When do you think DOA6 will be released and what do you want to see in it

Release date predictions

  • 2014-15

    Votes: 9 7.9%
  • 2016+

    Votes: 105 92.1%

  • Total voters
    114

PhoenixVFIRE

Well-Known Member
I would like the Power Blows to look more creative and original, not a mix of moves the character has, unless it's done right like Ayane's. Most of the PB's are just kinda lame and underwhelming, a character like Helena could've done so much but instead we got a super basic ass one that a kid could've come up with just seeing her moveset for the first time.

They are basically Supers/X-rays, this is the moment you go all out with creative-ness and make things flashy. I feel the same way about tag grabs too, like damn, so many are pathetically underwhelming. I could literally think of a shit ton of better ones. Kasumi x Phase 4's is just disappointing, when it could've been really flashy and teleport heavy. I just don't understand why they opt for basic stuff all the time.
 

KwonJigglypuff

Well-Known Member
DOA2, DOA3 and DOA4 brought us so many good tag moves. The most 'creative' (or surprising I would say) being the one between Kokoro and Lisa. Even Kasumi with Helena feels special. Because it's not part of their moveset, but still, it suits their personality. The same for Brad and Eliot, the choregraphy is amazing!

Example of a bad tag throw : Marie Rose & Eliot
Marie-Rose throws the opponent in the air (with one of her usual hold) and then Eliot performs 46P when the opponent is in the air.
I mean, that's cool for trying to make them official tag partners, but that's so uncreative and the action feels so fragmented: it's just two existing moves performed one after the other... seems that it was rushed!
But of all characters, Nyotengu has the most boring tag throws: with Ryu.. boring.. with Ayane.. uninspired... with Marie-Rose.. ermm..

PS : the new intros/outros though, are very nice for a change!
 

Kronin

Well-Known Member
I agree that Marie Rose and Eliot it's not the best tag throw (the opposite is much more nice), but to be fair since DoA2 we got so much examples of tag throws shaped from two existing moves performed one after the other, this isn't a news of the series. In addition to the substance you have also to consider other elements, as the speed of the throw or the movements of the camera. Using as example another new Tag Throw, Hitomi & Hayate use the same concept but the outcome is more better than the one that you used as example, this because there is a precise direction of the action behind.

In general I agree that the new tag throws use almost only moves already existing (the peak of the originality so far is surely of the DoA4's Kokoro & Lisa that you mentioned), but even so I can't say that they aren't good because I find some of them pretty cool, as for example Christie & Rig, Kokoro & Helena, Kasumi/Phase & Hayate, Hayate/Phase & Kasumi (these are my most favourite ones), Bass & Mila.

But of all characters, Nyotengu has the most boring tag throws: with Marie-Rose.. ermm..

Honestly I think that the one of Nyotengu and Marie Rose, while not bringing some new move or a particular good camera, is surely very original in the execution, I like it.

EDIT: However from her moans I've some doubts about what is actually doing Nyotengu during the first part of it... xD

Kasumi x Phase 4's is just disappointing, when it could've been really flashy and teleport heavy. I just don't understand why they opt for basic stuff all the time.

By the way Phase 4 redeems herself inheriting all the tag throws of Kasumi (she is passed from 0 in DoA5U to be one of the characters with the most ones in Last Round), and applying her particular sign in some of them. Not sure if you noticed it, but in various tag throws where Kasumi doesn't make particular actions, Phase 4 appear to include even her own black teleport (for example in Phase-4 & Ayane performed during the execution of the throws, or for leaving the scene after her tag throw with Hitomi).
 

KwonJigglypuff

Well-Known Member
Yeah maybe it's not that bad, I was probably exagerating. It's probably just a matter of camera.

For instance, Hitomi & Ein: it's very simple. Both are doing Ein's 7P. But they are facing the same direction and it feels brutal. The rhythm is great, a single powerful impact. Simple yet effective.

