Team Ninja Twitter

PhoenixVFIRE

Well-Known Member
Team Ninja is blowing up Twitter again with some news from the Jann Lee vs Lisa footage.

【新堀D】またバランスチェック作業中の対戦動画を公開しました。 http://www.youtube.com/watch?v=W81ivDBz7Vc 調整中のものなので一部モーションがつながっていなかったりしますが、せっかく なのでお見せします。

【新堀D】まず、ジャン・リーは、「ドラゴンガンナー」から一部の技が確定するようにしました。さらには「ドラゴンスタンス」という新たな流れを 作りました。

【新堀D】このスタンスには6H+Kや9P、6P、さらには壁際6H+Pなどから移行可能で、そこから9フレームのジャブや、10フレームのボディが打てるほか、クリティカルバースト技まで出せます。

【新堀D】攻撃の手を一瞬休めて、高速な一撃を叩き込むドラゴンスタンスは、ジャン・リーの攻撃に変則性が加わることとなり、かなりのパワーアップになっていると思います。

【新堀D】ラ・マリポーサはルチャらしい動きができるように「走る」「飛ぶ」と言うところを強化しています。ジャンプOHは健在だし、空中コンボに移行できる新下段OHもあります。

【新堀D】走り自体も強化されており、各属性の打撃への派生はもちろん、出の早いジャンプOHが出せます。7Kなどの打撃からも走れるので、攻めの流れに組み込めます。

【新堀D】また、実は背向け状態も強化されていて、固有の技が増えています。DOA4ではあまり強いキャラクターではありませんでしたが、もっと 活躍できるようになると思います。

Which roughly translates to:

Video has released the balance check also play in the work. Although not connected or because some things in motion adjustment
, we will show you so much trouble.

First, Jann Lee, has some tricks to determine from the "Dragon Gunner." I made a new trend called "dragon stance," and more.

This stance 9P, 6P, and more can be migrated from 6H + P, such as wall and 6H + K, and other jab of 9 frames, the body of 10 frames can type from there, put out up to critical burst technique.

I think Dragon stance resting a moment the hand of attack, to impress upon him the high-speed blow, and that the anomaly is applied to the attack of Jean Lee, and has become a significant power-up.

Has strengthened the place to be able to say La Mariposa is a movement seems to Norcia "run" "and" fly. OH it's jump is still alive, OH There is also a new lower air can move to the combo.

Has also been enhanced to run itself, derived for each attribute to blow, of course, jump out early in the OH put out. It also can run from the blow, such as 7K, you can include the flow of the attack.

In addition, the state has also been enhanced for the back in fact, there has been an increase in specific skills. I was not a very strong character, we will be able to make more active in DOA4.

Seems pretty cool :) This is from Google Translate, but it's readable.
 

Raansu

Well-Known Member
Official translations.

Team NINJA@TeamNINJAStudio
Here's the link to the video of the latest balance test for those of you who haven't seen it yet! http://youtu.be/luMfF_HYcgk

36m Team NINJA@TeamNINJAStudio
[D-YS] She wasn't that strong in DOA4, but I think she'll be a pretty useful character this time. #DOA5

37m Team NINJA@TeamNINJAStudio
[D-YS] Back-turned stance has also been strengthened, and she has more specific moves. #DOA5

38m Team NINJA@TeamNINJAStudio
[D-YS] As you can see in the footage, she can run from 7K and other moves, so you can add it into your repetoire easily. #DOA5

39m Team NINJA@TeamNINJAStudio
[D-YS] Running itself is stronger, with better strikes from running and a fast jumping OH. #DOA5

40m Team NINJA@TeamNINJAStudio
[D-YS] We strengthened running and jumping for La Mariposa to feature her lucha libre style. #DOA5

46m Team NINJA@TeamNINJAStudio
[D-YS] This stance gives Jann Lee's attack strings more variability, so he's a lot stronger. #DOA5

46m Team NINJA@TeamNINJAStudio
[D-YS] With Dragon Stance, you pause your attack for an instant, then follow up with a lightning fast strike. #DOA5

47m Team NINJA@TeamNINJAStudio
[D-YS] Once you're in Dragon Stance, you can do stuff from a 9-frame jab or 10-frame body blow all the way to a Critical Burst. #DOA5

47m Team NINJA@TeamNINJAStudio
[D-YS] You can go into this stance from 6H+K, 9P, 6P or even 6H+P by a wall. #DOA5

47m Team NINJA@TeamNINJAStudio
[D-YS] We made a few of Jann Lee's moves from Dragon Gunner guaranteed hits. We also made a new move called Dragon Stance. #DOA5

