New Gameplay Ideas

Dan

Member
This could very much fit into DOA5 Last Round but maybe save it for the next installment? (DOA5TheUltimateLastFightArcadeEdition)

After landing a critical Burst, you can do a "uninterrupted" throw:

zack.gif

When the threshold is at max and the Critical Burst is in effect, they are in a "standing" state
So instead of a "Power Launcher" or Reg Luncher and end it with a "Combo Ender", You can end it with a Chain Throw that cannot be escaped.
bass-throw.gif

Bass has this Charged Throw and now it can be used after a CB

These do not have to have more damage than a power blow but it would nice to see these uninterrupted during online or tournaments
 
Last edited:

Dan

Member
After landing a Sit down Stun, you can do a low throw:

low-grab-kasumi.gif


With the similar properties to Tina's "8p to 2T" or Hitomi's
where you can counter attacks, or stagger escape
It'll just be a chance to use that low throw animation
 
Last edited:

Dan

Member
Give some characters "Armor'd" Moves
not a parry or a sabaki, the opponent attacks will damage the health bar as the attack goes through
------------------------*generating an example*-------------------------
 

KwonJigglypuff

Well-Known Member
I'd like an exclusive move capable of breaking neutral throws and/or combo throws by pressing T with a good timing inflicting small damage of 5 and a stun.

Animation against neutral throws would be similar to Bayman's parry and either exclusive to a new Judo fighter or Bayman.

1418679351-fcrq2.gif


Problem is that it would need plenty of animations for combo throws like Lisa's Shooting Star, Ryu's Izunas, etc.

___________

In DOA6 I would like a mode to create your own Power Blow. They all deal the same damage but they would all be unique. You design it, and then you just trigger it.
For instance, for Helena you have a list of most of her moves and you can choose the 3 steps.

Step One (medium stun), Step Two (big stun/can launch), Step Three (make the ennemy roll/fly in slow mo)
e.g 1 : 214P+K, P+K (BT), PPK
e.g 2 : 6P+K, 44PPP, K+H
e.g 3 : 6P+K, 8PP4, P+K

It would be hard to program for each character I guess, but it could be nice.
In my mind, PBs in DOA6 would have the same camera effect as in DOA5, but there would also be some effects like leaves, water, glitter, confettis, depending of the characters who is using it.

Some characters in DOA5 just use a sequence of moves they already have. For instance, Helena's PB is her 236P+K then (BKO) 4P+K.
 
Last edited:

Squizzo

Well-Known Member
I kind of like the idea of throws from CBs, although I don't think even the most powerful combo throw does as much damage as combos that can be performed from a CB. Still, I think that we should have the option to go for a throw. If the opponent is on low enough health for the throw to finish them then I guess it might be easier to go for a throw and not risk dropping a combo.

Low throws from sit down stuns are a big no for me. Some characters would be made very op and their entire game would degenerate into fishing for sit down stuns.

Armoured moves are another big no. Just go play Tekken Revolution if you want to see why armoured moves suck.

@KwonJigglypuff I quite like the idea of throw breaks granting a stun for certain characters, I can't see it harming the gameplay in any way but as you said it would need way too many animations for combo throws.
Custom PBs is another cool idea that would be a nightmare to implement.

My suggestion would be to reduce the launch height on power launchers but increase the 'float' (similar to tag mode) to the opponent. I don't see the point in power launchers launching the opponent so high that you can't even hit the opponent at their apex, leaving you waiting for them to drop or using no timing inputs. Also change the cartoonish uber flipping animation to something a bit more realistic looking.
 
Last edited:
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top