Good Podcast.
Couple of things though.
I think I myself coined the phrase back on DOAC, that DOAD was DOA Remix. So while I hear where you guys were upset with things I'm just curious, "What were you expecting?"
I'm not trying to rock the boat (most of you know me already) I'm just saying that a everything outta Team Ninja's mouth ( PL's interview) , the info Master brought back, and anyone who saw youtube pointed to that.
If the number 5 was attached to were attached to the product I'd more likely be with everyone's opinion regarding DOAD, But it's not. It's DOA4's little brother (or sister, whatever). But my guess is since it's been SO LONG you " The Old Guard " wanted something more and I guess I've answered my own question.
But let me say this:
While fighters are in MY blood, I was ecstatic about the return of Street Fighter 4. Watching every video, counting down the days till it's return, playing the HELL out of HD Remix (hmm . . ).
Then the game came out. For a while I was happy. Then I got Pissed.
Why? because while on paper it WAS Street Fighter, a lot of crap in the engine was not.
One of the biggest offenders to this was the screen ratio. In the old days on old square monitors you could not pull BS runaway tactics in SF. Some SNK titles allowed the screen to "zoom out" to expand the playing field, but those were Samurai Showdown and Art Of Fighting, not SF.
Easier inputs (shortcuts) were not core SF either in older titles like Super Turbo. Either you knew how to SRK or you got a fireball.
So anyway one year later we get SUPER it was kinda different but overall the same game. It had a lot stuff I liked and the same crap I hated (but learned to work around), but it's still SF so I accept it, even though it's not my favorite (Alpha/Zero 2).
Now going back to DOAD.
This game is still in it's infancy now (little over a week) so I think there's still nuts to crack.
In the pod cast it was mentioned that the quickest throws were 7 frames, well Alpha 152's (*cough* Kasumi's) is 5 frame. Kasumis' version is 10 frame. (This was pointed out to me by Master BTW so I'm giving credit where it's due) Ayanes' back turned throw is 6 frame.
" Yeah Gill, but those are character specific SO WHAT?!"
Well no denying that, but maybe some ways we gotta think differently. Like say for example the guard break situation.
In "traditional" fighters when this happens the attacker gains advantage, however in DOAD both characters go back to neutral . . . this is different.
But let me quote something from what PL said "I'm good at reading people."
No, not me . . .yet. But I'm gonna use that logic.
The only other time both characters are in neutral positions are seconds before FIGHT! is yelled. How many times have you countered a person at the start, grabbed, or just went with strikes in past DOA games? Answer a lot! (It's been a while)
Question why did you choose which ever method. Answer you felt you knew what they were thinking (ex. confused with low health=def VS random/nothing to lose=offense). You guessed right!
So while people are unsure about Guard Breaks, this is something very DOAish. I don't know how I feel but I do like figuring this stuff like this out.
BTW, figured out Alpha 152's counter movement is determined by if she's struck by left and right attacks (weird).
In any case, I'm playing DOAD like it was HD Remix.
So yeah, me being the optimist again? But hey, a lot of you guys are still playing it right?