WAZAAAAA
Well-Known Member
Crouching in DOA "takes time".
How long does it take is shown in the skill info page 3 under the switch frame section, which usually varies between 4F (very slow) to 1F (instantaneous). Based on how little we know about this bogus value, it might as well be decided by magical incantations.
So here's a list of reasons crouching is flawed and should be reworked:
1. https://gfycat.com/ifr/leanmaleinganue - https://i.imgur.com/EqGbGxg.gif During a Standing-to-Crouching transition you're very vulnerable. Crouching under highs is a slow, unpredictable nightmare. When blocking with 41 or 52H the expected scenarios would be: avoid the high by crouching or at least block it... one should never get hit HIGH while blocking LOW in a 3D fighter wtf
2. https://gfycat.com/ifr/sphericalscarcehermitcrab Low blocking with 2H and 2 is inconsistent for some reason
3. https://gfycat.com/ifr/parchedsamecoqui The developers added a crouch assist mechanic to speed up crouching when highs are detected, but it's also flawed. The faster crouching only triggers when the opponent does High Strikes (2F crouch), but the developers FORGOT to also apply it to High Throws and High Offensive Holds (4F crouch)! 2F crouching is still bad because it's not 1F by the way.
4. https://www.freestepdodge.com/threads/exploiting-delayed-7pt-on-block.8695/ The "unholdable/idle frame glitch" aggravates the issue by creating abusable situations that you can't crouch.
5. https://www.freestepdodge.com/threads/the-return-of-rapid-step.5576/post-403948 The switch frame rules have a temporary change during round start. Blessed characters who are able to go back-turned during that phase can move away really fast. This is known as Rapid Step (4141 input).
Keep in mind that encountering these crouching related issues is extremely common, and that they have plagued many DOA's before DOA6. It's a bit unclear whether these behaviors are working as intended, because they've never been documented anywhere in tutorials or guides. My guess is that it's just spaghetti code all over the place.
How long does it take is shown in the skill info page 3 under the switch frame section, which usually varies between 4F (very slow) to 1F (instantaneous). Based on how little we know about this bogus value, it might as well be decided by magical incantations.
So here's a list of reasons crouching is flawed and should be reworked:
1. https://gfycat.com/ifr/leanmaleinganue - https://i.imgur.com/EqGbGxg.gif During a Standing-to-Crouching transition you're very vulnerable. Crouching under highs is a slow, unpredictable nightmare. When blocking with 41 or 52H the expected scenarios would be: avoid the high by crouching or at least block it... one should never get hit HIGH while blocking LOW in a 3D fighter wtf
2. https://gfycat.com/ifr/sphericalscarcehermitcrab Low blocking with 2H and 2 is inconsistent for some reason
3. https://gfycat.com/ifr/parchedsamecoqui The developers added a crouch assist mechanic to speed up crouching when highs are detected, but it's also flawed. The faster crouching only triggers when the opponent does High Strikes (2F crouch), but the developers FORGOT to also apply it to High Throws and High Offensive Holds (4F crouch)! 2F crouching is still bad because it's not 1F by the way.
4. https://www.freestepdodge.com/threads/exploiting-delayed-7pt-on-block.8695/ The "unholdable/idle frame glitch" aggravates the issue by creating abusable situations that you can't crouch.
5. https://www.freestepdodge.com/threads/the-return-of-rapid-step.5576/post-403948 The switch frame rules have a temporary change during round start. Blessed characters who are able to go back-turned during that phase can move away really fast. This is known as Rapid Step (4141 input).
Keep in mind that encountering these crouching related issues is extremely common, and that they have plagued many DOA's before DOA6. It's a bit unclear whether these behaviors are working as intended, because they've never been documented anywhere in tutorials or guides. My guess is that it's just spaghetti code all over the place.
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