Pre-Alpha Full Trailer Discussion

Matt Ponton

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Tecmo-Koei was kind enough to provide me an uncompressed 1280x720 video file of the full trailer running at a full 60 frames per second. Below is the resized and watermarked form. There is a download available should you want it. Unfortunately, I can't host the original uncompressed form as it's 1.7GB in size. Full 60 frame-by-frame analysis to follow once I get the time.

[medio]130[/medio]

720p 60FPS 189MB download: (MP4)
PS3 (and probably 360) compatible
 

Rikuto

P-P-P-P-P-P-POWER!
only thing i really noticed this time around was that when busa gets hit by hayate's "super" he flies back and "hits" an invisible wall, actually doing a cling to it as if it was a full wall.

Could just be unfinished work, but there's a couple things that could mean as ive been theorizing.

-- That particular chargeup may only "connect" with the second part (him actually being knocked off the ledge) in this trailer. It's entirely possible you can activate the second part without the first.

-- The first part of these moves could very well work WITHOUT environmental assistance, but the second part will only happen when the person hits an environmental trigger. This would mean its not an automatic comeback ultra, and you still have to use positioning to make it work.


Edit: another small find, the trash can rattles a bit when hayate smacks into it. So that little mini-wall-bounce is working at intended then, i suppose.
 

grap3fruitman

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He doesn't hit an invisible wall, he hits the girder that ends up falling behind him. The animation is a bit weird though.
 

Rikuto

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The red beam is where he stopped, but that was like only knee-high at best. They picked a strange spot for a wall splat, hence im thinking it just wasn't finished.

The yellow beam appears behind him, but if you roll back the camera a few seconds its actually going in the opposite direction of Busa from the all the momentum. That particular angle just gives you the illusion his back is hitting it.


Still, the fact that he wall splats at all. . . kind of a strange transition, no?

Just think... this fight could have been Hitomi and Leifang over some lettuce. Think of all those poor people down there that would have just gotten killed for that. lol...
 

Matt Ponton

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Well the Ninja certainly aren't trying to stay in the shadows right now.

On a side note,

TeamNINJAStudio said:
「DEAD OR ALIVE 5」動画を見たDOAファンの方はもうお気づきだと思いますが、まだプレアルファ版なので、技やシステムがほぼ以前のままです。でもご安心を。格闘部分に関しても「新たな構想」があり、実現中です。格闘システム部分は形になり次第、お見せします!

All the Kanji is throwing me off but from what I can gather it's basically saying that the fighting system isn't ironed out yet, that it too is in pre-alpha and the system can change. They'll show us changes to the system once they take form.

Perhaps they got our questions/feedback? :D

Already we noticed a defensive hold doing two different animations.
 

Rikuto

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I mean now that i think about it, damn.

That's dark as hell. Hayate and Hayabusa were just probably havin one of those friendly sparring sessions, and they gone and killed a bunch of civies. That's pretty messed up.


I like it.
 

Matt Ponton

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Team NINJA is having a field day on their twitter today:

TeamNINJAStudio said:
ちなみに打撃ヒットエフェクトは、その衝撃波の伸びている方向で上中下の打撃属性がわかります。

I'm not sure if they're talking about the "special attacks" or the hit level bubbles, but apparently saying there is 3 levels to the attacks depending on severity. I think it's the "Special attacks" are like the Special Arts from Ninja Gaiden where depending on how much you've charged depends on the attack.

TeamNINJAStudio said:
動画の最後はハヤブサが「パワーブロー」で、ハヤテを車にぶつけています。今までは「車に当たるデンジャー」でしたが、本作では「車に当てるデンジャー」。より能動的にステージを使った闘い方が出来る訳です。

I actually can't tell what the hell they're saying as I need one of my Japanese friends (who aren't online) to translate it. From what I can tell, it's talking about dangerzones and the car at the end that hit Hayate. I *think* they're saying that it's part of the movie/script and not a random dangerzone.

TeamNINJAStudio said:
ハヤブサが崖に掴まった状態は「崖っぷちデンジャー」。動画の中ではハヤテにそのまま叩き落とされていますが、駆け引きがあるのでハヤブサが一発逆転することもできます。

Again, my Japanese isn't perfect but I *think* it's saying that Hayabusa could reverse the "danger cliff" at the end of the first round. If you watch carefully it shows Busa climbing back up but Hayate does a running :1::P+K:.
 

grap3fruitman

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They generally do. The English equivalent is usually about a day behind. Not sure how that's gonna work with the weekend but we'll probably see an update on Monday then. If you can't wait and have the Twitter app on an iPhone/iPod Touch, it does a decent job of translating the text. Enough to get the point across usually.
 

