TakedaZX
Well-Known Member
I still think DOA4 had potential to be the best game in the series.
I agree the lack of any guaranteed damage was trash.
I agree holds (especially low) were too powerful.
Offensive holds being given to every cast member was buns...
But I think after fixing those factors the most cancerous thing was that 80% of the cast couldn't thrive aside from the ninjas.
I don't think that guessing is a huge issue. Frankly the lack of guessing really made the DOA5 dry for me.
Stun launch became relevant for most everyone in 5 which was good in my opinion. You actually had options while in 4, Zack really had nothing to utilize. He had no mid launchers that actually gave him good options, even at max threshold.
Now he has some of the strongest stun launch options in the game let alone post critical burst or high threshold options.
His moveset didn't change much. They just made his tools relevant.
Compare him to Hayabusa or Hayate who had a huge repertoire of launchers that could be used at any point and the game just became easy.
9K was a relevant launcher post wall bounce because you had one more guess to make if you just wanted to cash in on your damage immediately while having the opponent have to determine if you would do that or switch them up with 4KK (4K6K in DOA5) to get even more damage.
Nowadays its the same 3 stale combos like Tekken. (PP6PK life).
Now thats fine if its just for a more consistent oki set up but idk.
DOA5 is just always stale for me. Always has been.
Randomness can be an issue but... I think they went too far with DOA5 and I honestly fear for DOA6 as well.
Also crushing is so irrelevant now its almost annoying.
I miss when Ryu 33P and 3P+K would crush a mid 6P like Hayates.
We didnt have a mid button to beat his 6P. It just went under our jab. So for a harder read we could crush his quicker options and force different play out of him and vice versa.
There's other problems that really matter much more than not getting a sitdown into a launcher. Like this isnt street fighter 5 so why is a back dash counter hit in a 3D fighter. We may run on the VF engine but this isn't VF. Shit thats part of why SCV died so early.
Tekken has back dash block... we talk about how DOA is so offense heavy but the defensive options are steadily being decreased. Holds are the right aspect to change as they actually yield great damage for a good or random read but if movement wasn't such a scary thing to utilize in scrambles maybe that wouldn't matter as much.
I mean I'm ranting but I can't figure out how people can be content with such a stale game.
Oh wait. Tits and Asses. Right.
Just tell me what yall think about it.
I agree the lack of any guaranteed damage was trash.
I agree holds (especially low) were too powerful.
Offensive holds being given to every cast member was buns...
But I think after fixing those factors the most cancerous thing was that 80% of the cast couldn't thrive aside from the ninjas.
I don't think that guessing is a huge issue. Frankly the lack of guessing really made the DOA5 dry for me.
Stun launch became relevant for most everyone in 5 which was good in my opinion. You actually had options while in 4, Zack really had nothing to utilize. He had no mid launchers that actually gave him good options, even at max threshold.
Now he has some of the strongest stun launch options in the game let alone post critical burst or high threshold options.
His moveset didn't change much. They just made his tools relevant.
Compare him to Hayabusa or Hayate who had a huge repertoire of launchers that could be used at any point and the game just became easy.
9K was a relevant launcher post wall bounce because you had one more guess to make if you just wanted to cash in on your damage immediately while having the opponent have to determine if you would do that or switch them up with 4KK (4K6K in DOA5) to get even more damage.
Nowadays its the same 3 stale combos like Tekken. (PP6PK life).
Now thats fine if its just for a more consistent oki set up but idk.
DOA5 is just always stale for me. Always has been.
Randomness can be an issue but... I think they went too far with DOA5 and I honestly fear for DOA6 as well.
Also crushing is so irrelevant now its almost annoying.
I miss when Ryu 33P and 3P+K would crush a mid 6P like Hayates.
We didnt have a mid button to beat his 6P. It just went under our jab. So for a harder read we could crush his quicker options and force different play out of him and vice versa.
There's other problems that really matter much more than not getting a sitdown into a launcher. Like this isnt street fighter 5 so why is a back dash counter hit in a 3D fighter. We may run on the VF engine but this isn't VF. Shit thats part of why SCV died so early.
Tekken has back dash block... we talk about how DOA is so offense heavy but the defensive options are steadily being decreased. Holds are the right aspect to change as they actually yield great damage for a good or random read but if movement wasn't such a scary thing to utilize in scrambles maybe that wouldn't matter as much.
I mean I'm ranting but I can't figure out how people can be content with such a stale game.
Oh wait. Tits and Asses. Right.
Just tell me what yall think about it.