My personal list of gameplay changes

Chaos

Well-Known Member
How about this, fix the damn buffer system so that way my attacks won't come out as :2::6::P: when Im trying to excute :2::3::6::P:
and the command inputs needs to response faster/better & increase the speed for crouching so we can dodge incoming throws quicker.
Hopefully TN would see this one day. :)
 

Brute

Well-Known Member
Standard Donor
The only way Helena players win is by making great reads and constantly keeping their opponent stunned. I read a few of your posts, you have said that Busa needs some improvements. Well Helena is Busa minus his guard crushes, his ranged tools and damage output. He is the same speed as her and he can crush just as well as she can.
Really? I must be missing something. If you've discovered methods for Ryu to play a force tech game equal to that of Helena, or how he can extend combos without passing the threshold as well as she can, please give me tips! Keep in mind his stance does not crush highs, either (and doesn't have the added "duck" potential of Helena's, though one could argue the cancel/parry compensates for that well).

Just remember that Busa and Helena are about the same speed. Without safe transition into his ninpo (don't know the new name) and his guard crushes how would you build momentum? Cause that is exactly where Helena is right now.
"Ongyoin" same as in DOA4. =)
 

Omegan Eckhart

Well-Known Member
Really? I must be missing something. If you've discovered methods for Ryu to play a force tech game equal to that of Helena, or how he can extend combos without passing the threshold as well as she can, please give me tips! Keep in mind his stance does not crush highs, either (and doesn't have the added "duck" potential of Helena's, though one could argue the cancel/parry compensates for that well).


"Ongyoin" same as in DOA4. =)
Helena doesn't really have a force tech game, if you don't tech she can force you up but from what I have seen every character has this ability. Her BKO duck is overrated in this game, when they added additional recovery to it they made it much harder to use. The amount of time I have ducked Jann Lee's 6P only to get hit by the second mid punch whilst recovering is unreal.

Understand that I'm not saying they are the exact same character, I'm just making comparisons to explain how these problems impact her game play. Busa may have been slowed down to Helena's speed but he did get some new tools to compensate. The only things that made Helena as good as she was in 4 was her force tech game and her P+K crush. The crush got nerfed as it should have been and the force tech game got removed. They compensated for this by lowering her damage output and removing all but one of her safe strings. I'm really not exaggerating here that is what happened. The ONLY buff she got was making her 3in1's safer, but they clearly didn't realise that making her -4 in stance didn't make her safe from attacks. DOA5 Helena is just a shell of her former self and nothing more.

Oniquidgonion... got it!

Thinking about it I should should probably read the OP blog thingy, what was it? "The Nibblehim Poof".
 

DR2K

Well-Known Member
- Helena needs to be safer.
- Helena needs a better damage output.
- Helena needs a better mix-up game.
- Helena needs more unholdable stuns.
- If Helena had the possibility to sidestep from Bokuho, her evasive game would benefit a lot.
- Helena needs a neutral move to transition to Back-Stance.
- Finally, Helena needs to be able to low throw from Bokuho and Back-Stance.

So basically, you want her to be broken?

Well she's the unsafest character in the game
Lowest damage ouput in the game
Mid punch oriented for all her tools
lacks solid sitdown stuns
a tool she had in 3.1 that wasn't very great
being able to access her BT stance would make her broken, lol?
basically options that other stance based characters have, lulz

These aren't even requests to make her broken, it makes her average.
 

Brute

Well-Known Member
Standard Donor
Helena doesn't really have a force tech game, if you don't tech she can force you up but from what I have seen every character has this ability.
Some characters can do it much faster and safer (by having their force techs lead into other attacks that catch the opponent as they rise up). Helena can be exceptional at this. Ask Return of the Shadow for tips on Helena's force tech game. He does it brilliantly. To my knowledge, no one has provided a force tech game equal to what he's done with Ryu. The best he has are 2P, 2H+K, and kinda 9K, but all of those cut early compared to Helena's wizardry.