For Nyotengu and Ryu... it's a regular throw, and then after another regular throw.. no epicness or anything.

Speaking of Marie Rose and Eliot.. the problem is mainly the camera. You can see Eliot coming out of nowhere and punching the opponent like a sand bag. Feels a bit akward. They could have found something cute and a good choregraphy.

And again, speaking of Helena... most of her tag throws (even old ones) are kinda boring or always very short...
 

Kronin

Well-Known Member
Speaking of Marie Rose and Eliot.. the problem is mainly the camera. You can see Eliot coming out of nowhere and punching the opponent like a sand bag. Feels a bit akward. They could have found something cute and a good choregraphy.

It reminds very much the Akira & Jacky one where you can literally see Jacky waiting for Akira ending his part before to enter in action. On a separate note the Virtua Fighter ones have very peculiar tag throw between them compared to the DoA characters but I believe that they are pretty fitting for them: I think that TN made a good work about it, they are exactly how I would imagine them if implemented in the VF series.

And again, speaking of Helena... most of her tag throws (even old ones) are kinda boring or always very short...

I agree that very often they are short (but just because Helena has a flashy moveset, hardly you could expect something different considering her speed and fluidity with the Pi Qua Quan), but some them are very nice imo. My most favourite of her, and one in absolute in the game, is surely Gen Fu & Helena, I'm capable to select them uniquely for performing it :p

Special mention for Helena & Marie Rose even if there the merit is of the little girl xD
 

Russian-chiropractic19

Well-Known Member
Standard Donor
I honestly look at tag throws the same way I look at MK fatalities both are nice to look at a couple times, but ultimatley don't add much to the game, since tag is such a broken mess.
 

KwonJigglypuff

Well-Known Member
I honestly look at tag throws the same way I look at MK fatalities both are nice to look at a couple times, but ultimatley don't add much to the game, since tag is such a broken mess.

Yeah... tag is a mess... it's a shame, because it could be an amazing selling point for DOA...
And it's not... it's just a mode that has been here since DOA2 but which really lack ambition in terms of mechanic and a marketing approach..

I love the new tag mechanics introduced in DOA5U though... being able to use a CB and eject an opponent is neat. It just need more balance overall...
 
going back to my idea of a male hajinmon ninja: that character could have some pretty awesome tag animations with Ayane, and the other ninjas, as well as intros and outros.

also i'd like to see Kasumi and Bayman have a tag throw, i'm thinking Bayman neck swings the opponent and kasumi teleports through them, from mid-air.
 

WAZAAAAA

Well-Known Member
Two throws colliding at the same frame shouldn't have a random winner.

Throwing someone in his throw startup animation shouldn't give counter damage.

Successful holds shouldn't really have regular/Counter/Hi-Counter multipliers, as you don't have much control over which one will happen, it's mostly luck based.

No more comeback mechanics (Power Blow and Power Launcher being activated under 50% health).

No guard break animation if the move actually leaves you at a disadvantage.



Also, no more forced taunts on Jann Lee, and bring back Hayabusa's true handstand hype!
 
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PhoenixVFIRE

Well-Known Member
By the way Phase 4 redeems herself inheriting all the tag throws of Kasumi (she is passed from 0 in DoA5U to be one of the characters with the most ones in Last Round), and applying her particular sign in some of them. Not sure if you noticed it, but in various tag throws where Kasumi doesn't make particular actions, Phase 4 appear to include even her own black teleport (for example in Phase-4 & Ayane performed during the execution of the throws, or for leaving the scene after her tag throw with Hitomi).
I have noticed that and was happy about it, but I'm mainly speaking about Kasumi x Phase 4. It's kinda sad that it could've been amazing looking but instead we got Kasumi's standard grab mixed with the slice grab, it's just sooooo bland and disappointing.
I agree that very often they are short (but just because Helena has a flashy moveset, hardly you could expect something different considering her speed and fluidity with the Pi Qua Quan), but some them are very nice imo. My most favourite of her, and one in absolute in the game, is surely Gen Fu & Helena, I'm capable to select them uniquely for performing it :p
Special mention for Helena & Marie Rose even if there the merit is of the little girl xD
I actually really like Helena x Genfu, especially the one where they keep pushing the opponent back and forth. The first time I saw that one I was like jeez lmfao;;; it stuck with me ^_^. Eliot and Brad Wong is another great one, same with Brad Wong and Zack.

