My personal list of gameplay changes

iHajinShinobi

Well-Known Member
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You silly scrubs are so silly.

^
 

Raansu

Well-Known Member
I know. its why I love DOA. I'm saying it should go to the extreme and let you counter out of everything, but make counters more complicated (6 point) to balance that.

Good luck finding anyone willing to play a game like that. No one wants to play a game that's 100% random. There's no skill involved in that.
 
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Neige

Member
Add me to the the DISAGREES WITH EVERYTHING THAT YOU SAID list.

Fighting games right now are too full of guarantees, it's boring to be caught in a combo and know that there's absolutely nothing you can do about it. You might say "learn to defense" but that's not the point. The point is to keep the opposing player involved at all parts of the match. Otherwise, a combo is just as good as a throw with very long execution.

NO to unholdable stuns. Keep your opponent active and be rewarded for taking greater risks.
NO to safer characters. I won't speak for Helena users (seems there isn't a single satisfied Helena user) but DOA hasn't shown me to be as static as VF5FS and I certainly don't want a contest of attack-block-now you attack-block.
NO to shorter stun thresholds. Shame on you if you're always going for the CB anyhow. When you put your opponent into critical stun, you're already robbing him of all his options except Hold escape. You're on offense, your opponent is practically defenseless and you're complaining that you can't get a CB too. Grow up.
NO to guaranteed shit off parries. A parry, to re-use a point, is not a guaranteed throw in the shape of an inescapable combo. It opens your character to use it's slower, more dangerous offense which you wouldn't normally use. Try playing as Bass for a while: we get nothing off our ground throws except the opportunity to use our heavy offense.

Longer recovery off holds isn't an issue. If you misread a combo, you'll get punished anyhow. They've been nerfed already, don't make the game slower than it already is.

I'm a Bass player and I'm glad he lost many of his knock downs to guaranteed pick-ups. 33P to 6KP to 2T was so powerful that there wasn't a point to doing throws anymore! DOA5 Bass is the grapplingest Bass ever, and it's a rather unique character concept amongst fighting games. Throws not just as damage, but as an initiator of offense. Which can lead to more throws if the opponent panics. Kitchen Push is totally unique as a low-risk damage guaranteed combo starter that leads to a ground pick-up (again, safer than okizeme from a thrown opponent).
 

TRI Mike

Well-Known Member
I can't believe there's people who still think like this Degalon guy. Damn... I better spam TN with that list pronto.
 

Madian

Active Member
I can't believe there's people who still think like this Degalon guy. Damn... I better spam TN with that list pronto.

Or switch to other fighting games. Considering Shimbori said he won't change the way characters are played I think my suggestion is more valid.
 

TRI Mike

Well-Known Member
I wonder if other solid fighters like AE or VF5FS had this kind of players recommending such absurd things. Holds in a juggle...
 

Dr Sexual

Member
How about a system where the deeper stun the longer your hold recovery gets.

For example

The recovery on the first hold attempt is what it is now, the second attempt at a hold would be a bigger recovery frame and a third failed attempt would be so long that the attacker can basically get a free hi counter grab or a free CB strike, which in effect would basically be the attackers endgame goal of the stun/hold meta game.

So basically having a good mixup game allows you to get progressively more and more advantaged vs the opponent that keeps hold spamming.

I think a mechanic like this would keep DOA, DOA while at the same time creating a logical escalation towards the end goal of having guaranteed damage with the CB.
 

Roroko

Member
^I thought you could only hold once in a combo string unless you reset it i.e., cut the current combo short to bait a hold and start a new combo?

So if they guess wrong the first time and your combo continues they can't attempt any more holds?
 
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