Wish i had a time machine on me so i can pick up the game already DX
The characters and stages are looking really sharp in DoA 5 transition no doubt
Wish i had a time machine on me so i can pick up the game already DX
The characters and stages are looking really sharp in DoA 5 transition no doubt
The fact that the gameplay looks a lot like VF’s makes me want to play it more. Looks like Virtua Fighter on Speed actually.
well, DOA started as VF lite after all
This game is going to be a lot of fun I think. I am worried that since this is coming out around the same as tekken tag 2, that people will be split in which to play. I will try to play both myself.
I will play DOA5 and VF5FS. My real fear is that people might stop playing VF5FS once TTT2 comes out…
I only did some training for VF5FS. I liked Sarah a lot. Never tried the online yet, most likely will get destroyed.
Sarah was top tier in the E3 builds of DOA 5, due to godlike frame traps in a game where most of the cast can’t really deal with frame traps.
Sarah looks great in the videos I’ve seen so far. But wait for Pai. That should be a sight for sore eyes. I think Pai is probably the one that’s closer to DOA gameplay, because of her speed.
PS: Sarah and her flamingo stance = advantage is a bitch
From what I’ve heard, the VF characters still have VF tools that the DOA characters don’t.
Interesting. So VF characters keep their sabakis, guard breaking moves, reversals, etc
That’s assuming VF players like TTT2 in the first place. Or that people testing out 3d games in the first place like whatever game to stick with it long enough, as 3d games in general aren’t to popular in U.S. FGC.
As far as sabakis and guard breaks are concerned, you need to look at the the attack levels. Most Guard Breaks are high (Akira has High and Low ones) so unless the have some kind of special anti-hold properties, you should be able to Hold against them, ditto with sabakis at high, mid and low. That’s my only beef with the DOA in general is the hold system and (correct me if I’m wrong) how you don’t have layered defensive OSs in the game. I know the counters to Hold, but it’s too simplified of a system that is just RPS, with no layers to cut the RPS game (which VF does).
It’s just that VF and DOA are niche games while lots of people play Tekken. People usually go to whatever game most people are playing.
Even though Tekken is more popular, it’s still a niche game outside of certain pockets in the U.S. FGC, yet out of the 3d games it does have the most players . The thing with VF, is that you have to be willing to travel (Cali and East Coast for the most part, and some PNW) and put up with online (which is awesome in VF, and should be in DOA5) but if you do that you can always find strong competition, it’s just not as plentiful as other games.
Back on DOA. Even though I talk shit about it’s late inclusion, I really hope Side-Step/Evade adds to the game and hopefully it does. Are there successful evades and failed evades in the game? If there are Failed Evades, what are the options out of it?
The Critical states in the game are the biggest thing I find different in comparison to VF(outside of the univerasl hold system), but even then I look at as the stagger states in VF, except these seem to be more absolute.
Is there an explanation of how the DOA5 system is going to work somewhere? I’d like to know how it’s going to work in the final build.
However from the looks of it, it does make some right changes, but not enough if you had problems with the system in the first place(although it’s 99% agreed upon that it’s better than DOA4). There is also some crazy drama there, but if it’s not in YOUR SCENE, why worry about it or let it turn you off from the game?
There are some people giving their opinions on it of what it make “tourney worthy”, but it’s mostly from people that aren’t good at strategizing and reading opponents. For example: Some people want the removal of delayable strings, Free Cancel (G-Cancel in VF) and want more attacks to be + om hit or block, since 90% of attacks are negative on hit. Surprise, surprise VF has these delayable string, Cancels, 90% of attacks negative on hit, yet you don’t hear people bitching about it.
Thanks for the info. Off to freestepdogde I go.
The way I see it, the more it plays like virtua fighter (delayable string, Cancels, 90% of attacks negative on hit) the better.
Some of the arguments are valid though, like how the recent builds seem to have more moves that put your opponent in critical state, which is the state they can counter out of.
Who is the 1%? I’ll murder them.
I wouldn’t say they aren’t good strategizing and reading opponents, but I would say they aren’t aware of how exactly they play their other fighting games. Either way, I agree with you completely about everything that the one or two people are complaining about is prevalent in VF and doesn’t affect VF. I mean, I use Wolf in FS and he only has two attacks that give frame advantage on hit: P & K+G. Everything else is negative and requires string delay or mix-up into his throws.
Keep in mind that yes they can counter out of critical, but in DOA5 they’ve restored the force delay on a few of these stuns to where you can’t hold out of the stun until a certain point of the stun has passed. That was removed in DOA4, allowing you to hold out of any stun at any point.
I think the argument is that its not about + frames on hit, it’s just more moves to be safe. Since throws are 5 frames, move that are -5 are considered unsafe (although i think you can throw break out of the 5 frame throws so ehh). The point being is that they want more moves in the negative range that is considered safe. I agree on the delayable strings and guard cancel though. Not sure on the severity that you are able to delay your strings in DOA so it might be more of a problem there, but getting rid of them altogether seems silly.
On my testing with the alpha demo the string delay can be from 3 to 20ish frames, with the average being around the 17 frame mark. It’s dependent on the string though as it varies from string to string. It certainly feels wider than some of the strings in VF5 FS, if not then at least feels more prevalent. However, the fact that G-Cancel exists makes it obvious it’s not a minor feature of VF.