Hands on with DOA6 (TGS Build) At Abu Dhabi Games Con

Macca Beam

Well-Known Member
good footages. didn't quite like the gushing over kasumi since it's just 5's flawed model with even angrier brows. still boggles my mind how next gen ayane turned out so well but her sister (who supposedly has the same face) wasn't anywhere close
i think by 8th game she'd be on another run from all city peacekeepers due to carrying a murderous frown around all the time

also was jann always able to slap people into space like 9:28 or is it something with this game's physics?
 

EMPEROR_COW

Well-Known Member
Premium Donor
. didn't quite like the gushing over kasumi since it's just 5's flawed model with even angrier brows.

I gushed out and i dont even like kasumi. And no, it isnt just the eyebrows. Skeletal structure has been slightly altered with a shit ton of new shaders. Also, the hair actually looks more like hair now. Seeing her on screen was the first thing i saw and it honestly blew my mind.

But all the characters got a facelift. Especially leifang. Shes pretty n looks human now n doesn't look like a half alien xenomorph lol
 

Macca Beam

Well-Known Member
if only that skeletal structure was MASSIVELY altered, then it could have been an improvement
realistic hair does not and should not look like of opaque patches of paper/blades of grass layered on top of each other. dry hair also shouldn't be that glossy. pretty sure they're just trying to imitate unreal 4 hair at this point.
bright haired characters like christie, marie and ayane curiously didn't have this problem, but all the dark haired characters do, including kasumi. at least it's got the orange tint back!

a xenomorph is black, has no eyes, a long face and a wide mouth so i'm having trouble leifang as that. they did screw her up in 5 though, and the winky face STILL looks uncanny as hell in 6, but as far as alien/xenomorph characteristics go i'd say the last two apply to both her and kasumi rofl
 

Macca Beam

Well-Known Member
well yeah it's technically better than 5. not a high bar, mind

just don't use the "X looks like [real object]" argument when it's clearly false
 

Berzerk!

Well-Known Member
Thanks for the impressions @EMPEROR_COW!
I have had the good fortune to play the same build, but not as much time with it or time to break out a response, so this is great.

I still have a few more concerns about where they can take the game mechanically, but would agree as an update to DOA5, all the mechanics that are IN the game, except for ground game, are improved.
Break Blow and meter game is now quite interesting. General stun/launch game and balance with poke/throw is more interesting.
Sidestep is better, an effective way to keep striking players honest.

There are still concerns about the mechanics that aren't in or not fully formed, which would take this game to a greater height and give it depth and longevity as a competitive title.

Ground game is one. I disagree that its not a big deal and there's enough pressure. DOA still has the counter hold system and improved sidestep, along with Break Hold now, so there are defensive options still - they are just very SWING styled options. Wakeup kicks are also still REALLY strong and let people start offence rather than return to neutral. More on neutral game later.

Damage balance of Strikes Throws and Holds. This needs looking at. Throws do so much damage on some characters and the toolsets are not well balanced. As a guide to this thinking, throw damage should come down 10% across the board. Strike specialists like Kasumi should have 15% weaker throw damage, Grapplers like Bayman only 5%. Holds should be reduces as well in damage. They're way out of proportion now with Break Hold doing so little and returning to neutral.

Throw escapes. This is the key thing DOA is missing. Neutral game is a poke-punish fest and this would really deepen the last set of defensive options. To be clear, this is a call to expand throw escapes to Directional throws. The proposal is to do this like Virtua Fighter, where the last direction of a command throw is the direction you push and hold throw to escape it. This should also be bufferable (hold in the escape while blocking or during recovery of moves). To ensure the triangle system is protected, throws which punish holds would still be inescapable.
Why is this important?
1. It forces variety of offensive approaches. It means you can shut down specific throws if you need to (Don't want to be thrown into a wall or ceiling? Hold that direction and throw command while blocking).
2. It opens up the opportunity to make grapplers better. Knowing throws are escapable not only introduces variety, but validates having stronger throws.
Commensurately, some added situations where small strike punishes are guaranteed would be welcome additions.
Essentially, it gives us that final smart piece of decision making while blocking or at neutral. Finally, throw escapes are HYPE. It will be awesome to watch in tournaments and will attract players from other games who have come to expect this feature.