48m Team NINJA@TeamNINJAStudio
[D-YS] You can see some motions that don't connect and a juggle that does too much damage, but at least you get the latest scoop! #DOA5

48m Team NINJA@TeamNINJAStudio
[D-YS] We put up some more footage of balance testing. #DOA5
 

OSTCarmine

Active Member
okay... overall great news for both those characters. one of Lee's biggest flaws was how predictable he could be. also, guaranteed hits are ALWAYS a plus. i wonder if the stance can be cancelled into a SS, now THAT would be useful. I did not see him use his 4P+K backstep... wonder if he still has it, it was useful enough. as for lisa, im no authority on her at all. i will say this, she always seemed like a character with WAAAY too many situational moves. i could never figure out quite how to use her so i mostly played with just a fraction of her moveset, rarely even bothered to combo anything really. i guess that says more about my own skills, but i still think she lacked focus as a character in DOA4. maybe lack is too strong a word, but i definitely felt more at ease with ALL other characters... even Brad that was my 2cents, no flaming me, La Mariposa fans
 

Einzelkind

Active Member
Well, at least they noticed how bad she was in 4. Judging from the video she still looks kind of sluggish (especially when using moves like 1K), but the player didn't seem to have too much experience with her. Jann Lee on the other hand looked pretty good. His new stance sounds like a great addition and his new voice actor is not as bad as everyone makes him out to be in my opinion. I wonder if his new knee kick after the dragon gunner is hard to connect. Looked like the player needed three tries to get a decent combo out of the throw.
 

OSTCarmine

Active Member
no, the range was fine. the combo out of the throw was just missed by the player. the high kick after the throw is unholdable, but the stun threshold is too far by that point, forcing a launch afterwards. makes sense, since that OH is super easy to get off and it should not allow too much guaranteed stuff afterwards. overall though, its good stuff to see. Lisa has some CRAZY range on her throw at 1:50! I love it! nobody else even comes close to that! and Lee gets a cool looking CB from his new stance too!
 

OSTCarmine

Active Member
I hope they don't nerf him. The damage he did was fine the way it was.

Guess I'll tweet them about it.
agreed, that launcher he used was powerful as shit, pretty much one of the most damaging single hit launchers around. add the extended juggle plus the wall damage... it adds up. the damage Lee did there was absurd, yes, but also quite justified.
 

RoboJoe

Well-Known Member
I'm happy that there are guaranteed attacks after :6::F+P: again, especially that launch with only one chance to counter.

Honestly, watching that combo, the final kick did nearly 25% life... I won't mind it being nerfed down to 20%.


It was barely 20% already and that was with the electrified wall.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
I'm happy that there are guaranteed attacks after :6::F+P: again, especially that launch with only one chance to counter.




It was barely 20% already and that was with the electrified wall.

Still, looked like 3x the damage of any other attack he did that entire set.
 

Rikuto

P-P-P-P-P-P-POWER!
Honestly, watching that combo, the final kick did nearly 25% life... I won't mind it being nerfed down to 20%.

But It's always been that way.

My concern is that the wall game is already nerfed from 3.1 because you can't get a straight relaunch after a wall hit, you're only allowed the minor juggle from the automatic air state. This is obviously still better than 4, but we aren't going to see as much potential from juggles as a result of that.

If an electrified wall is not going to do a massive burst of damage, you're going to run into issues where it will be better for a person to get an open space launch and only go for the wall on the final hit rather than using the strategy of pushing a person to a wall in order to start the combo, which SHOULD be more rewarding.

If you nerf down the electrified wall, you are decreasing the relevance of electrified wall dangerzones and thus have to nerf the regular wall as well to keep it relevant.

If you nerf the regular wall, it becomes detrimental to causing damage rather than helpful except for in the situation I stated above.
 

CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor
The game will need to be code-complete and ready for gold master within the next month if it's hitting on September 25-28th. There's no way any impact will happen just by getting Rikuto in the studio with them. However, everyone giving feedback on these very forums has a good chance of affecting future patches if we feel the need to do so.
 

OSTCarmine

Active Member
i think the trade-off is fair. wall damage should be good, but juggle options limited slightly. Rikuto, your logic obviously makes sense, but i think it will put TOO much pressure on the player in the tight situation.
 

CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor
i think the trade-off is fair. wall damage should be good, but juggle options limited slightly. Rikuto, your logic obviously makes sense, but i think it will put TOO much pressure on the player in the tight situation.

It's supposed to. In a good fighting game, the player taking initiative should be rewarded. Lowering damage on a danger zone that the defending player failed to position themselves to avoid is ridiculous and pandering to the new player too much.
 
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