New DOA5 Balance Suggestion Thread.

MasterHavik

Well-Known Member
Zack is an easily buffed character.

You can turn his funky roll into a sabaki - but not all of them. Zack can funky roll out of 5 different combos, only 2 of them should give his roll the sabaki.

Don't want to risk over powering him? Ok, do these instead.

1) 214T should be an OH, that or 6T and only on OH would it lead to a serious frame trap.

2) Make the Zack Beam cause a faint stun on hit. Keep it -88 on block.

3) make the machine gun kicks a 3 in 1. There is a potential to pull off 5 so say if I catch you with the first you'll be on the hook for next two but the the final two are completely holdable. But if you block the first two then get hit with the third you're on the hook for the final two kicks on the combo.

Sarah, Alpha and Helena need nurfs.

Sarah is far too safe, alpha does not need an OH and Helena is Helena.
what do you think about my ideas for ZAck?
 

Julius Rage

Well-Known Member
what do you think about my ideas for ZAck?

I like the idea of 6T being +15 but only if it's changes to an OH and lands as an OH.

+15 is enough to land 9k for a launch. But as it stands now 6T gives you a free PP. If PP8s funky roll is one of the two that gets the sabaki buff then it effectively locks the opponent down...easily. Maybe too easily. :(

Balance is a tricky thing.

Your idea of getting rid of his taunt strings is ok but it doesn't matter if they stay or go, no ones using em. If they made it so he could cancel into a Zack beam it might get some play though.

I do like your ideas but remember that the point is to find a median and not to try and turn everyone into hayabusa.

I always felt that Zacks main strength was his ability to create and close distance.

Once I was inside I wanted to put damage on you and get you out of my face so I could start the spacing dance all over again.
Game plans are always fluid but most of my strategy was predicated on that.

All characters have a few things they are good at. Balance should be about identifying those attributes and building a move set to compliment those strengths.
 

Sam Sultan

Active Member
TN MAKE THE RECOVERY TIME AFTER COUNTERS LONGER PLEASE!!!
That would improve the game so much also im a fan of the 6 point counter system instead of 4. Also add strike punishment i know its already there but its there in a small amount and in situations in which nobody would think to strike punish. I really think the game would be massively improved if they implemented these changes and this is why:

No more low counters to escape stun's and avoid throws etc.
No more random counters and attack from disadvantage.
No more random button mash action.
Players would actually start spacing and think about there moves before doing anything.
Players will be more careful and no longer will they accept getting hit and try to prevent being hit as much as possible. Right now it is way to easy to recover a stupid mistake by simply countering your self out of it. But if those two suggestions of mine are implemented in to the game that would be no longer the case and we would all have a unique and super competitive fighting game which will draw a big audience and more and more players form the fighting game community will start playing DOA.
 

Brute

Well-Known Member
Standard Donor
A lot of people will disagree with me, but what the hell...

6 Point Holds
Reduce stun threshold
Max height on all launches
Low holds can be caught by standing throws
Increase recovery time on holds
Add more natural combos
Throws against opponents in stances always result in CH
Remove resets
Nerf certain force techs
Make WU kicks slower
Buff Eliot
Nerf Sarah
 

Raansu

Well-Known Member
I really don't think 6 point holds would fix anything. Ya the chances go down slightly, but people are still going to spam holds. I'd prefer they just make more situations unholdable rather than just add more inputs because at the end of the day we will still have the same problem of randomness because the opportunity to hold is still there.
 

WiZzYx

Active Member
-No holds out of stun.
-Reduce stun.
-Call AM2 to balance the cast.
-Change the name of the game, to Virtua Fighter 6.
-Deal with it.
 

KwonJigglypuff

Well-Known Member
Make Helena's 236P+K useful. I don't know. It could eat some low kicks or have a special ultra mega stun, something keeewl. :eek:

Plus, Sarah and Helena should swap their hair. I envy Mrs Bryant's ponytail. :oops:
 

VirtuaKazama

Well-Known Member
Standard Donor
News Team
-Leifang's :6::H+K: and her CB :236::P: needs to have a slight damage buff (from 24 to 28 on both of them)

-Have Unshu parry mid kicks as well as high kicks.

-Bring back her :8::K::K::P:, since this combo ender might be useful for Heavyweights.

That's all. I don't think she needs any more changes.
 

dawnbringer

Active Member
Less stuns (less moves and conditions to create and extend stuns), instead make stuns more powerful (lead to more damage). Make some short standing stuns almost fully unholdable, e.g. uppercut stun, lift stun, and nosebleed stun.
Create more natural combos based on pure hit stun. Strings like PK and KK for most characters may be natural combos.
 

NightAntilli

Well-Known Member
-Have Unshu parry mid kicks as well as high kicks.
Ok ok. I'm a huge Leifang fan and I'd love for her to be even better, but, this is WAY too overpowered lol.

Biggest thing is the whole holding 1 frame after being hit thing. It still nullifies the advantage the attacker has. Until that is fixed, I still consider DOA broken as a fighting game.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Biggest thing is the whole holding 1 frame after being hit thing. It still nullifies the advantage the attacker has. Until that is fixed, I still consider DOA broken as a fighting game.

Just curious do you have an example?
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
-One of the biggest game changers would be to reduce critical stuns and replace them with +(plus) frames on hit(strike)/block(guard) for the attacker. Once again, this will open up the game a lot more(strategically/competitively) than just the typical usage of critical holds and stagger escaping. Advanced players will be able to utilize the new side stepping system, proper spacing, blocking and counter striking.

-Launchers should go back to the Doa2/3 float levels.
-Make Critical stuns more interesting. Like for example: How hitomi was able to get a free :4::6::P: off of a :2::P: on counter strike.
 

VirtuaKazama

Well-Known Member
Standard Donor
News Team
That bitch has every tool in the book. She doesn't need any fucking buffs.
I guess I was asking for too much lol.

Ok ok. I'm a huge Leifang fan and I'd love for her to be even better, but, this is WAY too overpowered lol.

Biggest thing is the whole holding 1 frame after being hit thing. It still nullifies the advantage the attacker has. Until that is fixed, I still consider DOA broken as a fighting game.
I just thought about it for a minute and... as much as I want it to happen, this is just me talking out of my ass.
 
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