IGN's 12 Days of DOA5

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Arnell Long

Active Member
Yea Bingsoo, he knew you like/liked Kasumi so that's why he mentioned her in that last paragraph about her being in most form of DOA5 media so he's trying to give other characters a bit more light through the Articles.

She is indeed played 85% of the time, I'm a Kasumi fan myself, but this is even overwhelming to myself. Seeing those numbers is dampening my interest in her.

Depending how Lisa turns out, I may have a new main.
 

Allan Paris

Well-Known Member
It's listed as 256 pages on Amazon... the guide isn't done yet, but I would be pretty surprised if I can get it in that low. The character chapter alone will probably be close to that number (if not exceeding it).

You putting in mad work. I respect that. I'll be getting the guide.
 

TRI Mike

Well-Known Member
I'm actually thinking about buying two because I know one is gonna be with me at all times and people will be using it everywhere so it could get damaged. I'd like another to be in my shelves untouched.
 

bingsoo

Well-Known Member
Yea Bingsoo, he knew you like/liked Kasumi so that's why he mentioned her in that last paragraph about her being in most form of DOA5 media so he's trying to give other characters a bit more light through the Articles.

She is indeed played 85% of the time, I'm a Kasumi fan myself, but this is even overwhelming to myself. Seeing those numbers is dampening my interest in her.

Depending how Lisa turns out, I may have a new main.

I'm not sure I will main her, but I was just interested in her play style. I think I will learn Rig first, and maybe Kasumi as a secondary. :D

I remember hearing one of the E3 commentators saying Kasumi was a rush down character. I didn't play any of the previous DoA's so I didn't know if she had any stances or unholdable stuns or whatnot. I didn't really know too much of what I was seeing on stream to be honest. But that's what that guide is for, right? :) Hopefully some of the top players will write guides on the chars after the game comes out.
 

Raansu

Well-Known Member
I hate reading the changes to CB in these articles -_-. We seriously need to emphasize during the IPL events and at GVN that CB's NEED to be 2-3 hits max. I mean it sounds like DoA5 is going to be less stun heavy than DoA4 but overall I really do not want to play the stun game again. I know I haven't played it yet but in my mind 4 hits+ to reach CB is a bad thing and I just don't want to play the guessing game that long to get max height...

If they are not going to return the stun system to DoA3 where you need max 2 hits to reach max height then they need to make the CB a useful tool. If I need 4-5 hits to reach a CB I'm literally only going to use it for a flashy PB. Outside of that I'd rather go for the sit down and get a guaranteed low launcher for some quick damage.
 

TRI Mike

Well-Known Member
Yeah that's definitely an issue that needs to go back to how it was on the E3. From what I understand it's still possible to get decent damage from a launcher off sit-down stuns in 2-3 hits but that means the CB are gonna be really useless for competitive players.

TN needs to listen to us.
 

Doug Nguyen

Well-Known Member
Agreed. 4 hits is to many. Especially since people can just counter and block and duck. Theres so many ways to get out of those stun combos. I almost rarely ever pull off a great combo in DOA4 online.
 

TRI Mike

Well-Known Member
We still could play by doing single-hit launches after each sit-down stun for a small but guaranteed juggle but that'd be pretty lame if there's a way to land more damage to opponents who should be punished for fucking up.
 

Arnell Long

Active Member
Great writeup as usual Dr.Dogg.

And Raansu, I agree tenfold! Hopefully the message is passed across to Team Ninja in time so they can fix that before launch.

That's true Mike, but the game was straying further away from DOA4 which was a good thing, now it seems its slightly going back to a heavier guessing game like DOA4 was. Granted DOA5 will undoubtedly be a much better game, I just hope we can get our 2-3 stuns to CB back in full force before it hits store shelves.

Jann Lee is today, can't wait...!
 

Omegan Eckhart

Well-Known Member
Having no offensive pressure with the use of her new stance unless they are stunned? That doesn't sound like DOA5, that sounds like DOA4.

So unless you hit confirm the stance is utterly useless? Give her at least one option that beats side step from that stance at least.

Also why was her 2F+KK cheap? Annoying online but other than that it wasn't tough to deal with. Kasumi is built on annoying crap and yet every single thing that makes people hate Kasumi players online, including the infamous 6P2K is still intact. God knows why the went after Kokoro on that one.

Sorry to sound really negative but she is looking like DOA4 Kokoro with a lousy stance, compensated for with the ability to CB one hit faster than most characters. Just give her the ability to pressure blocking opponents with her stance just like Leifang, Rig and Sarah can and she will be a decent character.
 

