What makes each character unique ?

KwonJigglypuff

Well-Known Member
TN said they wanted to give each character their own individuality. So I have two big questions for you :

1. How woud you describe each character in term of gameplay individuality (with an adjective or a word)? You know, in each fighting games, you have grapplers (Tina, Bass), strikers (Hitomi, Ein), people who deal more with punishers or distance, here you have the queen of the sabaki (Lei Fang), the queen of teleportation (Kasumi), etc.
What would be each character's individuality here ? I find it hard to describe Kokoro (lot of pressure, hybrid?), Eliot (??), Christie (??) and Helena (evasiveness?) for example. Sure they all have a unique stance (jaheiko, chechu, BKO), but what is the thing that makes each character in DOA5 unique? I also lack English vocabulary tbh.
Make a list if you can.


2. What other types of individuality would you like to see in the future (DOA6)? I'm not looking for fighting styles in specific, but gameplay tools and characteristics.
example : a smooth-hitting/flexible character like Zafina, a 80% throws based character like a Judo/Aikido fighter, a character based more on SS, on real speed (btw, who has the greatest speed in DOA5?), a Parkour character based on jumps (a sort of stance which is performed after a jump, like Kasumi's 9P+K or Sarah's jump..) etc.

Ewww.. Hope this was not too painful to read. :eek:
 

DR2K

Well-Known Member
The stun system forces everyone to play the same.All the hard work they put into trying to make the characters different was put in the shitter when they started nerfing everything.
 

lopedo

Well-Known Member
The stun system forces everyone to play the same.All the hard work they put into trying to make the characters different was put in the shitter when they started nerfing everything.

Exactly.

In order not to break threshold most characters poke and go for a CB. That is usually a mid punch or kick, in most cases two. Otherwise, high and mid launchers for everybody just in case the other person guesses the aforementioned poking.

Everything before the stun consists of an easily executable string or one button push move that begins the guessing game.

I just explained DOA at it's highest level. Sad but true folks.
 

Brute

Well-Known Member
Standard Donor
Some things lopedo didn't mention:

Range/speed which factors into success of pokes
Risk of damage weighed with beforementioned factors
Adjustment to characters with parries and other unconventional methods that circumvent "counter-out-of-stun" game
Blocking/throwing/OHs (and respective consideration of chain throws)
Gamble to punish failed holds with HiCounter throws or continuing to play stun game (also factors environment)
Arena BS (snow, walls, breakable objects, etc.)
All the shenanigans surrounding floor game and wake-up kicks

Anyway, not saying lopedo's point is not insightful, but even one simple counter-example shows that that is not DOA on its highest level.
 

Sly Bass

Well-Known Member
Premium Donor
Exactly.

In order not to break threshold most characters poke and go for a CB. That is usually a mid punch or kick, in most cases two. Otherwise, high and mid launchers for everybody just in case the other person guesses the aforementioned poking.

Everything before the stun consists of an easily executable string or one button push move that begins the guessing game.

I just explained DOA at it's highest level. Sad but true folks.
This really doesn't bother me because I play Akira. His longest combo string is 3 moves. The rest revolves around using his individual strikes to hit the threshold and string together combos.
 

lopedo

Well-Known Member
Some things lopedo didn't mention:

Range/speed which factors into success of pokes- What? The whiff punishment in this game is garbage. Speed? Maybe 3-5 characters, everyone else is trash tier.
Risk of damage weighed with beforementioned factors- Guessing between a launch and a CB. That's what I said.
Adjustment to characters with parries and other unconventional methods that circumvent "counter-out-of-stun" game- You can't adjust properly. You still have to go mid most of the time. I call this the "scared to attack me" because my character can spam things that yours can't.
Blocking/throwing/OHs (and respective consideration of chain throws)- Blocking gets you thrown in DOA. OH's... what about them? Breaking chain throws isn't rocket science.
Gamble to punish failed holds with HiCounter throws or continuing to play stun game (also factors environment)- Yeah, it's a guessing game. You guess what he'll guess and then make a move depending on what you guessed that he guessed.
Arena BS (snow, walls, breakable objects, etc.)- Snow=DOA 4. Breakable objects are amazing. I can get a free round because somebody guessed wrong at the start of it. Great game, fucking love it.
All the shenanigans surrounding floor game and wake-up kicks- The floor game is so broken that only Helena players know how to use it consistently. Wake up kicks are so broken that you actually back up when YOU know the OPPONENT down.