Busa may have been slowed down to Helena's speed but he did get some new tools to compensate.
Yeah, but then he got hit with numerous other nerfs as well. For example, trying to snag a high hold into an izuna was a good idea before because if the opponent did a high kick, you'd still counter it, but if it was a punch, you'd get the izuna. Now the advanced holds will only grab punches, meaning if they do a kick, you don't even get a normal counter. Additionally, 7P now forces Ongyoin (as does 4K, though I can't recall if it did in 4 also), making you a slave to it. Sure it can be canceled, but it's silly to do so as when your opponent sees you in it, they rush you. The canceling time is just long enough for them to reach you, avoiding it's parry ability while not giving you enough time to enter some non-ongyoin set-ups.
He does have some nice new stuff (Ongyoin throw is nice) but you get the idea.

The only things that made Helena as good as she was in 4 was her force tech game and her P+K crush. The crush got nerfed as it should have been and the force tech game got removed.
Her force tech game can be amazing still in 5.
She may be deserving of a buff here and there, but TRI's recommendations were that pretty much everything about her be buffed, which is unnecessary, imo.

Oniquidgonion... got it!
lol. Took me a while to remember it's name also. =P
 

TakedaZX

Well-Known Member
Also, anyone who thinks I want Helena to be OP didn't play DOA4 or never understood what she had in that game. Members like DrDogg, DR2K and me have been saying this since she was revealed. Helena is the ONLY CHARACTER in the game that actually lost tools compared to her DOA4 version and didn't get enough things to take advantage of the DOA5 system. Every other character is either a much better version of his/her DOA4 self...
Obviously you didn't play enough DOA4 to realize Hayate took a fall with her too. I'll stay my tongue on my opinion of her because simply, you're right, I never played her in 2U, 3, or 4, other than in the story to unlock something. Now what I can't let pass is that statement to say that she's the only one got taken down a few notches. Hayate for example is basically in the same boat if not worse off.

First off, lets get it out the way. His wind dash is just gimmicks. The high punch guard break(+7) and throw are the best you're going to get out of it. P+K and K aren't really better launchers, and they're both unsafe(P+K -11, K - 15). You can never throw those out raw unless you're fighting a noob, or scrub.

He's got no safe ways into his wind dash other than to critical burst and go for the launcher or to use it as a whiff punish. It's basically the same as Bokuho as far as crushing goes... except it has no duck option inside of it so it can't really crush mids.

His other mid range options are unsafe and easily punished, if not easily interruptable, with the exception of his new guard break that can come from multiple strings... which more often than so isn't really worth it. We'll get to that in a minute.

His close range options are even more work. The only safe pokes he holds are 236p or 6pk(-7 but with good push back), 9p(-3), 2p(-4), 3k(-3). He also has 214k, but I mean come on, you're wasting 32 frames for +2? It's completely seeable and holdable.

His other sources of advantage are his guard breaks, that essentially turn him into Kasumi/Christie for his next move. 66P+K is the raw move. Every version of this leaves him at +1. His jab is becomes i9, fastest mid becomes, i11, and his fastest low becomes i13. Sure you'll be the person to the next punch. But using those will set you right back at disadvantage, if they block. So what can you do? Pressure with more guard breaks til you open them up. Unfortunately this is a 50/50 game to play, and that's not including them holding your guard break on reaction. It can range from anywhere to i31, to i42. Once you see him wind up you'll already know a mid punch is coming.

His only reliable guard break is his wind dash one... which give +7. Nothing guaranteed, but your next attack more than not, will beat theirs.

His grab is only 58 damage from it, so you can try it, but you're next going to get that Hi Counter damage cause no one has the balls to hold.

His other guard break is 8pk. It's impractical to use it other than to make them freak out because you broke their guard. Someone who does their home work will know how to deal with it. Also there's a risk of the 8 buffering over making it 8p8k which is extremely unsafe. So chances are the person will take the chance of -5 for that guaranteed punish on 8p8k

Once people realize this they'll realize that they've really got nothing to worry about. Cause yea, his jab might beat yours by 1 frame. Well then just crush it with a high crushing mid, now Hayate is stunned instead of his plan to be the one getting the stun started.

inb4 3H+K OP. It's one string. Chances are you can block it all or hold the low kick. Plus the raw move is -15 and steppable, the sweep is -15, and the last hit is steppable. You can get punished just for using any part of it.

