Why is DOA 5 considered non-competitive ?

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SilverKhaos

Active Member
This is just agreeing with a lot of points made earlier. But these are the things I find frustrating.
Disclaimer: my only deep experience with DOA is DOA2 ultimate so it may have changed since then.

1. All juggle combos being inescapable-
Allowing a simple air control escape would be nice. All the guaranteed damage after a launcher can be very demoralizing to new players. I know when I first played DOA this seemed a huge step backwards from SE/SC.
However: I will say air escapes of any sort should be limited and practical not just done whenever you are juggled.

2. Combo centric gameplay-
IE:Stun opponent/dish out 12 hit combo/rinse repeat. That seems like it limits a defenders options farther than necessary in order to avoid turtle-ing defenses. I have the feeling with all the Tekken's so I'm not singling out DOA. Also I'm not saying do away with combos all together instead limit them to practical applications.

3. This is non gameplay related. But DOA has always had a fun, tongue-in-cheek style that may turn certain people off.
It's had that casual 'get a bunch of friends over and have a couple of beers' feel to it since I remember. Things that aren't super serious are looked at negatively by many nowadays.

Because god forbid a game be fun, apparently lol.
 

SilverKhaos

Active Member
I think 5 does a good job catering to both.

The thing is, the serious folks need to start looking for the depth where it is, and not where it isn't.

And also understand that depth doesn't only mean "complex execution" or "Guaranteed damage".
 

Rikuto

P-P-P-P-P-P-POWER!
After being destroyed by a Tina/Bayman player I think the reason some people think DOA is not competitive is the fact that some characters (not every character, like in DOA4) can get a lot of damage from playing pasively (waiting for the other to attack to throw and offensive hold or an advanced hold). When I got the lead on life-bar all the other guy had to do was wait for me to attack. On the other hand, I have no problem with this myself. I think the hold system is OK. After all, if someone punches you in the face in real life you are not going to go "well, now I'm going to let him punch me 20 more times so everything flashes red and..COMBO TIME", you are going to try to hit them back.

Those characters live on the punishment end of the spectrum. They punish the use of the triangle system, that is part of their niche.

Someone like Rig, on the other hand, would get off a single 7K on CH and his entire followup combo will be guaranteed. No countering possible. He's basically playing tekken, because he's on THAT end of the spectrum.

Someone like Hayabusa or Kasumi is in the middle, and they are a slave to the triangle system. Most people are playing characters in that fashion, and thats why they are getting pissed off.

And also understand that depth doesn't only mean "complex execution" or "Guaranteed damage".

In-fighting and the yomi associated with it are all fine and dandy, thats one level of the game. in DOA 4, every single fight came down to that, and thats why people felt turned off... there was no way out of it. If it didn't fit their playstyle to infight and be a slave to the triangle system, they would get wrecked, get pissed, and move on.

Now we can have fights between someone playing the Tekken style of spacing and banking on that one CH to take half the lifebar vs the DOA infighting, constant guessing and adapting.

Both styles exist in 5, and this is good. More matchups, more possibilities, more depth.

People are playing one character and assuming thats the entire game. They couldn't be more wrong.
 

Kritoth

New Member
I may not sound like it but I am indeed advocating for the game to be fun. I hope my post was not misinterpreted as saying the game sucks or should be easier etc...

However I have seen a stagnation of fighting games and sometimes an adherence to mechanics that don't move anything forward at all.

I know things like slow escape helps get out of stuns, and I will need more playtime with DOA5 to understand it, but watching the streams of the tournaments somewhat reenforces my first two points. It may just be me and my skill level talking. Personally I'd like to see any fighting game go full on cinematic kung-fu one day. I respect every players (Especially pro players) opinion and if they know I am wrong here, than I accept that. Juggles combos never seemed that important to me is all. Stuns, as long as they make sense, I'm fine with.
 

J.D.E.

Well-Known Member
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I was wondering did somebody ask this question (the thread topic).

Any moron-scratch that lunatic (haters) would say because of " the fighting curves" or "ass & titties" which irritates me because all games especially in this generation has been setting sex cells in almost every game in stores now. It's very competitive. Especially now. It's simply because it needs more community support. That means more people representing & supporting the game. More competitive players.That's why you hear all of the competitors talk about showing up at tournaments & events. The more support it has, the longer it lasts, & the more popular the game will become. Which the series is popular anyways.
 

