Characters Nyotengu changes/gameplay discussion

XZero264

FSD | Nichol
Premium Donor
It's kinda tough doing more than 32 strike damage with slower characters on juggles. Off minimal threshold launches air throw is probably the best option provided the height requirement isn't ridiculous. Unless the damage output from her stance transitions is that much better a small juggle into air throw will probably be the best option. Not to mention it's just that cool of a throw.

Right now I'm just gonna go with the Leon rule: "Throw them bitches. Smack 'em if you can"
 

UncleKitchener

Well-Known Member
Standard Donor
That's fine. As long as it's in there.



Huh. Just like how Tengu never used it in 4.

They nerfed her air throw from it's DOAD version (36 damage) too. It now only does 32, which is only two points more damaging than it's DOA4 version, which was completely useless. So yeah, there's a good chance it'll be pretty pointless, sadly. Except for on Lab, like Code mentioned.

Most air throws in this game deal 32 damage on average, so it's actually pretty good. Special cases would be Leon with 35 on his normal airthrow (same damage as Tina's :426::h::+::P: with even less height requirement) and Bass with 41 with his high command air throw. If there's no wall around, I'd rather go for the air throw than :7::K::P: or :4::P: which knock back and give possible extra wall damage.

It's not like Tengu is going to have problem closing in or anything when you knock someone back, it's just that with the good scaling on air throws, their height requirement and overall damage, I think it'll end up being the go-to ender in most juggles.
 

Codemaster92163

Well-Known Member
It's kinda tough doing more than 32 strike damage with slower characters on juggles. Off minimal threshold launches air throw is probably the best option provided the height requirement isn't ridiculous. Unless the damage output from her stance transitions is that much better a small juggle into air throw will probably be the best option. Not to mention it's just that cool of a throw.

Right now I'm just gonna go with the Leon rule: "Throw them bitches. Smack 'em if you can"

Entirely true, but based on current footage, she seems to be a juggle-oriented heavyweight; a rare oddity in this game. Not that the juggles are particularly long, but I can see her netting a lot of damage even without the throw. Though as you said, Clvl1/Clvl2 launches may best be followed up with the throw, especially if it leaves her in a good Oki position.
 

Awesmic

Well-Known Member
Standard Donor
Why not allow the Home stage in Tag? Tag mode is already silly enough as it is. No one takes it seriously. Might as well just throw in the towel and embrace it fully as the troll mode it really is.
Speak for yourself, Brute. At this rate, I'm sick of this anti-tag bandwagon nonsense. Even if I have to go it alone and get laughed at, I don't care. I'm gonna take a stand. Tag has existed for a reason as long as it has in DOA, and I'm not gonna sit around and just let it die after I just found a passion for playing it with this installment while everyone else seems to be abandoning it... coincidentally.

That being said, I disagree. If the Home stage wasn't intended for tag, then let's keep it that way. TN should just stick to fixing certain bugs with characters that bypass the juggle height deterioration. If people know of these "infinites", why not encourage them to bring it to their attention so it can be addressed? As someone just discovering a passion for playing tag, I can only do so much knowing only Christie and Mila.
 

David Gregg

Well-Known Member
As brief as that wall combo is I keep replaying it just to watch 1PP. Tengu-do just isn't complete without it. XD
 

Codemaster92163

Well-Known Member
I was assuming it would function just the same as Leon's 8PPP string. First hit causes a SDS, making the second hit guaranteed. The mixup would likely follow after that, as to whether she'd use the final hit, throw, or transition into her stance.
 
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