EMPEROR_COW

Well-Known Member
Premium Donor
guys.. try it before you judge it...with all the guaranteed scenarios for damage (including guaranteed launchers and the 3 launch heights) having burst in the equasion is only a plus right now. As I mentioned before, the characters seem to be designed this time around to use different tools per character and not one universal playstyle method for all. With this in mind, burst may or may not be for the whole cast. infact I think you're all over-worrying as this does not include "HI COUNTER" scenarios which happen quite often.

The game plays really well now and the attacker does feel rewarded.

the only gripe is hold recovery .. that should go back to alpha status.. Otherwise, I think the system as it is now is pretty solid. (Also, too late for any changes .. its going gold real soon)


Having no offensive pressure with the use of her new stance unless they are stunned? That doesn't sound like DOA5, that sounds like DOA4.

So unless you hit confirm the stance is utterly useless? Give her at least one option that beats side step from that stance at least.

Also why was her 2F+KK cheap? Annoying online but other than that it wasn't tough to deal with. Kasumi is built on annoying crap and yet every single thing that makes people hate Kasumi players online, including the infamous 6P2K is still intact. God know why the went after Kokoro on that one.

Sorry to sound really negative but she is looking like DOA4 Kokoro with a lousy stance, compensated for with the ability to CB one hit faster than most characters. Just give her the ability to pressure blocking opponents with her stance just like Leifang, Rig and Sarah can and she will be a decent character.

Trust me, Kokoro is GOOD in this ... REALLY good infact, her high/low/mid mixup is one of the best in the game if you ask me. As DrDogg mentioned she also has great sit down stuns.

Yo Dogg, can you check if she still has her feint stun from 66P+K ? or was it removed in your build?
if its still there thats another beastly tool.

Also you guys are worrying too much about her strikes being linear... this is NOT VF.. once the opponent is in stun, you can throw the concept of sidestepping out the window. sidestepping is only viable in the neutral game basicly and during that time you would be an idiot to do some of these moves anyway and you would be more concerned about scoring a starter stun or counter hit.

She also still has an unescapable combo throw
And has a throw which puts the opponent at back turned state like akira ..

I would also like to mention that her launch height is fricken mad ... allowing crazy juggle potential.

When you're in stun, her new stance cancel is the biggest mind fuck. because you can not only throw out any of the heights as Dogg mentioned, you can even decide to do nothing after it to bait out a hold and throw... you have all the time in the world for this (in stun). and because of the way the animation of the stance cancel is ... trust me that shit is SO BAITABLE!

Also, her throw combos from strings now have been simplified and they include all 3 height attack options from the stance ... you can go PP throw P (high) , PP throw P+K (mid) , or PP throw 2P (low) ... same goes for all mid string combo throws with the same throw animation ...

I would also like to mention that her wall juggle potential is quite beastly as she can follow it up even if shes slightly far from the wall ...

infact, I think she's too much sometimes... but shes awesome.. and all the characters have been buffed in different ways so it all meshes well together for the most part.

forget about DOA4 .. its long gone ..
 

Berzerk!

Well-Known Member
I hate reading the changes to CB in these articles -_-. We seriously need to emphasize during the IPL events and at GVN that CB's NEED to be 2-3 hits max. I mean it sounds like DoA5 is going to be less stun heavy than DoA4 but overall I really do not want to play the stun game again. I know I haven't played it yet but in my mind 4 hits+ to reach CB is a bad thing and I just don't want to play the guessing game that long to get max height...

If they are not going to return the stun system to DoA3 where you need max 2 hits to reach max height then they need to make the CB a useful tool. If I need 4-5 hits to reach a CB I'm literally only going to use it for a flashy PB. Outside of that I'd rather go for the sit down and get a guaranteed low launcher for some quick damage.

Agree and from a previous thread -
We need to get the message across and as such I suggest everyone let the key people know via a twitter campaign, myself and Sorwah have sent this message. Please tweet it and retweet others who tweet it.

@TeamNinjaStudio @kalchi #DOA5 will be rock solid w/ low Frame Disadvantage on guard + high Critical Stun Damage for reliable Critical Burst

eg
https://twitter.com/BerzerkDC/status/233371284954832896

https://twitter.com/FreeStepDodge/status/233376102670815232
 

Arnell Long

Active Member
That's where you're wrong Cow, Team Ninja can make changes before launch if they wanted to.

No one is "OVER" worrying, just concerned on why we don't have the better version of DOA5 which was 2-3 stuns max for CB instead of 4-5 stuns minimum for CB.

I'll quote myself again > "Granted DOA5 will undoubtedly be a much better game, I just hope we can get our 2-3 stuns to CB back in full force before it hits store shelves." <

Characters like Brad Wong, Lisa, Hayate, Zack, Bass, and a very few others will need 2-3 stuns max for their CB to be viable because Hayabusa, Christie, Bayman, Kasumi, Sarah, Rig, etc will more than likely have an edge judging from my assumption.

