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Having that glitch in there is like cheating the game, i'm not for that.
how so?Having that glitch in there is like cheating the game, i'm not for that.
If that's what you want then why are you playing DOA in the first place?
Reducing the advantage of all stuns is the same as if an opponent SE'd them, which is pointless.Sit down stuns guarantee what they are designed to guarantee, this glitch makes sit down stuns guarantee anything. It's that which I don't support.
Jann Lee's F+K being +30 something? That's complete overkill. I would happy if sit down stuns were not slow escapable but TN would need to reduce the advantage from all stuns to balance it out.
All of Helena's stuns going from guaranteeing 3P only to guaranteeing 9P or 9K? That would be great.
All of Helena's stuns being +23 and guaranteeing CB? No that would be too much.
All Helena's sit down stuns being linkable into CB?
Then Rig is not a part of DOA, because he can already do that.Sit down stun > sit down stun > sit down stun > CB? Then it's no longer DOA.
The way it is now every sit down stun guarantees CB, removing the ability to SE and reducing most stuns from +23 to +18 (or so) would grant a free launcher for guaranteed damage without guaranteeing CB. I think every character should have ONE stun that can guarantee CB but not every single stun.Reducing the advantage of all stuns is the same as if an opponent SE'd them, which is pointless.
So you think if Jann Lee does F+K to jump over a low he should be able to guarantee CB from that one attack? I just don't think making one mistake should result in you losing that much health.The situation you're referring to would require complete failure on one players part by getting hit by the initial sit-down stun. Most potent sit-downs are 18 frames or more. The only way you are getting hit with an 18 frame attack at neutral is if you:
1. Were whiff punished, outspaced.
2. Attacked out of disadvantage.
3. Were snuffed trying to step.
4. Held randomly.
With all of these factors, you getting hit by a sit-down at neutral and even giving your opponent the opportunity to chain them into CB is entirely on you and 100% legit.
They are inescapable now, at least to the point that the opponent cannot escape the follow up that is meant to be used after the stun lands. I just don't agree that every sit down stun should grant the ability to do any follow up. It removes any unique characteristic to the stun. I think every stun should have a unique purpose but still have respectable follow ups like Jann Lee's F+K and not like any of Helena's.More on chaining sit-downs, few characters are actually capable of doing this as I said before, some characters sit-downs are string enders or very slow attacks, this makes it nearly impossible (especially in a high level match) to realistically create a situation to chain them with any character without some form of guessing.
My point stands, Sit-down stuns should be what they were meant to be, unholdable and enescapeable, they are slow, telegraphed attacks (with the exception of very few) that require a slip on the opponent's part in order to land. We get these stuns, the metagame changes revolving even more on how to get people into these stuns, the depth and competitive viability of this game improves, we're that much closer to the DOA that people want and that much closer to getting this game taken seriously.
I don't know a whole lot about Rig so I can't say much but if Rig could land one sit stun at the start of a combo pre patch and land CB without the opponent being able to counter any of it the yes that isn't DOA.Then Rig is not a part of DOA, because he can already do that.
I wouldn't be so sure. I've heard a lot of people here ask that defensive holds be removed entirely.G: We want all the core mechanics that make DOA, DOA to stay there.
yes, the glitch only occurs for human players in any mode. The AI is not susceptible to the glitch.
uhh... well, are you? Because I LIKE the glitch... the glitch being that which prevents you from slow escaping out of sit downs. I mean I couldn't care less about lighter stuns, but sit downs are whats truly effected here and those need to stay inescapable.
I wouldn't be so sure. I've heard a lot of people here ask that defensive holds be removed entirely.
I couldn't agree more. But there are people here who really seem set on the idea that DOA5 should not be DOA.The game is no longer DOA if this happens.
I couldn't agree more. But there are people here who really seem set on the idea that DOA5 should not be DOA.
Brute said:I wouldn't be so sure. I've heard a lot of people here ask that defensive holds be removed entirely.
Most. I think Raansu is in that crowd.I don't think anyone suggested removing defensive holds. Probably just holds in stun. I think DOA 1 was like this. (No holds in stun)
Brute said:Most. I think Raansu is in that crowd.
But there are those who asked for DHs to be removed entirely.
I still laugh at this part of TN's statement. I remember during the pre-release tournaments it was noted that DOA5 would focus on guranteed setups (hence the focus on buffed grapplers and nerfed ninjas). However I think TN also delayed the patch also because there were other issues such as certain moves not working correctly according to the patch notes judging from responses of others (I don't own a PS3). They just used the "glitch" as the main cause of the delay because some developers were too lazy to check that everything matched the patch notes.In update Ver1.03 for the Playstation 3 released on January 22, 2013, an issue with stagger escaping (slow escapes) during critical has been discovered, preventing users from enjoying the intended design of DOA5 during normal play. we deeply apologize for the inconvenience this has caused.
I couldn't agree more. But there are people here who really seem set on the idea that DOA5 should not be DOA.