This isn't to say he's impossible to play. He's not terrible, but Helena ain't much worse than him. Once you space him out his mid range options seem like less of a threat, and once he gets in close, the player has to outsmart you the whole time to keep his offense up. I'm starting to come up with my own force tech game with him. Kinda sucks how much damage you gotta sacrifice.

Excuse my English if I made mistakes or typos anywhere. Apparently I don't type english well.
 

Omegan Eckhart

Well-Known Member
Yeah, but then he got hit with numerous other nerfs as well. For example, trying to snag a high hold into an izuna was a good idea before because if the opponent did a high kick, you'd still counter it, but if it was a punch, you'd get the izuna. Now the advanced holds will only grab punches, meaning if they do a kick, you don't even get a normal counter. Additionally, 7P now forces Ongyoin (as does 4K, though I can't recall if it did in 4 also), making you a slave to it. Sure it can be canceled, but it's silly to do so as when your opponent sees you in it, they rush you. The canceling time is just long enough for them to reach you, avoiding it's parry ability while not giving you enough time to enter some non-ongyoin set-ups.
He does have some nice new stuff (Ongyoin throw is nice) but you get the idea.

The up side is his Izuna stuff is that it's still there, it's just harder to use. There's sadly nothing new about Helena, she's just DOA4 with the same less effective tools.

Her force tech game can be amazing still in 5.
She may be deserving of a buff here and there, but TRI's recommendations were that pretty much everything about her be buffed, which is unnecessary, imo.
I'm probably the most conservative Helena player on the site. I regularly get into disagreement with players like TRI who make comments about how awful she is and how nothing about her is good and when I point out what tools she has to compete with I get accused of saying she is great and has no issues what so ever.

All I want is some safety, if Team Ninja wants me to focus on her 3in1's (seeing as they tried to make them safe and gave her so many of them) then I want them to to be good which as I demonstrated they are not right now. Everything I wrote is extensively lab tested so when I say you can stop her dead in her tracks after blocking a 3in1 I meant it.

I don't want a damage buff, or a ton of guard breaks, or a BT or BKO low grab (these are common requests from Helena players) I just don't want to be a negative on everything I do. At least put me a 0 on block so even though I don't have an advantage I can still do something if I make a good read. Give me that and I will be happy.
 

CrimsonCJ

Active Member
Some characters can do it much faster and safer (by having their force techs lead into other attacks that catch the opponent as they rise up). Helena can be exceptional at this. Ask Return of the Shadow for tips on Helena's force tech game. He does it brilliantly. To my knowledge, no one has provided a force tech game equal to what he's done with Ryu. The best he has are 2P, 2H+K, and kinda 9K, but all of those cut early compared to Helena's wizardry.

With all love to Shadow (we have played a lot), I suspect he doesn't know anything the rest of us do not about Helena's tech situation. There really is a good deal of reading going into making that "magical" force tech situation work; read wrong and you can put yourself in a world of hurt.
 

SilverKhaos

Active Member
There shouldn't be ANY unholdable situations. I'm tried of spoiled brats thinking they should get to land an entire combo without any resistance just because they land the first hit. That's not a reward. At that point its a supermove, not a sequence of hits. The point of a fighting game is to FIGHT FOR IT. There should be no free damage. (Barring critical bursts).

Although I DO believe that, should it ever become like that, it should also change to a 6 point hold to balance it out.

Aka, a skill player should be able to utilize a six point counter system to get out virtually any situation (Possibly barring cb). That way, it would be purely a matter of player skill vs player skill, not just "you only need to land two hits to win".

BUT, I know all the kiddies too spoiled by being able to do their combos without interruption would rage at the sudden need to work for their wins, so it would never happen.

Other than that, I like the game. I'm okay with the damage nerf of counters. Well in terms of the fact that it doesn't affect me, i still get most of my damage off them, all that it means is that the fights last longer, which I love. The downside being that people no longer fear them and just rush in.

As for changes I'd suggest...mostly just the aeshetics. Make the classic DOA menus an unlockable or something so I don't have to look at that ugly black and red grunge. Same with old DOA music and stages.

Oh, and air counters. They should add that in.

Also....make it so that when i'm on the ground, and someone taps me, I don't invert like the T2, that's just stupid.
 

