Honestly? I expected something like this to happen. Anybody who played Metroid: Other M should’ve seen this coming for NG3. The fact that Hayashi and his force only did more to repeat some of the more outstanding complaints against OM (even as he was trying to pass the buck back to Nintendo) only does more to reiterate that much.
Pretty much the main reason DOA5 is actually shaping up to be something good is because Shimbori has apparently actually been listening to guys like Sorwah and crew this time around. Assuming Hayashi doesn’t pull an Itagaki and undo a lot of the good we’ve seen thus far, at least DOA5 would showcase that one Team Ninja brand is better off with Itagaki being gone.
It has to do with the fact that Ninja Gaiden 3 is a joke of a game compared to NGB and NG2, two games that were directed by Itagaki. NG3 is directed by the guy who made NGS1 and 2, and while those games were not bad, it is the general opinion that they are not better than the Itagaki NG games. As for the FGC being happy that Itagaki is out of the picture, I don’t think it matters to people who play action games like myself and don’t know much of the DoA games.
However, I’m not happy they have made Hayabusa a grappler character. Really? A grappler Ninja with amazing striking ability? The only benefit of him being a grappler in the demo is to give you an idea on what they will be doing for Grapplers in the final game: Height restriction on air throws is back to the DOA3 level, Offensive Holds/Catch Throws are back to being individualized to grapplers and a select few characters, combo throws are generally for grapplers.
Come time of the final release I’m literally going to punch “MASTER” if Busa is still a grappler, and he currently isn’t used to Busa’s altered style - saying he’s the third best in the demo. Personally, I don’t see why he’s giving a tier list on an alpha demo with four characters, but even then…
As far as the demo is concerned, current rumor - not verified yet - is that all holds performed in critical state are 0(18)17. All Normal holds are 0(18)17, and all advanced holds are 0(22)8 outside of critical stun.
If you do(n’t) like it, Team NINJA has a feedback submission form on the official site to hear what players have to say about it until April 30th: http://teamninja-studio.com/teamninja/doa5/
Yeah they are giving him way too much. When I play the demo and give feedback I’m gonna make sure to mention it; hopefully others do too. Or, I at least hope TN give the other character’s something extra like what they’ve done with Hitomi’s holds.
Hitomi and Hayabusa I believe are the two best out of the four. I’m not sure about where Ayane would fall but I think Hayate has the least tools. The best thing he has going for him is his unbreakable combo throw that does a wall hit. However, in terms of side step attacks he’s given basically nothing. You are to use his 8P+K more than the 8H+P+K. It practically does the same thing: ducking highs while stepping.
His 8H+P+KP is an attack that’s unsafe on guard and causes knockdown on hit - granting him nothing. His 8H+P+KK is a high attack that is unsafe on guard and causes launch but no juggle can be done off it due to its recovery and no strings - granting him nothing. His 8P+KP creates an average stun at best but at least is better than the prior two options.
Comparably, Hayabusa has a nice stun off of 8H+P+KP and a ground bounce mid launching attack off of 8H+P+KK. Same for Ayane.
Hitomi’s 8H+P+KP is a good gut punch, and her 8H+P+KK is a good stun if it hits: causing a back-turned stumble which guarantees a back-turned juggle if the opponent is back to the wall on connection. The only downside to her 8H+P+K is that it hits high.
Hitomi I can see the damage and options capability, and we all know Busa is well over rounded. Ayane just takes a certain mindset to really get into her high crushing evasion game, but Hayate I just don’t see much with at this time.
Yeah, butcher the defining feature of the game, so it can play like Tekken, ie. whoever gets the first hit gets an easy 75% damage juggle. No thanks. All they need to do is make the window for it much stricter so it requires precise timing, lower the damage drastically, and maybe even add a meter function so it can’t be used all the time anytime. It being able to be done during hitstun is fine and part of what makes it a unique feature, no need to remove that to try and make it play like another game.
They need to make it so the Izuna Otoshi is just as strict on its inputs as DOA1. This mashing the joystick is stupid for the amount of damage that move can do. The AI did a hi-counter Izuna hold on me and did just as much damage as my combo into Power Blow into explosive wall into guaranteed juggle off the wall bounce. Each were about 30% health.
Just downloaded the demo a few hours ago im likin it very much as a Ayane lover and who i tinkered with in doa4…the counters will be interesting to see play out on a comp level…wont effect me as i play for fun , just hoping with all the levels action , plus counter timing will be intersting to see if they can make it happen online for the folks who dont have homies that stop by and play couch versus in FGz
The first part i agree with, and i actually thought they would change that. I’ve been saying that for years. The active frames definitely need to be cut while increasing recovery, but i don’t agree with the second part. Countering out of recovery (along with the stun system) is what makes DOA, DOA. what i think they should do with countering out of stun is to give it 2-3 less active frames than countering while not in stun (with low counter probably having up to 4 frames less). If they remove countering out of stun, then they’d have to revamp the whole system. In fact, the game would be really really stupid if you couldn’t counter out of stun.
Basically hit stun you could hold out of. Some moves in DOA put you in a different kind of “hitstun” (aka critical state) which is where you could hold out of.
Well on the DOA5 stream Sorwah said you can’t hold for the first frames of the guard break, only after your characters lowers his risen foot back into the ground, which takes a moment.