I don't think so. I mean videos of DOA2U, 3.1, and 4 don't change. I doubt it would for 5. Plus all the sounds match what's going on.
Ah, alright. Either way, the speed between characters is close now. Kasumi didn't look much faster than anyone else.The game plays at 60fps. Youtube renders at 30fps. It's skipping frames thus making it look faster.
Sarah was ripping Kasumi a new asshole. I don't think the VF [players have much to worry about. Then again, we'll find out when the near complete is available to test in Philly ,etc.. Even some of the DOA characters are getting a little influence from them.oh and btw, we VF players don't even like VF voices (outside of nostalgia), so Sarah's VF5:FS voice in DOA sounds just as weird to me, but whatever
SARAH'S IN DOA! *raises hands in the air* WOOHOOO
The problem is that the concept of holds out of stun is one that rewards you for making a mistake. No other fighting game does that except maybe Killer Instinct with it's Combo Breakers (and even then the reward wasn't as much). For any other game, getting out of a combo requires taking some sort of heavy condition (meter, etc.). Also, the reason why games like Tekken, Marvel, etc. are popular is because, players like being rewarded for winning the neutral game with offense, and in those games, you are rewarded with alot of offense.There are several game's that fully reward offense with more offense, but I'm glad that DOA does it with limits. Players are supposed to be afraid to attack. It indicates the crucial role of defense and adds tension. It may not be as exciting for viewers, but as my coach used to say: "Offense sells tickets; Defense wins championships."
The problem is that the concept of holds out of stun is one that rewards you for making a mistake. No other fighting game does that except maybe Killer Instinct with it's Combo Breakers (and even then the reward wasn't as much). For any other game, getting out of a combo requires taking some sort of heavy condition (meter, etc.). Also, the reason why games like Tekken, Marvel, etc. are popular is because, players like being rewarded for winning the neutral game with offense, and in those games, you are rewarded with alot of offense.
Now if if people insist on not revamping the system, then the only way to make this game survive is to NERF THE SHIZZ OUT OF THE HOLDS.
-Bring the damage down as low as possible.
-Scale any combos, throws, etc. out of hold very hard. Say 50% damage reduction or greater.
-No KOs from holds. Even if you throw or combo out of it. Or better yet, make it so that a character with less than 10% life is unholdable.
One little question, we know the setting for the life bar in the Tina vs Bayman / Tina vs Ayane video?
yeah it was unblockable, counter resistant(you dodged it) and does a lot of damage. But like all problems with the kick, it's easily seen and easily dodged for the most part.ahh, that is rather interesting indeed~ my memory is hazy but were there true unblockable(attacks) in past DOA's? I think Jann Lee's Dragon Kick was but im not completely sure...