Fundamentally, rewarding players for failure is a bad idea. The fact that you can do more damage after you've made a bunch of mistakes is silly.It was ?
Fundamentally, rewarding players for failure is a bad idea. The fact that you can do more damage after you've made a bunch of mistakes is silly.It was ?
Alpha wasn't lacking iirc, and the only reason they gave charged PBs GB properties is because they're easy to hold on reaction since they're seeable, and I'm not sure if the PB provides any real adcantage.It was ?
For me it was more of a Take it or leave it kinda thing... I didn't see anything wrong with it other than it was possible to completely miss out on using it because you didn't notice you lost 50% of your Health... its a tiny issue... easily correctable.
Its one saving grace is it is visually... uhm.... visually robust. You got screen shake, particle effects, exaggerated animations... the whole nine yards. Still though... even the though TN already explained what inspired this mechanic... I'm still confused by its inclusion. Hmmmm....
Really ? I didn't know you felt this way about PB's...
I loved it this way because it gave characters lacking in Guard Breaks, like Marie Rose or Alpha that avenue of approach should they struggle in a fight.
As Comeback mechanics go... it was pretty good.
Thats the way the Break Blow should probably work in DOA6 too.Without CBs there's no real reason to havw them since there's no way to guarantee them unless by opponent error
Fundamentally, rewarding players for failure is a bad idea. The fact that you can do more damage after you've made a bunch of mistakes is silly.
They're invincible against highs and mids though, so obviously the best way to use it is by treating it like a hold. A lot of characters have mid and high focused strings and these break blows come out pretty fast, so i'm not sure the whole roster is going to have the opportunity to either free cancel to guard if they start a string against a break blow, or be in a string that has a low in it ASAP. Like i dont think think Ein's low kick in his P,P,2K,P would come out before the break blow connects, so if you're in a string like that where pretty much the 2nd hit cant branch to low, you'll have to be extremely mindful to free cancel to get back to neutral.Can't break blows be blocked tho? And if they can't you just avoid them or go for a low, and they cost meter too so that's already wasted meter if it misses
Fatal Rush being unholdable save for Break Holds is downright broken. It essentially turns the game into who can get more meter first to save their arse. Shimbori said it always starts as a high attack, and it seems to be relatively unsafe, but it's spammabiliy due to its activation not being tied to the meter itself has to change. I think Fatal Rush combos should also only be used if the meter is full.
That doesn't sound bad imo, it's like rage arts or armor attacls in T7 where they can be used when an opponent is being aggressive. It'll definitely make players play more carefully against an opponent with meterThey're invincible against highs and mids though, so obviously the best way to use it is by treating it like a hold. A lot of characters have mid and high focused strings and these break blows come out pretty fast, so i'm not sure the whole roster is going to have the opportunity to either free cancel to guard if they start a string against a break blow, or be in a string that has a low in it ASAP. Like i dont think think Ein's low kick in his P,P,2K,P would come out before the break blow connects, so if you're in a string like that where pretty much the 2nd hit cant branch to low, you'll have to be extremely mindful to free cancel to get back to neutral.
That doesn't sound bad imo, it's like rage arts or armor attacls in T7 where they can be used when an opponent is being aggressive. It'll definitely make players play more carefully against an opponent with meter
Gonna be blunt but T7 is less fun than T6, and just cause something is in Tekken doesn't mean it needs to be in DOA too. DOA needs more unique identity and it lost a bunch with DOA5. People dont just want to play Y game's characters with X game's mechanics.
They're not the same mechanics tho. And you DPed again...Gonna be blunt but T7 is less fun than T6, and just cause something is in Tekken doesn't mean it needs to be in DOA too. DOA needs more unique identity and it lost a bunch with DOA5. People dont just want to play Y game's characters with X game's mechanics.
I don't have to admit to things that are wrong.Well yeah... but you gotta admit... the way they went about it was pretty good.
"It's not as bad as other things that are worse" is hardly a compelling argument.To actually capitilise on the Power Blow you need a whopping, Easily Reactable 40 Frames of advantage to get one RAW, it was so risky its a miracle anyone gets caught by it. And in situations where its Guaranteed the damage difference between that and Whatever max damage combo your character could do... was about 20 to 30 Points.... ofcourse Power Blows have a 10 Meter Knockback range so even in a worst case scenario an extra 10 Points of Damage was likely. Also if successful its like the opponent will also gain the Ability to use a Power Blow if their own... so it all balances itself Out.
In contrast... SF IV's Ultras were Invincible 6 Frame Attacks... their only saving grace was the Freeze Frame gave you a second to think about how you could avoid getting murdered by one... usually by countering with an Ultra Of your Own.
I don't have to admit to things that are wrong.
LoL... well yeah if you say I like that then its terrible."It's not as bad as other things that are worse" is hardly a compelling argument.
Well, if you're in the middle of editing things while I'm editing them at the exact same time, weirdness can occur. The reminder was issued because this marked the 3rd or 4th time that I personally have seen you double-post and have merged your double-posts, let alone any such action taken by any of the other mods. There was no reasonable basis on which to expect you to correct it yourself.What am i getting shit for double posting for? I corrected the problem myself immediately. Lmao. You just merged the second post i deleted into the post that i had already copied what i meant to be an edit from the double, even though I'd deleted it. Reason: dupe
I have double posted only one time without realizing it was an issue with this forums etiquette, and the second time was just now but I caught it myself and deleted it. I dont know what this 3 or 4 times is. Calm down, lay off the horn, this site is weird to use on mobile and its hard to tell if i'm in an edit window or a post window.Well, if you're in the middle of editing things while I'm editing them at the exact same time, weirdness can occur. The reminder was issued because this marked the 3rd or 4th time that I personally have seen you double-post and have merged your double-posts, let alone any such action taken by any of the other mods. There was no reasonable basis on which to expect you to correct it yourself.
So props for trying, I guess.
The thing is...holds are the solution to aggressive opponents. That's the purpose of the triangle system and Dead or Alive's core game play.That doesn't sound bad imo, it's like rage arts or armor attacls in T7 where they can be used when an opponent is being aggressive. It'll definitely make players play more carefully against an opponent with meter
1I have double posted only one time without realizing it was an issue with this forums etiquette, and the second time was just now but I caught it myself and deleted it. I dont know what this 3 or 4 times is.
That's what defense is all about- guessing/anticipation, reaction, and timing.Yeah but you need a good read for them. Same with other games with reversals and parries, they require a good read or guess