Start of Round neutral: No advancing-Sidestep only. This is a smaller but still important concept. In DOA, some characters strike faster than others. The ability to move up CLOSE to an opponent at the start of the round grants a start of round advantage to those characters, hurting character variety. So lets stop characters advancing closer than the default positions (just outside jab range) before the shout of "Fight!"
This isn't to say NO movement. Environment is important, so sidestepping in a circle around the opponent should be retained, just not inward to close distance.

Remove 3 way hold option. This will split the user base in online lobbies, making matches harder to find and frustrating the players.
Teaches bad habits that have to be corrected before tournament play, hurting the pathway to esports acceptance. 4 Way is easy enough, and teaching TWO systems is much more confusing for new players.
Side note, has anyone who tried the game at shows bothered to turn on 3-way hold?

The rest of the game system wise is there, and just needs attention on character movesets for variety and retaining playstyle uniqueness, while ensuring characters have strong moves which grant viable options in a range of situations.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Remove 3 way hold option. This will split the user base in online lobbies, making matches harder to find and frustrating the players.
Teaches bad habits that have to be corrected before tournament play, hurting the pathway to esports acceptance. 4 Way is easy enough, and teaching TWO systems is much more confusing for new players.
Side note, has anyone who tried the game at shows bothered to turn on 3-way hold?

I totally agree with this.
its a core mechanic and having 2 of them will be very divisive ... i hated this mentality with sidesteps in DOA5 as well.

as long as 4 way is the ranked mode and tournament standard, then Its all good

if they wanna keep 3 way for strictly offline .. that can be fine too but, you're right ..

I'm still hoping that somehow player pools will get unified with cross play and maybe we get more matches
that way
 
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Macca Beam

Well-Known Member
you can't ever hope to attract serious fighting game players by adding more training wheels to your game. 3 way hold needs to go by 6 ultimate at the latest
 

EMPEROR_COW

Well-Known Member
Premium Donor
@EMPEROR_COW what do you have for us buddy!?
Hey!
I managed to record some clean matches with leifang vs. Jannlee (played by messy) .. also some kasumi vs ayane of other players but they were still playing it like doa5 :/

Move-wise i honestly didnt have enough time to experiment...

Leifang got a new animation to 3P2K ... the 2K looks like her kick from 214P2K ..

Also, she got a 1PKK .. which knocks down n causes a mini bounce but doesnt look like it can be followed up with anything but don't quote me on it yet.. and it seems like the last K is guaranteed since its after a lift stun (1PK is a lift stun)

In other news .. its is confirmed that lisa has a bigger booty.. lol

Honestly they had a 10 minute play format which realy sucked so i didnt have as much time to experiment cuz it was like an hour wait.

Plus i was cosplaying so theres that too lol.

Ill upload the footage when i get back!

Also, i still think ayane is OP now.. her style is perfect for DOA6. The universal height grants her massive damage all the time.
 

just_me

Well-Known Member
Standard Donor
Honestly they had a 10 minute play format which realy sucked so i didnt have as much time to experiment cuz it was like an hour wait.

Well if they had longer play sessions they wait would be even longer XD
But wow… a whole hour… looked like they actually had quite a few stations from AirGears stream. Do you have a rough idea of how many people were at the event? Seemed pretty packed actually XD
 

Project Bokuho

Lady Helena's Pet
Premium Donor
Hey!
I managed to record some clean matches with leifang vs. Jannlee (played by messy) .. also some kasumi vs ayane of other players but they were still playing it like doa5 :/

Move-wise i honestly didnt have enough time to experiment...

Leifang got a new animation to 3P2K ... the 2K looks like her kick from 214P2K ..

Also, she got a 1PKK .. which knocks down n causes a mini bounce but doesnt look like it can be followed up with anything but don't quote me on it yet.. and it seems like the last K is guaranteed since its after a lift stun (1PK is a lift stun)

In other news .. its is confirmed that lisa has a bigger booty.. lol

Honestly they had a 10 minute play format which realy sucked so i didnt have as much time to experiment cuz it was like an hour wait.

Plus i was cosplaying so theres that too lol.

Ill upload the footage when i get back!

Also, i still think ayane is OP now.. her style is perfect for DOA6. The universal height grants her massive damage all the time.
How's Helena? :)
 
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