Team Ninja Twitter

grap3fruitman

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Team Ninja's also posting in English these days, just a bit delayed. I know they posted some stuff last night but I'm at work with no real access to Twitter so if someone would post those again, I'd really appreciate it.
 

Allan Paris

Well-Known Member
Read them from bottom to top. I just copied them out of the window on the FSD site. Sorry for the inconvenience that this may cause for some to read.

TeamNINJAStudio [D-YS] OK, gotta take off now. Back to dev work!! #DOA56 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] When in trouble, guard. That's like a basic principle of fighting games. #DOA56 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] If you see them start to grab for a throw, then do an evade. #DOA56 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] So! If you're the one hanging, you should keep your mind on guarding and watch your opponent for a grab motion.#DOA56 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] With a strike, you won't take any damage if you fail. You can just beat your opponent to a pulp once you're on the ground. #DOA56 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] If you're confident in your fighting skills, then it's safer to do a strike. #DOA56 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] Using a throw could do a lot of damage, but if your opponent evades, then you wind up taking a little damage. #DOA56 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] OK, more about Cliffhangers. Today I'll tell you more about the gameplay involved.
 

Allan Paris

Well-Known Member
Read them from bottom to top. I just copied them out of the window on the FSD site. Sorry for the inconvenience that this may cause for some to read.

TeamNINJAStudio [D-YS] So practice holding out until the very last moment to have a better chance at a successful Cliffhanger!#DOA53 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] The longer you wait to push a button, the less time your opponent has to read your move. #DOA53 hours ago · reply · retweet · favorite
TeamNINJAStudio [D-YS] One more thing! Don't mash buttons if you're attacking during a Cliffhanger. #DOA53 hours ago · reply · retweet · favorite
 

grap3fruitman

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Thanks AP, here they are in Chronological order without formatting This is a pain to do on an iPhone FYI.

[D-YS] OK, more about Cliffhangers. Today I'll tell you more about the gameplay involved.

[D-YS] Using a throw could do a lot of damage, but if your opponent evades, then you wind up taking a little damage.

[D-YS] If you're confident in your fighting skills, then it's safer to do a strike.

[D-YS] So! If you're the one hanging, you should keep your mind on guarding and watch your opponent for a grab motion.

[D-YS] If you see them start to grab for a throw, then do an evade.

[D-YS] When in trouble, guard. That's like a basic principle of fighting games.

[D-YS] OK, gotta take off now. Back to dev work!!

[D-YS] One more thing! Don't mash buttons if you're attacking during a Cliffhanger.

[D-YS] The longer you wait to push a button, the less time your opponent has to read your move.

[D-YS] So practice holding out until the very last moment to have a better chance at a successful Cliffhanger!
 

Allan Paris

Well-Known Member
I'd prefer them to post actual news instead of the instruction manual. It's been quite a while now.

Yeah, I feel the same. But you have more uninformed people out there than the informed. Hopefully they get to the new stuff soon, hearing the old stuff is tiring.
 

Arnell Long

Active Member
Team Ninja Twitters as of late...

"If you throw an attack, then the opponent can counter it."

"You can grab someone and get more damage if they're in a active counter"

"You can just block an attack if you don't wanna guess the counter."

"Alright guys, back to work!"

Hahaha...come on now, lets hear and see some real shit, Sept is right around the corner.
 

Allan Paris

Well-Known Member
Team Ninja Twitters as of late...

"If you throw an attack, then the opponent can counter it."

"You can grab someone and get more damage if they're in a active counter"

"You can just block an attack if you don't wanna guess the counter."

"Alright guys, back to work!"

Hahaha...come on now, lets hear and see some real shit, Sept is right around the corner.


They are really pushing the info for people who have no idea on how to play DOA.
 

grap3fruitman

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Shimbori's on the Twitter feed giving a bit of his background:
[D-YS] OK, I'm going to change things up and tell you all a little about myself.
[D-YS] I'll fill you in on why I make fighting games and how I got here.
[D-YS] I love fighting games. I won a tournament of a certain well-known fighting game.
[D-YS] I even held tournaments of my own while I was a student.
[D-YS] I wanted to make an online fighting game, so I studied IT and some basic programming in college and when I started working.
[D-YS] That led to me getting into Tecmo, and I got the chance to work on an online fighter with DOA Ultimate.
[D-YS] I was mostly just a tester, and I only got in on the project after it was underway, but I was soooo happy.
[D-YS] It was so awesome to finally make a fighting game. Then after DOA Ultimate, development on DOA4 began. To be continued...
 

