-I see alot of people say DOA6 needs alot of major changes but, if you had the power to make some things happen and could give the game tuners a straight to the source feedback on what DOA6 could use to flesh it out more, what are some changes you would make? This thread is an honest one where you the poster can state and share what you want. With that in mind, here's some changes I'd want if they said they'd drop an update tomorrow:
°Implement throw breaks for throws 12i or less. Slower special throws/throws tied to a special stance can remain unbreakable since you can crouch them, and the only time a throw is guaranteed is on CH and hi counter hit. Reset throws can be broken too, but make the user still at a slight advantage of about maybe +3 to +5.
° If Break holds must stay, raise the cost to be the same as break blows. By making them cost the same, it'll make you really think on if you want to risk a cheesy hold to escape anything vs a break blow. With how fast we gain meter, it wouldn't hurt imo.
° Alter the ground game so that heavy attacks that teched up once in LR can do that again. The altered ground game imo is fine now but the opponent can still lie there and as soon as you try to go for a force tech, they can just tech up to avoid the 2nd one without any real issues.
° Add more use for the meter, maybe add a special string ender like Tekken 7 has that can only be used when you have a full meter.(Example: If Kasumi has a full meter, she can do 3PP(K) or PPPP(K), a special mid kick based off her new 66PK that causes a special fatal gut stun on NH and if blocked, will leave her at +6 on block. If done in a launch, it'll cause a refloat that allows for more combo potential.). This would let you have more use for your meter if you're not really one to break hold, but you don't feel the need to use a break blow in a particular situation.
°Expand the sidestep system, maybe add an alternative attack you can use if you want to keep the opponent standing as opposed to just knocking them back.
° Overhaul the tracking system and make more universal tracking moves, an old update for example unified most character's tracking 1Ps and made them on par with each other, but Mila for example has a tracking 2K but characters who have similar or same kick types don't, and there's alot of instances where attacks track but their in string variants don't which is a dumb oversight imo. 3Ks that are like Kasumi's 3K imo should track too for everyone that has that kick type.
°An online option to have a lobby that doesn't use meter would be interesting too, to see how no meter would function from a competitive stand point.
°Make story stages playable or selectable as alternate variants.
°Make a more unified DOA Central, like allow universal hairstyles for everyone and use the hair color system as a way to expand it like with the glasses and such.
° Moves from LR that were removed imo can honestly return, they just need to adjust them to make them different to fit the doa6 game system, Kasumi could have had her Power launcher for example turned into a new mid punch launcher, just remove the charge and make it more viable as a launcher. Her power blow coulf have also been used as a charge attack, and if done fully, it GBs and can lead into an attack sequence like Momijis air power blow she had changed in 6.
°Add at least 2 new characters and someone or 1-2 characters not brought over from LR so that way there's new stuff to lab and learn.
°At least 3-4 new stages, Eden beach was the only real new stage added during vanilla 6's life span and it made stage variety kind of boring.
°Bring back all DOA5LR intro and winposes, there's no reason why they only added one of each. If there's not going to be a tag mode, they could also afford to just use the character's tag intros and winposes for that single character in as well as new poses, Kasumi's poses for example when she's paired with Ayane or Hayate could easily be used if they just use her model poses.
°Add in all missing songs from DOA2U and DOA5LR onwards.
°All missing or dummied out content they didn't have for the final game like voice clips and the gallery viewer would be nice.
°The ability to choose the opponent to repeat an attack from their move list would be useful for practicing defense against specific moves or strings instead of having to always carefully record.
°For online rank, they could add an incentive to have a rematch in ranked, for example if a player wins and then tries to decline a rematch against an opponent with a wired good connection when the loser wants another shot, maybe a small amount of FPs of about 20-50 can be deducted from the winner, but if they accept the rematch there can be a bonus for winning again. Special bonuses can also be rewarded if you for example get a perfect, full set perfect, a great for making a comeback, or even something for not using meter or break blows or holds for a set. Things like that can encourage players to not give up and to rely more on core mechanics instead of the easy stuff.
°They should add another series of ranks, I think the jewel ones are kinda cheesy imo, maybe they can add more series like maybe gods/deities, or even DOA terms like maybe Nukenin, Epsilon, Iron Apprentice, etc.
° For ranked match searches, names can be hidden but I think ranks should still be visible so you won't wind up losing points for fighting someone who's way below you, or so you won't be set up for failure by being paired with someone who's far better than you.