Raansu

Well-Known Member
There shouldn't be ANY unholdable situations. I'm tried of spoiled brats thinking they should get to land an entire combo without any resistance just because they land the first hit. That's not a reward. At that point its a supermove, not a sequence of hits. The point of a fighting game is to FIGHT FOR IT. There should be no free damage. (Barring critical bursts).

Although I DO believe that, should it ever become like that, it should also change to a 6 point hold to balance it out.

Aka, a skill player should be able to utilize a six point counter system to get out virtually any situation (Possibly barring cb). That way, it would be purely a matter of player skill vs player skill, not just "you only need to land two hits to win".

BUT, I know all the kiddies too spoiled by being able to do their combos without interruption would rage at the sudden need to work for their wins, so it would never happen.

Other than that, I like the game. I'm okay with the damage nerf of counters. Well in terms of the fact that it doesn't affect me, i still get most of my damage off them, all that it means is that the fights last longer, which I love. The downside being that people no longer fear them and just rush in.

As for changes I'd suggest...mostly just the aeshetics. Make the classic DOA menus an unlockable or something so I don't have to look at that ugly black and red grunge. Same with old DOA music and stages.

Oh, and air counters. They should add that in.

Also....make it so that when i'm on the ground, and someone taps me, I don't invert like the T2, that's just stupid.
tumblr_m5c0ezr3pA1qf66kl.png


You silly scrubs are so silly.
 

Omegan Eckhart

Well-Known Member
There shouldn't be ANY unholdable situations. I'm tried of spoiled brats thinking they should get to land an entire combo without any resistance just because they land the first hit. That's not a reward. At that point its a supermove, not a sequence of hits. The point of a fighting game is to FIGHT FOR IT. There should be no free damage. (Barring critical bursts).

Although I DO believe that, should it ever become like that, it should also change to a 6 point hold to balance it out.

Aka, a skill player should be able to utilize a six point counter system to get out virtually any situation (Possibly barring cb). That way, it would be purely a matter of player skill vs player skill, not just "you only need to land two hits to win".

BUT, I know all the kiddies too spoiled by being able to do their combos without interruption would rage at the sudden need to work for their wins, so it would never happen.

Other than that, I like the game. I'm okay with the damage nerf of counters. Well in terms of the fact that it doesn't affect me, i still get most of my damage off them, all that it means is that the fights last longer, which I love. The downside being that people no longer fear them and just rush in.

As for changes I'd suggest...mostly just the aeshetics. Make the classic DOA menus an unlockable or something so I don't have to look at that ugly black and red grunge. Same with old DOA music and stages.

Oh, and air counters. They should add that in.

Also....make it so that when i'm on the ground, and someone taps me, I don't invert like the T2, that's just stupid.
Okay, get off your high horse and stop calling everyone spoiled brats just because they don't agree with you. Your behaviour has far more in common with a spoiled child than anything I have read from anyone else so far.

Now in regards to uncounterable set ups, sit down stuns only guarantee one attack so I don't see the big deal. You are in the minority when it comes to this, perhaps you and Stikku would get along well.

Air counters? Really? With that last bit I am done conversing about this, as that is the most retarded thing I have seen in a long time. Seriously Stikku would fucking love you go find him and live happily ever after. I'm off to detox my brain, reading that has made my head hurt.
 

SilverKhaos

Active Member
Okay, get off your high horse and stop calling everyone spoiled brats just because they don't agree with you. Your behaviour has far more in common with a spoiled child than anything I have read from anyone else so far.

Now in regards to uncounterable set ups, sit down stuns only guarantee one attack so I don't see the big deal. You are in the minority when it comes to this, perhaps you and Stikku would get along well.

Air counters? Really? With that last bit I am done conversing about this, as that is the most retarded thing I have seen in a long time. Seriously Stikku would fucking love you go find him and live happily ever after.

I note how you haven't said any particular argument against anything I've said. Please don't respond unless you have an actual argument.
 

Omegan Eckhart

Well-Known Member
I note how you haven't said any particular argument against anything I've said. Please don't respond unless you have an actual argument.
Wow your bitchy, okay princess listen up.

