still comparing excrements to feces
whens DOA2U
DOA2U/DOA3 >>> DOA6 > DOA5 don't @ me
lmao @ going back to DOA5
PC port is a blowup
Stagger Escaping is just dumb mashing
longer stuns are super wack
launch heights are a mess
PB and PL are shitty comeback mechanics
CB is wack
FSDC is kusoge
2: "haha stick goes brrrrr stun is short" you are directly being rewarded for mashing on your controller and this is indisputable. </3 Sorry.1: Team Ninja half asses everything they don't fuck up. They fucked the PC port up.
2: If you honestly believe that stagger escape is mindless mashing then you are not at a level to talk about game mechanics to begin with. <3 Sorry.
3: Longer stuns created an opportunity for mind games to be played and to get people to panic guess instead of react. If you find yourself stunned for hours, guess better, or you know, stagger escape.
4: You want guaranteed damage? You take your launch after the stun. You want more damage? Risk a longer stun. That sounds way better than getting hit into a fucking box for half of your life. Or an octocrutch. Or a dolphocrutch. Or an angry PS1 era Chinese person standing next to a floor with fire crackers. Or a car. Or... basically ANYWHERE unless you are playing the training mode stage.
5: And here I thought having a free get out of jail card with a cut scene was a comeback mechanic. Do the crutch?
6: CB is something that requires a set up. Mashing RB for the auto combo is a CB, except you don't need a set up. It just exists. To carry you. Or to carry your opponent into a box, or a car, or some random ungodly bullshit that wins you the round because you did absolutely nothing to deserve it except mash RB.
7: FSDC? Please refer to #1, and whether they fucked it up or half assed what they were trying to make is up to you to interpret.
5: DOA6 meter is not a comeback mechanic for the simple fact that the attacker is being rewarded with more meter than the victim.
Being directly rewarded by the game for losing = comeback mechanic.So do you need to have your hand held on terminology or...? because apparently it's a difficult science problem.
12head.
Being meter-dependent doesn't automatically make it a comeback mechanic, SF4 is a good example. The Ultra gauge is a comeback mechanic, the Super gauge is not.
2: "haha stick goes brrrrr stun is short" you are directly being rewarded for mashing on your controller and this is indisputable. </3 Sorry.
3: "just play the stun guessing game for 95% of the match 4Head" <<< this is your brain since DOA4. Reminder that not everything has to be a fucking stun https://gfycat.com/ifr/clumsythisewe. The removal of Stagger Escape (and as a consequence, the reduction of all stuns) is one of the few things DOA6 clearly did right. If you disagree you're a masher.
4: A system that rewards you for extending the stun threshold as much as possible? Into the trash it goes.
You could have that, or maybe you could not have 6 different fucking launcher heights from the same fucking move versus the same fucking weight and go back to the sane system?
The stages are trash in both DOA5 and DOA6 anyway ¯\_(ツ)_/¯
5: DOA6 meter is not a comeback mechanic for the simple fact that the attacker is being rewarded with more meter than the victim. On the other hand in DOA5 you're being rewarded for losing by gaining access to PB and PL.
6: Yet another mechanic that rewards you for extending the stun threshold as much as possible? Into the trash it goes
Is DOA4 and DOA6 inverse or parallel to each other? The hatred for DOA4 is greater than the love for any DOA game. It's actually quite interesting to see. I can compromise with DOA5 because I objectively see no reason for the lack of support especially considering supporting DOA5 is still supporting Team Ninja regardless if DOA6 is out.
Can't a CB be applied at any point after a stun and still have same effect as if the stun was extended? By applying a CB at any point during a stun essentially reduces the guessing because it's either a free launch, free grab, or free tech. Blocking would be useful if the frame data was well known. Trying to find the frame data in a convenient format for DOA5 was only reason I got on this site.
1) Leifang must be full of comeback mechanics then 8HeadSon, for DOA6's case that is a literal comeback mechanic.
1) You have a built-in Sabaki.
2) Break hold creates an omni-hold to reset the neutral. A reversal. On top that it was stated in a interview from the devs from the first build is that they wanted players to "come back" from difficult situations for new players into becoming one-sided matches when they were asked about the new hold system alongside Fatal Rush. Henceforth, a comeback mechanic.
X-factor in Marvel is a comeback mechanic, the general health drop version. Same with DOA5 and any other game with that similar idea (T7 rage etc.)
The one in DOA6 is a literal pick-me-up/support comeback which is no different than any typical comeback factor. Again, they both lead to the same conclusion that conditions a player to comeback from that situation from a general mechanic/using resource.
2: what is this nonsensical distinction you're making? You can mash "directions" on your controller just like you can mash "buttons". Ever heard of the phrase "churning the butter" on your stick kek. You can mash 360 motions, and that's the optimal way to SE in DOA5LR (not the only way https://files.catbox.moe/dpxroe.mp4). Depending on the DOA, you are not bound to doing 360 motions and any direction/button is equally efficient to shave off stun. Every iteration of SE is all about that mashinnnnn---------
2: Mashing your controller means you are holding instead of stagger escaping. What is the correct input for the optimal stagger escape? Do you know? And yes, there is a right and wrong way to do it. Mashing is the wrong way to do it.
3: I didn't like DOA 4. DOA 6 IS DOA 4. Nonsensical garbage with the same everything for everybody except speed. And stage crutches. And meter crutches. Yeah, I remember when everything didn't launch. Good times. But if the game HAS to evolve, I'd rather stagger escape and have guessing my way out of a stun be hidden behind actual mechanics like stagger escaping, like launch heights, than just have a 50/50 chance of getting out because I have meter. Every fighting game is a guess, most of them just hide it behind mechanics that make you look over that fact and try to get good at those mechanics. DOA 6 doesn't hide it. Rolling slots takes about as much talent as playing 6. Also... you could just.... block?
4: The stages in 5 are at least different. And snow looks like snow. And the boxes are where it would make sense for a box to be. And there's no fucking octocrutch.
5: DOA 6 rewards everybody with meter regardless of what they do or don't do. The game is made for people who never made it in DOA 1-5 to feel great about themselves by giving them a way to... 50% of the time avoid damage and cause their own. It also lets people side step. In a 3D fighter I need meter to side step. Back in 5 I just... could, and all of them were different... the punches and the kicks. DOA 6 is made for people to feel good, but its so brain dead that nobody did, and as such the game was dead 3 weeks in. A game needs mechanics for players to evolve it into something competitive. DOA 6 has nothing to evolve, so nobody played it. The 10 people trying to get a participation trophy offline don't count, they just wanted free $.
6: And that's the entire point. Whether you like it or not, I get rewarded for X, Y or Z in 5. In 6, I'm expected to feel rewarded for using the crutch at the right time and then mashing RB. As somebody that actually likes to compete and exchange information, knowledge, and play mind games in a match.... uh uh. DOA 6 is a 50/50 with crutches. And if I wanted to gamble, I'd go to a casino. If you include all of the garbage DLC, the casino would be cheaper in the long run, the experience would be the same, but the pay out would be way higher.
Leifang must be full of comeback mechanics then 8Head
I don't want to hear it, you are entitled to your opinion but you're not entitled to your own facts.
If you want to have have your own definition of comeback mechanic then I don't want to hear it
@DestructionBomb
"bla bla pointless Leifang stuff with no su-"
@DestructionBomb
Of course I believe that the DOA games with less focus on the stun game feel better. But that's just like, my opinion, "son", not a fact. Learn the difference.
@DestructionBomb
Learn the difference.