J.D.E.

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Game Informer comes up with bogus opinions because they are payed to. (understandable)

Fighters Generation comes up with bogus opinions out of emotional bias. (understandable)

Stikku's opinions appear to come from nothing other than pure, concentrated Stupid. (inexcusable)
You think that's something. Go to EDGE's reviews they fucking terrible when it comes to fighting games.
 

CrimsonCJ

Active Member
I may not sound like it but I am indeed advocating for the game to be fun. I hope my post was not misinterpreted as saying the game sucks or should be easier etc...

However I have seen a stagnation of fighting games and sometimes an adherence to mechanics that don't move anything forward at all.

I know things like slow escape helps get out of stuns, and I will need more playtime with DOA5 to understand it, but watching the streams of the tournaments somewhat reenforces my first two points. It may just be me and my skill level talking. Personally I'd like to see any fighting game go full on cinematic kung-fu one day. I respect every players (Especially pro players) opinion and if they know I am wrong here, than I accept that. Juggles combos never seemed that important to me is all. Stuns, as long as they make sense, I'm fine with.

Very true at some level. I'd love to see certain mechanic "necessities" hit the dust, though I guess every decision like that threatens an already established player base.
 

Rikuto

P-P-P-P-P-P-POWER!
The entire basis for that assumption was the way the characters are set up on the character select screen.
 

J.D.E.

Well-Known Member
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They literally lost all credibility when they actually said Gen Fu was a Virtua Fighter character.

That had me rollin' for hours.
Hell they even dipshit in terms of Tekken & Mortal Kombat! & Barely gave Street Fighter IV good credibility!
 

Ace Flibble

Member
Lol reviewrage.

Reviews are one person's opinion. That person may or may not have tastes that match up to yours; they may or may not have experience with any given series of games. A review is note ''bad'' because the reviewer's opinion does not match up to your own and it is quite understandable for a reviewer to not know every detail of a game, especially if they are writing for a larger publication or site where they will not have a lot of time to dedicate to each title and where they have to ensure their content appeals to a broad market.

Rather than complain about reviews you disagree with, find reviewers who do share a similar taste in games to you and stick to reading those. There is really nothing to be gained from getting angry at video game reviews.
 

J.D.E.

Well-Known Member
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Oh I'm not I was just telling him about what kind of reviews they give towards games. But that's just 1 company
 

XDest

Member
Those characters live on the punishment end of the spectrum. They punish the use of the triangle system, that is part of their niche.

Someone like Rig, on the other hand, would get off a single 7K on CH and his entire followup combo will be guaranteed. No countering possible. He's basically playing tekken, because he's on THAT end of the spectrum.

Someone like Hayabusa or Kasumi is in the middle, and they are a slave to the triangle system. Most people are playing characters in that fashion, and thats why they are getting pissed off.

I like that they didn't change Ayane much except for focusing on her mobility strength. 3F+K giving a lot of guaranteed damage on NH and CH is awesome. BT 4K also gives a good amount on NH guaranteed. Whiff punishment with her used to only give stuns, a knockdown, or an OH if you timed it right. Now she has the ability to simply get pure damage off playing the footsies game right.
 

Rikuto

P-P-P-P-P-P-POWER!
I like that they didn't change Ayane much except for focusing on her mobility strength. 3F+K giving a lot of guaranteed damage on NH and CH is awesome. BT 4K also gives a good amount on NH guaranteed. Whiff punishment with her used to only give stuns, a knockdown, or an OH if you timed it right. Now she has the ability to simply get pure damage off playing the footsies game right.

I'm glad to hear my suspicions have been correct about her then. You're probably the only one I entirely trust concerning Ayane heh.
 

VirtuaKazama

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News Team
I got a similar one once in VF5FS. A guy who played El Blaze by spamming the same combo over and over (+ super lag) had the balls to rage quit when I was winning. And when I sent him a message asking why, his answer: "I couldn't let you win. No combos" :confused:

Does he think combos alone will help him win a match? That's really sad.