Dr. Dogg has the most hands on experience with the game so I would like his opinion on whether he'd like 2-3 stuns into CB or 4-5 stuns into CB??

Regardless of how DOA5 turns out, I'm going to be excited for it as I was before it made those subtle changes.
 

EMPEROR_COW

Well-Known Member
Premium Donor
That's where you're wrong Cow, Team Ninja can make changes before launch if they wanted to.

No one is "OVER" worrying, just concerned on why we don't have the better version of DOA5 which was 2-3 stuns max for CB instead of 4-5 stuns minimum for CB.

I'll quote myself again > "Granted DOA5 will undoubtedly be a much better game, I just hope we can get our 2-3 stuns to CB back in full force before it hits store shelves." <

Characters like Brad Wong, Lisa, Hayate, Zack, Bass, and a very few others will need 2-3 stuns max for their CB to be viable because Hayabusa, Christie, Bayman, Kasumi, Sarah, Rig, etc will more than likely have an edge judging from my assumption.

Dr. Dogg has the most hands on experience with the game so I would like his opinion on whether he'd like 2-3 stuns into CB or 4-5 stuns into CB??

Regardless of how DOA5 turns out, I'm going to be excited for it as I was before it made those subtle changes.

again you're all over worrying. you'll see it soon enough at IPL and lets let the game speak for itself before you jump into any assumptions ..


having burst too short in the combo makes it repetitive... if it were high counter then yes you get it in 3 hits .. but thats because you earned the damn right to do so.

and I mentioned before ... theres a ton of other ways for guaranteed damage, burst is simply Icing on the cake when you get it. and i will repeat this again, THIS VARIES FROM CHARACTER TO THE NEXT.

Gamescom is gonna reveal alot of stuff (probably today or tomorrow .. forgot when it starts), from my understanding it might be either the same build dogg has or an even newer build. you'll all see it for yourselves.

also at the IGN event i'll have a good hands on with the build and can even send the messages you guys want directly to team ninja as they will be there at the event. (from what I know Hayashi is confirmed ... shinbori might not make it )
 

BierKlauMeister

Active Member
I like how my main is shaping up, heres hoping her ability to link the sit down stuns doesnt get changed, and that her CB stays the way it is... i havent played the build of course, but going off from what dr.dogg said, i like what Kokoro can do.

2F+KK wasnt cheap, it only worked online... offline vs a decent player it would always get either countered on reaction or blocked and then punished. Thats the problem you get when TN listens to complaints of scrub ass online players who think theyre the shit -_-. Even worse were the complaints about 6(hold)PP... 2nd punch unholdable... yeah right -_-
 

Pupi18

Well-Known Member
Super pumped now! Kokoro Yays! (Contemplating learning Christie and waiting for info on Mila and if she fails to impress then its a war between Hitomi, Jann Lee and Ayane.)
 

Darrell

Well-Known Member
Couldn't they fix this by simply adding a few half spin attacks from Heichu? Doesn't really require an entire month.
 

Berzerk!

Well-Known Member
again you're all over worrying. you'll see it soon enough at IPL and lets let the game speak for itself before you jump into any assumptions ..


having burst too short in the combo makes it repetitive... if it were high counter then yes you get it in 3 hits .. but thats because you earned the damn right to do so.
)

Its important you understand noone is advocating repetitive play, and shortening the number of hits until a CB works is smarter, encourages more dynamic, exciting and solid play - and a more interesting and diverse series of options.

Why? Well, first of all, if the CB can't be used until 4-5 hits it will rarely be used at all. And whether its after 3 hits or 4, the proposition is still the same - the defender knows the attacker can CB, and has the option to counter it. So there is still a dynamic mindgame of "do I launch, do I CB, or do I watch for the counter and throw punish?"

You can also extend/reset the stun. By not making CB a viable option earlier in the stun, you're delaying the ability to have these options open and losing a bit of dynamism the game could have.

Not to mention, without effective CB, you don't get to see Powerblows connecting much at all either.

Like you said, there needs to be a reward for the successful attack. The articles clearly imply that a lot of characters cannot get this in less than 5 attacks - high counter or not.
 

Omegan Eckhart

Well-Known Member
2F+KK wasnt cheap, it only worked online... offline vs a decent player it would always get either countered on reaction or blocked and then punished. Thats the problem you get when TN listens to complaints of scrub ass online players who think theyre the shit -_-. Even worse were the complaints about 6(hold)PP... 2nd punch unholdable... yeah right -_-

This isn't TN listening to online scrubs, if so Kasumi's 6P2K would have been removed already.
 
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