You want absolutely nothing to be guaranteed? Except CB's? Guess what no one else in the community wants that, not even close. This game is about gambling, you don't want to take a huge risk then go for an instant launch. But you get a small air combo in return. You take a risk of getting countered by landing a couple of stuns hits before launch, if successful you get a larger combo and more damage but the likely hood of being countered is much higher. This is how the game works.

But you want to add air counters? How the fuck would that work? So when you are doing a combo on someone who is in the air you have to stop and see if they counter? So every character would need air grabs? And would the person countering just levitate there or would they just suddenly find gravity and hit the floor? I'm picturing that and it looks fucking hilarious.

Sit down stuns are predictable and only guarantee one hit, just like a launcher guarantees a combo. But seeing as how you don't think air combo's should be guaranteed I can understand why you would be against them.

Is that enough for you, you prissy little ass wipe? I hope so because debating with you is like talking to a young earth creationist, hilarious to watch from the outside but frustrating and pointless if you are the one who has to do the actual debating.

Your an idiot, no one shares your opinion but this opinion is super special because it's yours.
 

SilverKhaos

Active Member
Wow your bitchy, okay princess listen up.

You want absolutely nothing to be guaranteed? Except CB's? Guess what no one else in the community wants that, not even close. This game is about gambling, you don't want to take a huge risk then go for an instant launch. But you get a small air combo in return. You take a risk of getting countered by landing a couple of stuns hits before launch, if successful you get a larger combo and more damage but the likely hood of being countered is much higher. This is how the game works.

But you want to add air counters? How the fuck would that work? So when you are doing a combo on someone who is in the air you have to stop and see if they counter? So every character would need air grabs? And would the person countering just levitate there or would they just suddenly find gravity and hit the floor? I'm picturing that and it looks fucking hilarious.

Sit down stuns are predictable and only guarantee one hit, just like a launcher guarantees a combo. But seeing as how you don't think air combo's should be guaranteed I can understand why you would be against them.

Is that enough for you, you prissy little ass wipe? I hope so because debating with you is like talking to a young earth creationist, hilarious to watch from the outside but frustrating and pointless if you are the one who has to do the actual debating.

lol. How is asking for a decent well thought out response "bitchy"? What a kid you are lol.

Air counters would function EXACTLY like anti air counters do. Just come slamming down on the opponents strike. Not that hard to picture.

That one guaranteed hit is what i'm against. Like you said, this game should be about gambling. Nothing should be guaranteed.

As for what everyone else wants? I don't care lol. This is about what I would change.

You gotta be like 14-15 with that kinda post, seriously lol. "Prissy little ass wipe?" That's the best ya got?
 

Raansu

Well-Known Member
Go play DoA4 then. That game is 100% random and you can hold all you want. You'll still lose cuz you're trash and don't know how to play a good neutral game, but that's a different story.
 

Omegan Eckhart

Well-Known Member
Go play DoA4 then. That game is 100% random and you can hold all you want. You'll still lose cuz you're trash and don't know how to play a good neutral game, but that's a different story.
But he doesn't want DOA4, it isn't random enough... He wants air counters LMAO!
 

XDest

Member
There shouldn't be ANY unholdable situations. I'm tried of spoiled brats thinking they should get to land an entire combo without any resistance just because they land the first hit. That's not a reward. At that point its a supermove, not a sequence of hits. The point of a fighting game is to FIGHT FOR IT. There should be no free damage. (Barring critical bursts).

Play any other fighter.

Pick any one. Please. DOA is the only fighter that allows you to counter out of hitstun.
 

iHajinShinobi

Well-Known Member
Standard Donor
There shouldn't be ANY unholdable situations. I'm tried of spoiled brats thinking they should get to land an entire combo without any resistance just because they land the first hit. That's not a reward. At that point its a supermove, not a sequence of hits. The point of a fighting game is to FIGHT FOR IT. There should be no free damage. (Barring critical bursts).

Then go back to playing that game that has no actual guarantee of anything. I believe it's called Dead or Alive 4.
 
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SilverKhaos

Active Member
Play any other fighter.

Pick any one. Please. DOA is the only fighter that allows you to counter out of hitstun.

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.
 
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