°Bruises and costume tears shouldn't be limited to break blows, I think explosions, danger zones, very damaging attacks, and certain falls could trigger it, and it could be ramped up more imo.
°Just my opinion, but the loose hair models should be lengthened to match their tied up versions
°Implement throw breaks for throws 12i or less. Slower special throws/throws tied to a special stance can remain unbreakable since you can crouch them, and the only time a throw is guaranteed is on CH and hi counter hit. Reset throws can be broken too, but make the user still at a slight advantage of about maybe +3 to +5.
° If Break holds must stay, raise the cost to be the same as break blows. By making them cost the same, it'll make you really think on if you want to risk a cheesy hold to escape anything vs a break blow. With how fast we gain meter, it wouldn't hurt imo.
° Alter the ground game so that heavy attacks that teched up once in LR can do that again. The altered ground game imo is fine now but the opponent can still lie there and as soon as you try to go for a force tech, they can just tech up to avoid the 2nd one without any real issues.
° Add more use for the meter, maybe add a special string ender like Tekken 7 has that can only be used when you have a full meter.(Example: If Kasumi has a full meter, she can do 3PP(K) or PPPP(K), a special mid kick based off her new 66PK that causes a special fatal gut stun on NH and if blocked, will leave her at +6 on block. If done in a launch, it'll cause a refloat that allows for more combo potential.). This would let you have more use for your meter if you're not really one to break hold, but you don't feel the need to use a break blow in a particular situation.
°Expand the sidestep system, maybe add an alternative attack you can use if you want to keep the opponent standing as opposed to just knocking them back.
° Overhaul the tracking system and make more universal tracking moves, an old update for example unified most character's tracking 1Ps and made them on par with each other, but Mila for example has a tracking 2K but characters who have similar or same kick types don't, and there's alot of instances where attacks track but their in string variants don't which is a dumb oversight imo. 3Ks that are like Kasumi's 3K imo should track too for everyone that has that kick type.
°An online option to have a lobby that doesn't use meter would be interesting too, to see how no meter would function from a competitive stand point.
°Make story stages playable or selectable as alternate variants.
°Make a more unified DOA Central, like allow universal hairstyles for everyone and use the hair color system as a way to expand it like with the glasses and such.
° Moves from LR that were removed imo can honestly return, they just need to adjust them to make them different to fit the doa6 game system, Kasumi could have had her Power launcher for example turned into a new mid punch launcher, just remove the charge and make it more viable as a launcher. Her power blow coulf have also been used as a charge attack, and if done fully, it GBs and can lead into an attack sequence like Momijis air power blow she had changed in 6.
°Add at least 2 new characters and someone or 1-2 characters not brought over from LR so that way there's new stuff to lab and learn.
°At least 3-4 new stages, Eden beach was the only real new stage added during vanilla 6's life span and it made stage variety kind of boring.
°Bring back all DOA5LR intro and winposes, there's no reason why they only added one of each. If there's not going to be a tag mode, they could also afford to just use the character's tag intros and winposes for that single character in as well as new poses, Kasumi's poses for example when she's paired with Ayane or Hayate could easily be used if they just use her model poses.
°Add in all missing songs from DOA2U and DOA5LR onwards.
°All missing or dummied out content they didn't have for the final game like voice clips and the gallery viewer would be nice.
°The ability to choose the opponent to repeat an attack from their move list would be useful for practicing defense against specific moves or strings instead of having to always carefully record.
°For online rank, they could add an incentive to have a rematch in ranked, for example if a player wins and then tries to decline a rematch against an opponent with a wired good connection when the loser wants another shot, maybe a small amount of FPs of about 20-50 can be deducted from the winner, but if they accept the rematch there can be a bonus for winning again. Special bonuses can also be rewarded if you for example get a perfect, full set perfect, a great for making a comeback, or even something for not using meter or break blows or holds for a set. Things like that can encourage players to not give up and to rely more on core mechanics instead of the easy stuff.
°They should add another series of ranks, I think the jewel ones are kinda cheesy imo, maybe they can add more series like maybe gods/deities, or even DOA terms like maybe Nukenin, Epsilon, Iron Apprentice, etc.
° For ranked match searches, names can be hidden but I think ranks should still be visible so you won't wind up losing points for fighting someone who's way below you, or so you won't be set up for failure by being paired with someone who's far better than you.
°Bruises and costume tears shouldn't be limited to break blows, I think explosions, danger zones, very damaging attacks, and certain falls could trigger it, and it could be ramped up more imo.
°Just my opinion, but the loose hair models should be lengthened to match their tied up versions