VF delayable strings do not effect every character and every string, and the ones that are affected do not have the gaping window for the delay that DOA does. VF also has the ability to break command throws, which allows you to be more patient as you wait for that break in your opponents offense. DOA does not, therefore you cannot afford the luxury of waiting around forever for your opponent to stop dancing.
We are also not asking for the majority for attacks to be + on block, we are asking for them to be safe on block… which IS a VF standard. Right now most attacks are throw punishable on block and, as I mentioned, you cannot break normal command throws. That isn’t an issue you have in VF. The reason the delay window is so big is so you can play delay/cancel mindgames and never HAVE to finish a string, keeping up your faux pressure in placement of actual safety. What we’re asking for is the reverse of that, because while it creates a unique fighting experience it also keeps you constantly guessing which robs of you the option to make safer choices – something a lot of people don’t appreciate in a good 3d fighter.
So with all due respect, I don’t believe you understand the differences nearly well enough to start criticize those of us who have been pressing for these changes. You also have absolutely no ground to go around criticizing our personal skill or ability to strategize in the game, so I would keep that ego in check unless you want to start losing money… sir.
Another great vid! I actually laughed a few times during it, because it looks really fun. I’m excited
I can’t help but notice the damage too, Rig is a beast. The last combo dealt a ton of damage.
I played Kokoro a bit in DOA4, she’s really appealing to me this go around. Hopefully she’s pretty solid.
I’ve always played as Kasumi since DOA 2 and she does look really sick in 5, but looks execution intensive with all the teleports (seems they are really focusing on teleports with her more and more) but the damage isn’t much better than Kokoro’s.
So are they adding throw breaks to the game other than just neutral throws? That’s pretty bad that there aren’t more options to deal with throws, and kinda wonky actually. In fact giving the player more options to play with is something that can remedy this. You never have to finish your strings in VF either but it which adds to the guessing game, however you still have options to to cover yourself on either side to cut down what the opponent has, which lets you use an educated guess that you can easily react to and counter, making the guessing game they tried to put you in blow up in their face.
So it’s safe to assume people want those changes since the game doesn’t have options to deal with them, so this is the remedy? If so that’s cool, then I get it.
I think I can see why people are asking for those changes then.
The only breakable throws in the game are 5 frame neutral throws and certain high damage multi part throws. The command throws between 6-12 frames are all still unbreakable and used for punishment.
Now the GOOD news is that recently on twitter Shimbori-san said that he was making a lot of the attacks safer and only guarantee an attempt at a neutral throw. I can assume then that we got through to him. Would be nice if every throw in the game was breakable, and we may well get to that at some point, but since DOA has been VF-lite for so many years and is only starting to venture into the deep end it can’t really afford to do that right now as it would require another form of coherent punishment. So many other things have to be changed to accommodate it, not to mention a lot of art assets being put into making unique animations for breaking every throw in the game.
Too late in this dev cycle to do all of that, but the game can be largely functional competitively if they follow the exact formula we are giving them.
You have to keep in mind that the game is very string heavy. As long as an opponent is still attacking then they can’t be thrown. The throwing player is doing a significant risk of being hit by hi-counter (Max Launch + 150% damage). It’s fairly difficult to land grabs in DOA, as evident by the poor situation Grapplers had in DOA4. The faster speeds allow them to also punish defensive holds more effectively at the same time.
I imagine that the reason there isn’t throw breaking on command throws is because they want to reward a player for successfully reading that an opponent was not attacking or successfully guarded an opponent’s disadvantaged attack. As for holds, you could just make it so hi-counter throws are unbreakable even if command throws were breakable (command throws are not, but just saying).
It should be mentioned that command throws also can be combo throws that when successfully linked can cause a lot of damage. However, not all combo throws are breakable at their combo throw point(s). Those that are, are merely a timing based game where the player to hit H+P first wins (Throwing player needs to hit the directions before H+P but can buffer them before the Combo Throw point activates). If you time it right, you can even combo the throw before the “Combo Throw” text appears.
While at Otakon over this past weekend I had the opportunity to play the latest build of DOA5 with Sorwah and I must say quite a few of my worries were laid to rest!
One of the biggest questions I had was how legit the side stepping was. We could see from the videos that it was implemented but it was rarely used and to be honest it was usually at inopportune times. After experimenting with it, and watching Sorwah abuse it against a friend of mine who was all out attacking him, I must say it’s like alcohol at a frat party! Required for optimal performance and if you don’t use it you might as well just leave. In the match Sorwah had with my friend he never countered and rarely blocked, by the final round he had him downloaded and was sidestepping damn near everything. Felt bad for my friend but it was a relief to watch. =P
The new stun mind game, with so many ways to put people into a stun they can’t hold out of, has finally moved beyond “spam holds until you get lucky”. After the initial stun hits the defending player will likely only get 1 hold opportunity before they are gonna get launched, and this guessing game is very much in the aggressors favor because:
1.) The attacker has multiple stun options to choose from, they could burst stun you, sit you down, limbo you, etc for guaranteed damage.
2.) The attacker still has the option of throwing you out of a counter for +%50 damage instead.
It’s far less spam friendly, you actually want to try and read what your opponent is going to do as this may very well be your only opportunity. The difference between a good player and a great player is a lot more noticeable now.
There are still things about the game that could be improved of course, but they’re moving in a very positive direction and it gives me hope for the series as a whole. I doubt DoA5 will have everything that’s being demanded of it, but it will be a fantastic stepping stone for the franchise that will hopefully lead to even greater things.
The dinner stage from SSF4 with the cars always hurts my eyes because the floor is so bright. With something as simple as that I would never have to worry about getting a stage I don’t want to when selecting random.
I’m liking the look of this so far, Rig looks quite fun, I can definitely see him becoming one of my mains alongside my traditional favourites Helena, Eliot and Brad.