My DOA5 rollercoaster and apprehensions about DOA5

Chaos

Well-Known Member
I get the impression that when TN went into development with DOA5, they did so with a vision of a bold, new direction for the game, which was centred around competitive play, but as the development process has progressed, they've started losing that confidence and are reverting back towards the familiarity of past iterations. I'm sure DOA5 will still be by far the best of the series and give everyone plenty to be positive about...it just seems like TN have lost their nerve a little bit now that they've hit the final stretch.
You took the words right out of my mouth, at first TN was serious taking DOA series to the right direction, but later near the release date they start to freak out and all of sudden they're taking out the perfect tools for DOA. Like I said its like their trolling
With us, not a good sign at all. :mad:
 

Riizch

Member
Perhaps they were worried about alienating the casuals and newcomers by making it too technical..? For example, the hold system has always been one of DOA's signature mechanics...perhaps the thought that by making holds 5 frames instead of 30, or whatever it is, they were effectively removing that mechanic from the game for the less abled players. It's just a guess, but they did say that they wanted the game to be accessible at all levels.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
Riizch said:
I get the impression that when TN went into development with DOA5, they did so with a vision of a bold, new direction for the game, which was centred around competitive play, but as the development process has progressed, they've started losing that confidence and are reverting back towards the familiarity of past iterations. I'm sure DOA5 will still be by far the best of the series and give everyone plenty to be positive about...it just seems like TN have lost their nerve a little bit now that they've hit the final stretch.

Past iterations as in Doa1-3 were all solid, and were far more technical than Doa4. Doa3 being the best selling of the series and the most praised. Doing anything other than trying to match or surpass Doa3 makes no sense.
 

Chaos

Well-Known Member
Past iterations as in Doa1-3 were all solid, and were far more technical than Doa4. Doa3 being the best selling of the series and the most praised. Doing anything other than trying to match or surpass Doa3 makes no sense.
YES!!! Doa2 is very soild, but DOA3 is what got me interesed in the series & took seriously. Theres something amazing about Doa3 that Doa2 & Doa4 couldn't match when you compared them. Doa3 will ALWAYS be my favorite in the series and I really want
DOA5 to take that spot from Doa3 and be the best in the series if not, the GREATEST! :)
P.S. DOA3 shits all over DOA2 & DOA4 lol
 

chocogerman777

Well-Known Member
YES!!! Doa2 is very soild, but DOA3 is what got me interesed in the series & took seriously. Theres something amazing about Doa3 that Doa2 & Doa4 couldn't match when you compared them. Doa3 will ALWAYS be my favorite in the series and I really want
DOA5 to take that spot from Doa3 and be the best in the series if not, the GREATEST! :)
P.S. DOA3 shits all over DOA2 & DOA4 lol

**** DOA!
Tekken all the way!
**** DOA!
Tekken all the way!
**** DOA!
Tekken all the way!
..

..
I'm kidding.
 

Keylay

Well-Known Member
I wonder if Tag Team mode will take more advantage from sit down stuns. Some characters can't followup after a sit down stun because they are still recovering from the attack. But if you switch to your partner, it should be almost instant so I'm guessing they be able to get a guaranteed launch or attack.
 

MeanMrMustard

Active Member
I don't think you understand our complaints with DOA4. It had nothing to do with forced wake ups or bounce combos, it was the lack of any guaranteed damage outside of juggles, which turned every situation into a guess where the defending player (who made a mistake to get put into stun) was given chance after chance to get out and do damage to the attacker (who did something right by stunning his opponent) with a very powerful counter hold. And all this is coming from one of the better players in DOA4 so you can't say I just don't "understand" the game or anything like that because I believe I understand DOA4 better than 95% of the players who played it.

This thread isn't about why DOA4 was disliked, and who is or isn't good at DOA. If you want to discuss this more make a different thread about it instead of cluttering up this one.
 
They are showing the new builds not so you can go there and be oh-so-pro and win these tournaments. It's mostly to show the community what changes they've made to the game that affect system balance and character balance. This is all so that the game can end up solid when it's finally released.

You clamour on about your experience with DOA4's competitive aspect, yet you've only spoken about everything apart from the competitive side of things concerning DOA5. What specific aspects about DOA5 do you not like that concern system mechanics?
 

miyodarius

Active Member
I Have a question, if anybody in this thread knows. So far, The only different types of characters I've read about are Strikers and Grapplers. Is there more variety? As far as example goes; for street fighter titles. You got your rushdown, zoning, gapplers, etc. I'm thinking Lei Fang would be consider a fundamental character with her advance holds.
 

DR2K

Well-Known Member
I Have a question, if anybody in this thread knows. So far, The only different types of characters I've read about are Strikers and Grapplers. Is there more variety? As far as example goes; for street fighter titles. You got your rushdown, zoning, gapplers, etc. I'm thinking Lei Fang would be consider a fundamental character with her advance holds.

It's more akin to saying a character with or without a fireball, because it does go deeper than that. Same with DOA. There's different types of strikers. Chsitie and Kasumi which excel at interupting vs Ayane and Helena which excel at evading/movement to gain their advantage.
 

MeanMrMustard

Active Member
I think that's something we would be better able to break down at least a few months after the game is out. I do like the idea though. Sort of a guide to help people pick characters that are better suited for their style.
 
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