Simple like said before with a lack of a competitive offline scene is why DOA is considered non competitive. People just like to accuse it of being a "tit" game because they assume that's the only reason people play it(since there is no serious competitive scene to prove other wise). Because you know, games like Tekken, SC, and KOF don't have any fanservice whatsoever(sarcasm).

FGC don't help with acting no different than dumb reviewers/critics who know nothing about the game and just accuse it of still just being a fanservice fest. I personally hate the FGC.

Gotta love those stream monsters and their "Where's Mahvel" comments. But then again, you have people in the FGC who don't contribute to anything at all.
 

UncleKitchener

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Personally, I have a major problem with the stun and hold system. Yeah, I know you have to deal with this if you're playing this game, but I think it's something that is holding this game back. The current stun game is dog shit and I don't care if anyone takes offence. It's just a more drawn out version of the DOA2/3 stun game with every 90% of a character's movelist having stun extension properties. I don't want to have to remember every mix up in this game just to know what hit level a string is and which moves are linear/circular. Slow escaping a good alternative, but you won't get to escape out of those in most situations. If this was DOA2/3 stun system, I guarantee you there would've been less people turned off by this game.

I don't like being in either major frame advantage or disadvantage. There really has to be a middle ground. I remember having a conversation with Mr. Wah about VF's Wolf frame data. His major complaint was that Wolf didn't have many moves with frame advantage on block with the exception of standing P and G+K. Comparing the numbers to Bass, our Bass is at more of a disadvantage ON HIT unless he actually manages to put the opponent into critical stun. If these two were to go against each other in a crossover game, I guarantee you that Bass would have very hard time against Wolf because Wolf has a +frame 2P, +frame standing P, standing K with knockdown, low throws etc. I mean, imagine an unbreakable burning hammer on HCH. That's already +50%. Bass on the other hand will still be at disadvantage if he lands a jab on CH.

Holds are toned down, but they're still the same thing. You can pretend they're not.

Let me know if I'm being full of shit or not.
 

Rikuto

P-P-P-P-P-P-POWER!
Personally, I have a major problem with the stun and hold system. Yeah, I know you have to deal with this if you're playing this game, but I think it's something that is holding this game back. The current stun game is dog shit and I don't care if anyone takes offence. It's just a more drawn out version of the DOA2/3 stun game with every 90% of a character's movelist having stun extension properties. I don't want to have to remember every mix up in this game just to know what hit level a string is and which moves are linear/circular. Slow escaping a good alternative, but you won't get to escape out of those in most situations. If this was DOA2/3 stun system, I guarantee you there would've been less people turned off by this game.

I don't like being in either major frame advantage or disadvantage. There really has to be a middle ground. I remember having a conversation with Mr. Wah about VF's Wolf frame data. His major complaint was that Wolf didn't have many moves with frame advantage on block with the exception of standing P and G+K. Comparing the numbers to Bass, our Bass is at more of a disadvantage ON HIT unless he actually manages to put the opponent into critical stun. If these two were to go against each other in a crossover game, I guarantee you that Bass would have very hard time against Wolf because Wolf has a +frame 2P, +frame standing P, standing K with knockdown, low throws etc. I mean, imagine an unbreakable burning hammer on HCH. That's already +50%. Bass on the other hand will still be at disadvantage if he lands a jab on CH.

Holds are toned down, but they're still the same thing. You can pretend they're not.

Let me know if I'm being full of shit or not.

Ah Kitch, you're a perfect example of who I keep talking about.

Now I'm not saying I disagree about the stun/hold system overall, but if it bothers you to that extent why not simply play a character that ignores it? That IS an option this time around. You're only a slave to it if you choose to be.
 

UncleKitchener

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Ah Kitch, you're a perfect example of who I keep talking about.

Now I'm not saying I disagree about the stun/hold system overall, but if it bothers you to that extent why not simply play a character that ignores it? That IS an option this time around. You're only a slave to it if you choose to be.

Bass is a good example of a character who can to some extent ignore the stun game, primarily because he's really shit when it comes to actually having a good stun game in the first place and also because he does damage outside of stun anyway. He's a bit like Marduk (albeit a shitty Marduk, to be honest. Still very fun).

Still doesn't change the fact that you're playing a stun centric game and I just can't play other characters because I just end up getting bored.
 
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