Anyway, not saying lopedo's point is not insightful, but even one simple counter-example shows that that is not DOA on its highest level.

I get that on the first day of playing somebody isn't going to understand what I'm saying, but really, that's all this game is. You guess right before they do for max damage.


@Steve You have lows that stun on hit. That is stupid considering half of the lows for DOA characters are unsafe on hit.
 

Brute

Well-Known Member
Standard Donor
I get that on the first day of playing somebody isn't going to understand what I'm saying, but really, that's all this game is. You guess right before they do for max damage.
I understand that someone without higher education would not understand how simple logic works, but common sense actually brings you to the exact same conclusion. One Counter-example, however minute, is enough to invalidate a claim. You are attacking my conclusion rather than a premise, which is a no-no when it comes to logic and rhetoric.

ie: Using bold just makes your ignorance more hilarious. It does not strengthen your immature concept of logic.
 

lopedo

Well-Known Member
I understand that someone without higher education would not understand how simple logic works, but common sense actually brings you to the exact same conclusion. One Counter-example, however minute, is enough to invalidate a claim. You are attacking my conclusion rather than a premise, which is a no-no when it comes to logic and rhetoric.

ie: Using bold just makes your ignorance more hilarious. It does not strengthen your immature concept of logic.
Was that supposed to be a personal jab at me? I don't need an education to invalidate a stupid argument.

I countered each and one of your points successfully. :) I'd troll you but I don't even know who you are so we'll agree to disagree and you can go fuck yourself. <3
 

Sly Bass

Well-Known Member
Premium Donor
Was that supposed to be a personal jab at me? I don't need an education to invalidate a stupid argument.

I countered each and one of your points successfully. :) I'd troll you but I don't even know who you are so we'll agree to disagree and you can go fuck yourself. <3
People might take your posts more seriously if you also underline and strike through your text as well as bold them. Remember, knowing is half the battle!
 

Brute

Well-Known Member
Standard Donor
Was that supposed to be a personal jab at me? I don't need an education to invalidate a stupid argument.

I countered each and one of your points successfully. :) I'd troll you but I don't even know who you are so we'll agree to disagree and you can go fuck yourself. <3
trolololololololololololololol
 

lopedo

Well-Known Member
I just noticed that there is only one person who'd ever fight me in a tournament. Everybody else wouldn't get that far due to being bad... so... damn..... ouch... oofa.

Your name offends me Ricky, GISTAPOOOO! My compandre le homie san.
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
The stun system....let me correct that, the high emphasis on the stun system defeat the purpose of having character individuality. Less stuns + more frame advantage + attacks that knock down/back = a use for character individuality.
 

Brute

Well-Known Member
Standard Donor
The stun system....let me correct that, the high emphasis on the stun system defeat the purpose of having character individuality. Less stuns + more frame advantage + attacks that knock down/back = a use for character individuality.
If that were true every character would play almost exactly identical, meaning that any player who is competent with one character could pick up and use any other character to the same effect. And yet we rarely see that. Players who are adept with multiple characters have put time into training them independently and learning their specific strengths and weaknesses, which they all have.

People like to be melodramatic so that they have an excuse to whine about something. The characters in DOA each function uniquely, just like they do in every fighter except Dropkick.
 

SilverKhaos

Active Member
If that were true every character would play almost exactly identical, meaning that any player who is competent with one character could pick up and use any other character to the same effect. And yet we rarely see that. Players who are adept with multiple characters have put time into training them independently and learning their specific strengths and weaknesses, which they all have.

People like to be melodramatic so that they have an excuse to whine about something. The characters in DOA each function uniquely, just like they do in every fighter except Dropkick.

in every fighter except what?
 
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