No one's playing tag...

synce

Well-Known Member
3 was the pinnacle wasn't it... and that video shows exactly why tag is awesome and needs more attention in 5. You can see unique, truly inspired combos only in that mode.
 

Matt Ponton

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Yeah, and in DOA5 you can tag out to really take advantage of sit-down stuns. You can be a character who is sit-down stun heavy like Rig or Kokoro and use your other main who is launcher/CB! heavy to get guaranteed crouching launches and critical bursts because those sit down stuns were balanced for single player and thus you're restricted by the recovery of an attack. Since tagging out nullifies the recovery of an attack as long as your opponent is in stun, then you can tag in and basically get free roam.

The fun stuff is getting a friend to be your actual tag partner and working on tag combos using the easy Tag Mode AI for practice. Then both you and the friend learn more about the system and the game, and throw in another friend and another... wow you are starting a scene :p.
 

hoduken

New Member
Just my 2 cents. I play, support, and advocate this game almost entirely because of the Tag mode. However, this is because i consistently have more than 4 players at my house to play with. Tag mode without 4 players is of course rubbish in any game. But i thought i would advocate that with 4 players, tag mode in the dead or alive franchise beats out almost every other tag mode in any fighting game i have ever played.
 

Dr Sexual

Member
Tag was my main mode in DOA4 and was pretty much unbeatable outside of a few other tag specialists but I feel like it held me back alot any time a went to a 1v1 tournament (Which was all of them obv).

So Im staying away from it this time. I might pick it up just to see what kind of new combos I can pull off if Ein joins the cast though.
 

Musourenka

Active Member
Yeah, and in DOA5 you can tag out to really take advantage of sit-down stuns. You can be a character who is sit-down stun heavy like Rig or Kokoro and use your other main who is launcher/CB! heavy to get guaranteed crouching launches and critical bursts because those sit down stuns were balanced for single player and thus you're restricted by the recovery of an attack. Since tagging out nullifies the recovery of an attack as long as your opponent is in stun, then you can tag in and basically get free roam.

When I found out that Kokoro's :H+K: -> Tag guarantees free combos, I was ecstatic.

Tag has a lot of potential, as long as people stop making tag matches with Largest life.
 

Matt Ponton

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Yeah anything largest life is bad. You shouldn't go over normal, that's why I still believe they should return the life point scales back to the way they were (Normal = 240) or at the very least the way it was in Summer Jam (Normal = 270).
 

SilverKhaos

Active Member
Yeah anything largest life is bad. You shouldn't go over normal, that's why I still believe they should return the life point scales back to the way they were (Normal = 240) or at the very least the way it was in Summer Jam (Normal = 270).

Wait. Why is largest life bad? The larger the life, the harder ya gotta work for your wins, so thats good, isn't it?
 

Matt Ponton

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Wait. Why is largest life bad? The larger the life, the harder ya gotta work for your wins, so thats good, isn't it?

The game was balanced on normal life.

Let's say you have a character who can do 60% life and another that can do 40% life. At normal life levels this is 180pts and 120pts respectively. So the first character just needs 2 combos to win the round, where the other needs 3 combos. Let's take the 300pts of life on normal and add another 60pts, making it the current largest life point value. Now the first character still needs 2 combos to win, but the other character now needs 4 combos to win.

By raising the life settings and altering the game system's rules, you are in fact creating a greater obstacle for one character over another. This is relative to 'low tier' characters having to work much harder than 'high tier' characters as you raise and lower the life setting.

If you want to work harder for your match wins, you increase the number of rounds per match, not the requirements on how to end a round.

This is also why you see players arguing the return of the life setting to be restored to the old Normal life (current Smallest) of 240pts. In the example above, both characters only need to get two combos to win the round at 240pts health. The health punishment for making a mistake was very severe and promoted a safe mentality to caution and consideration of attack options. This was balanced out by adding more rounds or matches required to win.

Lastly, matches just are too long at the current Largest life (360pts) and players don't respect any punishment done to them for their mistakes.
 

SilverKhaos

Active Member
The game was balanced on normal life.

Let's say you have a character who can do 60% life and another that can do 40% life. At normal life levels this is 180pts and 120pts respectively. So the first character just needs 2 combos to win the round, where the other needs 3 combos. Let's take the 300pts of life on normal and add another 60pts, making it the current largest life point value. Now the first character still needs 2 combos to win, but the other character now needs 4 combos to win.

By raising the life settings and altering the game system's rules, you are in fact creating a greater obstacle for one character over another. This is relative to 'low tier' characters having to work much harder than 'high tier' characters as you raise and lower the life setting.

If you want to work harder for your match wins, you increase the number of rounds per match, not the requirements on how to end a round.

This is also why you see players arguing the return of the life setting to be restored to the old Normal life (current Smallest) of 240pts. In the example above, both characters only need to get two combos to win the round at 240pts health. The health punishment for making a mistake was very severe and promoted a safe mentality to caution and consideration of attack options. This was balanced out by adding more rounds or matches required to win.

Lastly, matches just are too long at the current Largest life (360pts) and players don't respect any punishment done to them for their mistakes.

Ugh. I just don't like the idea of being able to win a round after landing only two attacks, period. I think what they should do, instead is reduce the damage of combos the longer they are. I think Mortal Kombat does something like that, not sure. (For all intents and purposes, i consider combos as one extended attack, in case you misunderstood me)

As for punishments...meh. So long as counters do minimal damage, nobody is really afraid of any punishment.

I get what you are saying, though.
 

Musourenka

Active Member
To expand on the "Largest makes rounds too long" point, if one player has a huge lead in life (80% vs 20%, for example), the advantaged player can't end the match in one good hit reliably, and the disadvantaged can't turn the match around if that player exploits a serious weakness (i.e. scores Hi-Counter launch or throw + environment damage), then there's no point extending the round any longer. Matches over Normal life (300 pts) often feel like that.

On a related note, what would be a good health setting for Tag? Normal, or less?
 

Matt Ponton

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I'd personally prefer 270 at the most but can accept 300.

Ugh. I just don't like the idea of being able to win a round after landing only two attacks, period. I think what they should do, instead is reduce the damage of combos the longer they are. I think Mortal Kombat does something like that, not sure. (For all intents and purposes, i consider combos as one extended attack, in case you misunderstood me)

As for punishments...meh. So long as counters do minimal damage, nobody is really afraid of any punishment.

I get what you are saying, though.

(1) Those two 'combos' happen for one team/character regardless of the life setting, I just showed you that.
(2) Those two 'combos' aren't inescapable, to get 40+% life damage you generally have to play the stun threshold game so you have honestly 5-10 points of escaping the "two attacks". That is in addition to using your defense to escape the initial starting attack.
(3) DOA does decrease the damage as you extend tag juggles. Every Tag to your teammate decreases the revision by 30%. So if you launch on Hi-counter (150%) then your first juggle attack will do 60% revision, on tagging in your teammate their first attack will do 42% revision, tagging again will do 29%, etc.
 

wiztick

Member
why can't they let you tag with someone else? it seems ridiculous that you only tag by yourself online.
 
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