Frankfurt brought up SCIV.
@ Perfect Legend:
I can understand that you don’t want it to be like other fighters. Like I don’t want DOA to copy Tekken or VF, even though I wouldn’t mind playing it that way…but I’m just wanting to something added to the counter system… Maybe even a requirement to do a specific series of inputs in order to get the full damage for your counter (failing to do so would be something like 1/4 of the full damage). Like if you parry a high punch you’d have to input button series A, but if you parry a high kick you have to input button series B. The series of inputs wouldn’t even have to be anything complex or anything that would require high execution… it would basically just be there to check and make sure your opponent really knows what he’s doing. Not sure how you or other DOA players would feel about this, but I think it would be a good idea… and on high level play, it probably wouldn’t change much since everyone should already know what they’re doing with their counters.
Whether DOA5 would incorporate something like that though is another story I guess…
Yes it does. You really have to b good at VF to get those counters. That why people are saying DOA sucks. The counters huge damage/window in that game are one of the big problems in the series.
Have you ever really played the game? Quite a few characters have a few that work. Pai, Lau, Sarah, and Aoi to name a few. VF certainly doesn’t rely on this basic combo the way DOA does. Every character has that damn combo in DOA.
So has this game been announced yet, or are people just grumbling about stuff?
Actually. No. This almost never works outside of combos. At least with Aoi, the only thing the PPP string is good for with Aoi is cancelling PPP2K so you can crouch throw the opponent. The PP6P strings are far more useful.
Completely off-topic: Didn’t PPP jail in VF4? And yeah, PP6P shenanigans are much more fun + less stupidly risky.
So, no jokes about boobs bouncing in 3D yet?
I’m sorely disappointed.
Raidou i.e. the only DOA boss that was actually kinda cool IMHO.
the highlight of this thread by far
3D boobs. Japan is already loving the 3DS, I see.
Hmm, I wonder if they’re gonna do a Samus cameo the same way they did the Spartan in 4?
Actually, I wonder if this is really even a fighting game at all. With Raidou in it (indicating that it’s likely a prequel) it sounds like at the very least, this really isn’t a “DOA5,” more like a DOA1 remake with better graphics.
Okay, after reading this thread I would like to comment on a few things. I’m sure there were more but honestly, I must have forgotten them.
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Yes, Itagaki didn’t like the PS2, and its his fault for not liking it. He signed up to port DOA2 to an unknown system as a launch title in a process of 6 months. He stated that he wanted to quit the game industry because it killed him so much to get the system to work. Then he watched Armageddon and realized a lot of people in the world had it worse than him; that’s the reason he put Aerosmith in each of the DOA fighting games from then (because it helped him get through the development process of a fighting game). Yes, that’s true, I’m not bullshitting there.
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Itagaki isn’t a traditional fighting game player. He doesn’t like the idea of guarantees or “studying” the game. He favors the yomi system… heavily. I believe some say Street Fighter is 60% reading your opponent and 40% execution; In that same vein I would say that DOA4 is 90% reading your opponent and 10% execution.
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Honestly, please explain to me why making counters with or without frame advantage would be good. I want to see how you’re seeing it. The way I see it, blocking the attack puts the attacker at a disadvantage (and you at a frame advantage), so holding an attack that grants frame advantage after blocking does nothing more than if you just blocked the attack (providing the same end-result mixup). Only difference is (assuming the rest of the triangle system remains), that if you perform this parry, that does nothing more than a block, when you’re thrown you lose 150% the normal throw damage. Had you blocked, you would lose 100%. If you gave enough frame advantage to warrant a free attack/combo then what makes it different from being a hold that does a set amount of damage? Just that 10% execution?
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As I stated previously, Itagaki wanted to make a game where difficulty in execution wasn’t what won you the match, but reading your opponent. I can see that he achieved that with DOA4; I just don’t agree with that much being put into the “yomi” system. It’s mentally taxing to space out an initial hit (playing the mental game), continuing the critical system (by playing the mental game), and dealing with a highest-priority multi-hit level wake-up system (by playing the mental game again). I just get so mentally drained in DOA4. I will give him that he kept juggling in, even though he made it more difficult in DOA4 by forcing you to play the critical system to extend the stun and grant you a higher launcher (however you have that mind game again where the end of the threshold means the opponent knows you will go either for a mid/high launcher or throw) and then you don’t even have much juggle time due to the increased gravity. I’m still amazed to this day that Itagaki never implemented an air tech system like Soul Calibur.
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I think many fighting game players tend to get stuck around the hold because they’re so accustomed to either Attack or Block. They’re used to the mental game of landing that initial hit, and then switching over to their execution skills.
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DOA4 really just gives too many options to a defending player, unlike DOA3.1. In DOA4 a player has the option to hold out of an attack string, be knocked into a wall and have another chance to hold, then walltech with the chance of performing the highest-priority wake-up option. Additionally they equally could escape by building up the struggle meter and avoid the critical and wall stun system entirely, but keeping the highest-priority wake-up system. The “sidestep” system really was more useful in 2 or 3 as it’s main goal was to avoid being hit into the walls before the stun game even happened; it was 3’s guaranteed wall damage that really made this a requirement to utilize in the game.
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I don’t like DOA4. I’m more of a fan of the 3.1 system as it at least had natural combos that provided unholdable attack strings and moves that made your opponent require respect. I also enjoyed it that wake-up kicks were only mid or low attacks, and could be out-prioritized by attacks from the standing player. Personally I felt DOA4 was too balanced for its own good, by stripping most of the common “fighting game” tropes and making it all about the yomi system. This of course made a plateau out of a mountain instead of making a taller mountain, and that is just my opinion. I hope that if they do make a Dead or Alive 5 that it grows from the DOA3 engine instead of DOA5 (Much like Tekken 5 was an extension of Tekken 3 more so than Tekken 4).
Anyways, I think I’ve rambled enough so thanks for the read. Most likely I won’t be reading your replies (should there be any replies).
OH my bad then
sadly, e3 hasn’t reveal anything for doa 5 except for doa 3D going for 3ds…guess koei tec is going to release doa for every platform
What im confused is why does everyone remember the women of DOA instead of the good gameplay? Just look around, Street Fighter, King of Fighters, Mortal Kombat, ton others.
Anywho, is this game coming out for the 360, Or at least for both consoles?
20 frame counter window
20 frame counter window
20 frame counter window
It’s more about being able to counter out of hitstun. Think of it this way, counters beat attacks, throws beat counters, ok fine. But if you can perform these counters whenever you want, every situation just boils down to a repetitive guessing game. Add into that a stun system that makes no sense, other than to set up more random guessing, and you have a game that actually gets SIMPLER the more you learn it, rather than deeper. Once you fully understand the system, every situation on hit or block can be broken down into a simple RPS guessing game.
That’s not mindgames, that’s just flat out guessing, over and over again.
RPS with bouncing fake tits. So to answer the troll, that’s why people tend to remember DOA for bitches instead of gameplay.
I’m pretty sure I could out guess you with better reaction by a lot. What else is there in a fighting game, spam or long combos? Even then grabs are easy to tech unless your not thinking at all so its also easy to block. Meh, I still say DOA is better than every other fighting game.