Tenren

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is it me or in the 2nd match did Hayate punch at 1:33-1:34 get countered and it wasn't a izuna? Also still cant really tell the stage fall at the end of the 1st match kills Ryu. I like to see Ryu fall with out Hayate making him do so. Also Im assuming these are 1 round matches since they each have a animation at the end of each.
 

Raansu

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is it me or in the 2nd match did Hayate punch at 1:33-1:34 get countered and it wasn't a izuna? Also still cant really tell the stage fall at the end of the 1st match kills Ryu. I like to see Ryu fall with out Hayate making him do so. Also Im assuming these are 1 round matches since they each have a animation at the end of each.

The animations at the endings are believe to be some type of super. My theory on the high punch is that they changed Ryu's izunas to advanced holds, or maybe just frame holds.
 

Matt Ponton

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is it me or in the 2nd match did Hayate punch at 1:33-1:34 get countered and it wasn't a izuna? Also still cant really tell the stage fall at the end of the 1st match kills Ryu. I like to see Ryu fall with out Hayate making him do so. Also Im assuming these are 1 round matches since they each have a animation at the end of each.

We brought that up in the previous thread but thanks for carrying it over.

As for the stage fall, from the looks of it to me, Hayate's charge "Super Art" is his :1::P+K: from DOA4. I presume that as Hayabusa was climbing up, he dashed in, did :1::P+K: with no charge, thus repeating the animation at the end of the cut trailer lending the idea from Twitter to these moves having charge times differ the attack a bit.

The animations at the endings are believe to be some type of super. My theory on the high punch is that they changed Ryu's izunas to advanced holds, or maybe just frame holds.

It could be that at HCH it does the Izuna, and at CH and NH it does the judo flip.
It could also mean that they did in fact make the Izuna an advanced hold. I remember pointing out to Peter Garza and Shimbori casually that I joked in DOA2U how Itagaki would make Ryu do an Izuna from an attack so he had an Izuna from Throw, Multiple Holds, and an Attack. All of which did Ceiling damage and set-ups too. Maybe they realized it was too much?

I've asked Team NINJA via twitter for clarification on it but it's like 6 AM there so we'll just have to see if they respond on Monday.
 

Matt Ponton

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And like that, the English translations to the above were posted on the twitter:

TeamNINJAStudio said:
Here's a little more explanation about what's going on in the pre-alpha gameplay: Keep in mind that the game is still in development, so things could change between now and the final version. The part where time slows down and Hayate hits Hayabusa back into the steel beams--that's a Power Blow. The fighter doing a Power Blow has a little time to change the direction. So you could choose what Danger Zone to send an opponent into.

When Hayabusa is dangling from the edge of the platform--that's a new kind of Danger Zone we're calling a Cliffhanger. In the video, Hayate just charges and beats him down, but there's actually a little gameplay going on during a Cliffhanger. Hayabusa could have turned things around on Hayate.

TeamNINJAStudio said:
BTW, you can tell if a strike hits high, mid or low by the direction of the hit effect.

Guess I wasn't too far off, heh.
 

Berzerk!

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Great job getting the high quality footage, it really impresses to see it at full frame rate.

Team Ninja making an effort to connect with the community is also really important. I saw those tweets as well. Power Blow, Cliff Hanger, hit effects that inform you about the height of attacks (a subtle integration of a training mode element into actual gameplay without the need for onscreen displays)

All very interesting.
 

grap3fruitman

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TeamNINJAStudio said:
When Hayabusa is dangling from the edge of the platform--that's a new kind of Danger Zone we're calling a Cliffhanger. In the video, Hayate just charges and beats him down, but there's actually a little gameplay going on during a Cliffhanger. Hayabusa could have turned things around on Hayate.
So knocking opponents off of stages isn't guaranteed anymore either? You can counter while you're in this "cliffhanger" scenario? Ugh...
 

Raansu

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Rikuto_Kuronaga Erik Argetsinger


by Raansu86
@

@TeamNINJAStudio Good players will simply not engage in a cliffhanger if they believe there is a strong chance it could backfire every time.

I retweeted Rikuto's tweet about the cliffhanger situation to get a point across to TN. We don't know enough about the mechanic yet, but they need to know about how we feel about the situation as is
 
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