Arnell Long

Active Member
They are really pushing the info for people who have no idea on how to play DOA.

Duh, that's kinda obvious, but that is something they should put on their Website cause it's weak as shit to me. I, Arnell Long appreciate the constant TN Tweet posts that you and Grap3 are translating because "sometimes" I find some of their Tweets beneficial to the veterans Fans like you, myself, and countless others.

Just hoping to get some info of something that's not catered to the lines of "You can hold back or the guard button to perform a block". Like that's cool and all for those Elementary level personals lol, but for someone who has played DOA since DOA2 on Dreamcast, I except a bit more, not overly exaggeratedly more, just a little if you will Team Ninja.


Once again, I'm patient, and I'll wait for that information that sparks my own interests, and I'll continue to appreciate and respect you guys for taking the time on delivering the Team Ninja Tweets.
 

grap3fruitman

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Shimbori just tweeted some more memories regarding the development of DOA4. Hopefully Ninja Gaijin will get on there and post translations soon, otherwise I'll post my botched versions.

(思い出話のつづき)私が本格的に格闘システム構築に携わったのは『DOA4』からです。いろいろと勉強になったプロジェクトでした。

あのころは当時の上司たちと一緒に、オンライン対戦がアツい、世界で一番面白い格ゲーを目指していました。

私はやる気全開で、いろいろな新システムや新技を提案しました。実際に採用されたものもあれば、ボツも多数ありました。懐かしい資料が今まだここにあります。

代表的な採用例は、バウンドコンボやクリティカル浮き変化、ダウンヒット技などです。DOA4で打撃システムの変化には、少なからず私の影響もあったと思います。

それらの変更は面白いところもあったのですが、打撃偏重、クリティカル過多、強制起こしによる逆転性の低下など、よくない面もあったと思っています。

DOA5ではその経験と反省を活かして、さらに対戦を面白くする調整コンセプトを立てました。完全ではありませんが、それは体験版にも反映させています。

その調整まわりの話はまた時間のあるときに…。ではまた!
 

grap3fruitman

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Here we go:
(Continuing my memories...) DOA4 was really the first time I got to work on the fighting system.

I learned so much on that project.

Back then, my bosses and I knew online fighting was hot, and we were all trying to make the funnest fighting game in the world.

I put everything I had into the project and proposed new systems and moves.

Some were used, but a lot got cut. I still have some of the documents from the time.

Here are a few of my ideas that made it in: bounce combos, critical launch height change, and ground strikes.

I was able to influence a lot of the changes in the strike system in DOA4.

While those changes worked out, there were some aspects that weren't so fun.

Things like overreliance on strikes, too many criticals, and fewer comebacks from forced techrolls.

I'm put those experiences and lessons to use in DOA5 and proposed a concept that was even more fun.

An early version is there in the alpha demo. It's not complete, but I hope you get a taste of what's in store.

I'll talk more about tuning that system when I have a little more time. Later!
 

grap3fruitman

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The critical launch height thing was probably the single worst addition to DOA4 though. I tweeted back and let him know that. He seems to think that it made people too reliant on strikes, when it really made them too reliant on holds.
 

Matt Ponton

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Staff member
Administrator
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Well, the critical launch height isn't that bad, it's the lack of launch height at the start. I like the implementation in DOA5 more where you can get a juggle with little threshold and be rewarded with 3-4 more attacks in the juggle if at full threshold.

I think this part should be read over by many people.

I was able to influence a lot of the changes in the strike system in DOA4.

While those changes worked out, there were some aspects that weren't so fun.

Things like overreliance on strikes, too many criticals, and fewer comebacks from forced techrolls.

I'm put those experiences and lessons to use in DOA5 and proposed a concept that was even more fun.

An early version is there in the alpha demo. It's not complete, but I hope you get a taste of what's in store.
 
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