Helena x Marie Rose's I hate you i hate you i hate you is perfect, but the other one is like a suckier version of Helena x Kokoro without the windmill.

I know a lot of people don't like tag, and I definitely understand that, but I still find it fun to play with friends when you don't feel like waiting forever.
I personally think that since tag is already broken as shit, they should just add in the rest of the stages to play on. It would be hilariously and ridiculous.
 

Russian-chiropractic19

Well-Known Member
Standard Donor
Successful holds shouldn't really have regular/Counter/Hi-Counter multipliers, as you don't have much control over which one will happen, it's mostly luck based

im a bit torn on this one on one hand i believe hi-counter damage is kinda stupid, but i feel its deserved with actual offensive holds not the grab like things, but when you purposely hold as a means to cause damage rather than escape it (can we please go back to calling the others catch grabs?)
i know personally with Bayman his advanced holds are pretty crap unless you can land them at the last moment and get that hi-counter which isn't easy and is very risky.
 

Brute

Well-Known Member
Standard Donor
I always felt like the NH/CH/HiC properties on defensive holds should correspond to the Critical Hold damage revisions (Hold outside stun, get HiC || Hold in stun, get CH || Hold in Crit lvl 3, get NH). It seems like it would make holds a bit too powerful at first, but if you reworked the active frames to only permit something akin to the current CH window and increased the recovery time on "whiffed" holds, I think it would actually work out quite nicely (perhaps tweak the damage so that the HiC properties were closer to the current CH properties, as well).
Somehow that seems more structured and logical to me than giving insane rewards on near just-frames while simultaneously gimping the payoff of expert critical holds to make them nearly ludicrous to attempt (outside of mid P/mid K).

Aside:
Not to make this go too off-topic, but on the topic of Tag throws, does Raidou have anything unique tag-wise with anybody aside from Honoka?
 

KwonJigglypuff

Well-Known Member
I actually really like Helena x Genfu, especially the one where they keep pushing the opponent back and forth. The first time I saw that one I was like jeez lmfao;;; it stuck with me ^_^.

Yeah it really suits both their fighting styles.

1434850402-n6qji.gif
 

WAZAAAAA

Well-Known Member
The winner isn't random. It's awarded to the throw with the higher damage output.
No man it's just random. But it seems that if one of the "colliders" is Bass or Tina (I guess it's a wrestler priority thing), Tina/Bass' throw will win, but if both players are Bass/Tina then it's random again

It doesn't. It awards CH damage.
ah yes my bad damage multipliers in DOA are confusing to me
 

Brute

Well-Known Member
Standard Donor
No man it's just random. But it seems that if one of the "colliders" is Bass or Tina (I guess it's a wrestler priority thing), Tina/Bass' throw will win, but if both players are Bass/Tina then it's random again
Well that's because Bass and Tina have faster throws than everyone else (and generally deal more damage, as well).
Test it using two characters with same throw speeds (but different damage numbers) after a neutral frame trap (something like Ayane's 2P). Check the damage numbers beforehand using the in-game data display, and then watch as the higher damage punish throw takes priority.
I'm not actually sure what happens if both are the same damage. Probably functions like a neutral throw break, but leaving both players at neutral.

ah yes my bad damage multipliers in DOA are confusing to me
Can't blame you. Some are just strange and counter-intuitive (get struck while jumping and it's HiC damage, for some reason).
 

