Dead or Alive 5

Okay I was a bit confused. So there are SEVEN kinds of holds now? We have the classic 3 point, with the additional 4 point system? That sounds interesting. It was to my understanding that the fourth hold was just an advanced hold on its own, and not another 4 point system entirely. I wonder how it’s executed? Sort of like Lei Fang’s alternate holds in DOA4 is what I’m guessing.

I do like the idea of the 3 point system being just parries.

About the stage minigame: From what I gather it seems it’s just expanding on DOA4’s mechanic when someone was knocked into a low obstacle, like the electric sign in the road stage. You could follow up after knocking someone over a low enough barrier with a punch or kick or nothing at all. This seems like a fancier version of it.

Ok, this needs to be clarified because people are repeating things and every third person is changing what was actually said.

There is a three point hold system in the game. On TOP of the three point hold system, there are two additional “expert holds”, one for mid punch and one for mid kick. These expert holds do not exist for highs or lows (yet), although this may change when Bayman and Leifang get some development time as they have always had advanced counters. We pitched to them the idea of using three point parries instead of traditional holds a while back, and it seems they took that idea and ran with it – sort of.

These 3 point holds are not parries though, they are regular holds that have supposedly just had their damage massively reduced. We can’t gauge by how much precisely, since team ninja completely cock blocked anyone knowledgeable from testing the game. We also have no idea on the stun mechanics, or active windows on holds, and either factor can completely change the scope of how viable 3 point holds are in a competitive game.

It would’ve been nice to go there and actually test the game, but I guess someone at TN was more worried that anyone competent in the game would be swarmed around by the nearby press and they would get nothing but bad early reviews.

Colour me surprised (and quite happy) that there’s actually some semblance of discussion on the front page bit I had Keits post.

Except for that “hairypeckpeck” dude. But I guess that’ to be expected from someone who’s name reads as “hairy pussy” in Filipino.

You think that’s bad? Try playing Dead or Alive++. That’s arguably the most confusing hold system.

Basically you had two hold systems, one that took place in stun, and one that took place out of stun.

Out of Stun:
Neutral Hold/Free button (H): You had a High/Mid parry attack that would do 0-10pts damage depending on character.
Down + Hold/Free button (2H): You had a Low parry attack that would do 0-10pts damage depending on character.
Forward, Back + Hold button (64H): You had a mid defensive hold that only worked on punches - this would turn into the default Back+Free defensive hold system in later games.
Down, Down-Back, Back + Hold (214H): You had a mid defensive hold that only worked on kicks - also would turn into the defensive holds as known in DOA2/3/4

In Stun:
Same mid punch/kick specific commands as before, only in order to do the high and low parries you differed on the input based on punch or kick:
Up-back + Hold (7H): Performed a high punch parry
Forward, Back + Hold (64H): Performed a mid punch defensive hold
Forward, Down-back + Hold (61H): Performed a low punch parry
Back, Back + Hold (44H): Performed a high kick parry
Down, Down-back, Back + hold (214H): Performed a mid kick defensive hold
Down, Down + Hold (22H): Performed a low kick parry.

Yup.

Jesus, had no idea it was that complicated in DOA++. That’s some crazy shit.

Also, thanks for clarifying things Rikuto.

Contrary to Rikuto’s statement, the “Expert holds” are for high and low as well.

This was displayed in the extended trailer as Hayabusa “held” Hayate’s high punch into an izuna drop, and then in the second half held Hayate’s same high punch into a sumo flip.

Which was a different build most likely. And that’s not my statement, it’s everyones who was there, which I am echo’ing as it is the latest information.

See this is the fuckin problem, when you don’t have ACTUAL PLAYERS THERE…

Would rather they keep the titties and take away the quick time event d3c mentioned.

I can’t believe they didn’t want any high level gamers there. To me, that sounds suspect, such as when movie studios don’t allow people to review their movies before they’re out sort of thing. Which is never a good sign.

Then again, it’s only 15 percent done, so hopefully they’ll invite some people from the community next time that can test things extensively.

If this game turns out to be anything like this gameplay wise

[media=youtube]ChuqFypkJ2o[/media]

Then I will avoid this game like a plague

ugh get that shit out of here.

Since you have tainted this thread with DOA 4 I have no choice but to counteract it with 3.1

[media=youtube]GTLRwvEUUmI[/media]

100% death combo @ 1:20 vs a whiff hold.

I really love the look of the game, and if I buy one fighter next year as a pure guilty pleasure that I don’t plan to play seriously this will be it before others.

but god do I fucking hate the idea of QTEs in a fighting game. Hell, period.

This game looks like fun. I honestly don’t care if it’s not technical or if it’s gimmicky.
Hope they reveal more characters soon.

Although I love that match, I was able to hold spam a lot more against you than normally. Primary reason being you were still trying to play a DOA4 game :(. You’re so out of practice with the exception of your combo throws (DOA3 had just frame combo throw timing advantages to the grappling player, guaranteeing if timed right).

Yeaaaa… not touching the game for years does that.

Latest front page news and accompanied Gamespot video has gotten me more excited about this game.
Sadly no new footage. and the QTEs really don’t bother me; its different and adds an action game element to a fighting game.
Which is something I welcome more than certain other companies ideas at this point.
I laugh at the possible idea of a falling cinderblock KO’ing me rather than my opponent – talk about making someone salty! haha!

http://andriasang.com/comza8/doa5_japanese_announcement/

So, the game is planned for a simultaneous WW release. Hopefully, whenever that is, it will be when the game is truly ready and Team Ninja will be ready to support the game for the long haul.

And now for 36 seconds of Hitomi getting pwned by a coconut.

[media=youtube]2pftZdgNWIg[/media]

Looks like the game is getting a simultaneous worldwide release.
http://andriasang.com/comza8/doa5_japanese_announcement/

The coconut was always god like.