GUESSING! nah but from this obvious troll....there isn't much wrong with it...in fact seeing more danger zone action...the better.

which is why i want to be able to combo into Power blows universally. it gives each character a chance to score big damage when they need to in that situation. I'n doing so wouldn't be easy...god no >_> i don't want generic launch to PowerBlow that would be stupid...Lets say it would only be comboable off a Critical Stun ok? sounds fair? I mean your going to eat alot of damage anyways...whats a Powerblow >_>' plus the danger zone damage, plus the combo after that....which of course should be scaled so we don't have more then say 50-60% damage off these. Plus It'll look badass~

Cliffhangers are cool to me, like stair throws, and wall throws. Hopefully they have other new things for you to do in battle to try out....as DOA is known for the stage killing you....Yes we love you Vegas~ those cars were ever so random.

@virtualPAI, sorry for the misunderstanding~
 

Rikuto

P-P-P-P-P-P-POWER!
Power blows should not ever be brought up into the topic of balance.

They are the most worthless garbage the game has to offer. The only way to land a powerblow is if your opponent himself whiffs a powerblow. In fact this was the only way me and cyberevil were ever able to hit each other with them, and we mostly did it because it was new and shiny and we wanted to see it happen.

Beyond that, you would have to be in full retard mode to get hit by one.

On the subject of the attacker losing life from a cliffhanger, thats stupid and needs to change.
 

DriftSlave

Active Member
well its only on throw...so i guess its a payoff for guessing the more damaging outcome? *shrugs* if you die from 10 damage then oh well...in SCV you can die via throw break....shit happens sometimes...
 

Rikuto

P-P-P-P-P-P-POWER!
well its only on throw...so i guess its a payoff for guessing the more damaging outcome? *shrugs* if you die from 10 damage then oh well...in SCV you can die via throw break....shit happens sometimes...

Throw breaks in SCV don't damage the person making the throw, though.
 

DriftSlave

Active Member
true, but its something as odd, and frankly is find weird they added....maybe its apart of their grand scheme in overall balance? heck if i know what hayashi is thinking these days....i thought he had a good head on his shoulders doing Sigma 1 and 2....now im not so sure anymore.
 

DrDogg

Well-Known Member
Kyoto in Bloom and the Halo stage actually.

How did you come to that conclusion? There were no danger zones in either of those stages... >_>

well its only on throw...so i guess its a payoff for guessing the more damaging outcome? *shrugs* if you die from 10 damage then oh well...in SCV you can die via throw break....shit happens sometimes...

You can duck a throw on reaction in SC5. I'm not a huge fan of the damage from a throw break, but if you didn't duck, it's your own fault.
 

DriftSlave

Active Member
I dont think every throw is duckable on reaction Asta is a good example...or Ivy for the matter, but you can break throws in SC...in DOA only normal throws can be broken...I mean that makes punishes with throws safer....to a extent...but i digress.
 
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