Xbox360 1.03 patch delayed until February

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Deleted member 473

Guest
Having that glitch in there is like cheating the game, i'm not for that.
 

Skilletor

Active Member
If that's what you want then why are you playing DOA in the first place?

Tourney numbers say not many people are.
The amount of time it takes me to find matches say not many people are.

So, yeah, many people are playing games that allow them exactly what they want. This is the most bullshit logic ever and it's used so much on these boards.
You want guaranteed damage? Go play another game. No wonder DoA can't get a competitive scene going.
 

Zeo

Well-Known Member
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?
Reducing the advantage of all stuns is the same as if an opponent SE'd them, which is pointless.

90% of all sit-down stuns are typically either string enders (useless) or fairly slow, unsafe and telegraphed mid kicks or punches some of which even require certain conditions (CH, Crouching opponent, CH on crouching opponent) in order to get their sit-down properties.

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.

As far as stuns into sit-downs, with normal stuns being SE'able depending on your opponent's initial poke you may still be able to escape the stun quick enough to block and punish the most likely slow sit-down, or simply hold it assuming you believe your opponent will go for that (as he/she most likely will). There's your chance to guess right there, and if you fail you pay for it, this is DOA3 all over again, I'm not seeing what's wrong with this.

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.

We're winning here, at least that's my point of view.

Sit down stun > sit down stun > sit down stun > CB? Then it's no longer DOA.
Then Rig is not a part of DOA, because he can already do that.
 

Omegan Eckhart

Well-Known Member
Reducing the advantage of all stuns is the same as if an opponent SE'd them, which is pointless.
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.

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.
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.

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.
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.

Then Rig is not a part of DOA, because he can already do that.
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.

I'm all for building up a stun landing a sit down then hitting a guaranteed CB, but landing a sit down, followed by another, then another and then landing CB takes away from what DOA is too much.

If that is how the game is going to work then the entire roster would have to be completely rebalanced because slow characters would lose out based on poke speed and that would be it.

There should be a balance but this glitch just goes too far in one direction.
 

Nate

Active Member
I think this was said earlier, but remind me: Is the unable to shake a sit-down stun only seen online, or offline as well? My real question is, if I set the CPU to fastest shake in training, that is the true intended shake, right?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
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.

But all sit downs aren't inescapable atm. That's why I think its more to it than just stagger escape as the issue.
 

shunwong

Active Member
Brute said:
I wouldn't be so sure. I've heard a lot of people here ask that defensive holds be removed entirely.

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

Well-Known Member
Standard Donor
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)
Most. I think Raansu is in that crowd.

But there are those who asked for DHs to be removed entirely.
 

shunwong

Active Member
Brute said:
Most. I think Raansu is in that crowd.

But there are those who asked for DHs to be removed entirely.

Well, removing all defensive holds seems just not DOA. But it's pretty clear that there's something wrong with the stun game in DOA4-5.
 

Nate

Active Member
My only issue with the hold system is some moves which put you into a stun or extend a stun, by absolutely immediately countering then guarding, you can limit their potential follow-ups even more than slow escaping does. The recovery is insanely quick when you factor in the attacker's move recovery as well.

I would also like to see many more unholdable options return. Like Hayate's 8K should be. So guessing right ends the combo, doesn't turn the damage around.
 

IceMage95

Active Member
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 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.
 
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