WAZAAAAA

Well-Known Member
Well that's because Bass and Tina have faster throws than everyone else (and generally deal more damage, as well).
Test it using two characters with same throw speeds (but different damage numbers) after a neutral frame trap (something like Ayane's 2P). Check the damage numbers beforehand using the in-game data display, and then watch as the higher damage punish throw takes priority.
I just realized it's about randomness AND startups, not damage. I've tested various combinations, different throws from different inputs/damages/characters, here some examples:
Jann Lee 5T at +0 vs Ayane 5T = random winner (Ayane's throw damage is higher)
Jann Lee A 5T at +0 vs Jann Lee B 5T = random winner
Jann Lee 214T at +0 vs Hayabusa 41236T = random winner
Jann Lee 2T at +0 vs Hayabusa 2T = random winner
Jann Lee 236T at +0 (catch throw) vs Kasumi 33T (catch throw) = random winner
Jann Lee A 5T at -2 (3P on hit) vs Jann Lee B 6T = Jann Lee A wins
Jann Lee 5T at -2 (3P on hit) vs Hitomi 4T = Jann Lee wins
Jann Lee 5T at -2 (3P on hit) vs Hitomi 6T = Jann Lee wins
Jann Lee 5T at +1 (7P on block) vs Bass 5T = Bass wins
Jann Lee 5T at +1 (7P on block) vs Tina 5T = Tina wins
Jann Lee 5T at +1 (7P on block) vs Bass 5T = Hayabusa wins
Jann Lee 6T at +1 (7P on block) vs Hayabusa 4T = Hayabusa wins
Jann Lee 6T at +1 (7P on block) vs Hayabusa 6T = Hayabusa wins
(tested on DOA5LR Steam Ver.1.02)

My conclusions / TL;DR:
Every time two colliding throws share the same startup frames, the winner is random.
Every time two colliding throws have different startup frames, the winner is the one with the shortest startup.
You don't have to believe me, it can be tested.
Both cases are shit anyway and this game should implement some proper throw tech system.

I'm not actually sure what happens if both are the same damage. Probably functions like a neutral throw break, but leaving both players at neutral.
woot, you're making stuff up now

Can't blame you. Some are just strange and counter-intuitive (get struck while jumping and it's HiC damage, for some reason).
forreal man
 

Brute

Well-Known Member
Standard Donor
My conclusions / TL;DR:
Every time two colliding throws share the same startup frames, the winner is random.
Every time two colliding throws have different startup frames, the winner is the one with the shortest startup.
You don't have to believe me, it can be tested.
Both cases are shit anyway and this game should implement some proper throw tech system.
So, it turns out that every case I was looking at originally fell perfectly within the criteria I described (apparently by sheer coincidence).
Upon testing the ones you listed, however, you seem to be right that many do not. How odd.

Well then, I suppose I am now, too, in favor of this being changed.
 

Aven Kujo-Gin

Well-Known Member
Treat Leon as unique character, not a copy paste from Bayman. Is it really that hard to give him new hold animations and new tag throws?
Talking about tag, TN should work more for this mode. Is an unique feature but right know is absolutely not balanced. If possible, make one player stages available in tag too.
Oh, and also, more details. Game is great but is lacking those little details that his predecessors had.
 

Argentus

Well-Known Member
Treat Leon as unique character, not a copy paste from Bayman. Is it really that hard to give him new hold animations and new tag throws?
Talking about tag, TN should work more for this mode. Is an unique feature but right know is absolutely not balanced. If possible, make one player stages available in tag too.
Oh, and also, more details. Game is great but is lacking those little details that his predecessors had.
well to be fair, nowadays, while he still shares a couple animations, he uses a completely different fighting style from Bayman as of DOA5.

Anyways, as always, I'm hoping for Nicole's return. Revamped into a DOA original instead of a Halo character, of course.

Because I loved having a heavy hitting female that could plow through you like a freight train :) Especially with her being the 3rd tallest in the cast (Behind Tengu and Omega), with a good 3 inches on Bass.
 
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