EXM, correct me where ever I’m wrong. Anyway, here goes.
So, let me list a couple of reasons why DOA3.1/2 is better than DOA4:
1.No retarded stun system. In DOA4, you have to work much harder to reach the maximum stun threshold in order to give you optimal juggle height. In DOA3 it’s alot easier, meaning hardly as much guessing is involved and a more solid risk/reward system.
Also, one of the really annoying things about DOA4, is that you get stunned too easily, and you can stay stunned for a very annoying amount of time. Too many moves stun on normal hit, unlike in DOA3, making for more solid and less one sided gameplay.
2.The Free Step Dodge (FSD). You can nicely move in this game, it is possible to FSD attacks and even some strings; adding more to the ‘control of space’ element. Spacing also becomes key, and I’ll touch on this more abit later on.
Thing is, in DOA4, you can’t move for s**t. There is no such thing as FSD, try it, and you will get hit and put into that annoying stun situation. Also, the moves track way too well, and you will be caught up in another stun again when hit. There are SS attacks, but only for some characters, and even then they aren’t as useful or as good as the FSD.
3.Wall Tech. They removed this in DOA4, pure idiocy.
4.Guaranteed launchers/wall rape. Now, if you knocked someone into a wall (including dangerzones) in DOA3, your opponent would be unable to do anything, giving you a free lextra hit, and this is where you go for a launcher, into a nice juggle. In DOA4, you can still counter even after being hit into a wall, wth?! Yes, it’s more stupidity.
5.Guard crushes/frame advantage. This really is a standard for most good fighting games out there. In DOA3 you are able to guard crush, meaning that if you hit them with either a charged or strong move, you will break them out of their blocking stance, and put them at a frame disadvantage. Obviously not just guard crushes, but certain moves also left you with the upper hand, for example Jann Lee’s 66k; if you’re opponent tries to attack, yours will come out first, it’s easy to jab them out. So what this incorporates is frame traps; playing safe; and overall more solid gameplay, so whif punishing and overall defensive play is favoured here. Well, you should all know what frame adv incorporates.
Now to DOA4. ZERO FRAME ADVANTAGE! Nothing, at most you can get +1, but that doesn’t help at all. It’s so retarded that there are guard crsuhes in this game, yet they do nothing. I mean, you actually take the risk of fully charging your move, hitting a guarding opponent with it; they go into the animation of being hit out of their guard, only to be compleetly safe right after?! It still resets both oppontns to a neutral state. Completely useless. This game favours offense way too much over defense, and offense=randomness, mixing it up like mad, nothing but annoying guesses and random gameplay.
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Mix Up’s. Difference between DOA3 and DOA4 here, is that you can win without going low; which is the opposite for DOA4. In DOA4 if you don’t mix up on the offense with highs/ids and lows all the time, you won’t get anywhere. Which leads me to my next point. But before that, I would also like to mention that, you can get punished for using low moves randomly; you can get free low throws even if a low hit connects on NH; or you can go with a crouch combo, which I’ll explain later.
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2in1’s and 3in1’s. They actually had some of this in the original DOA4 (before the patch), but now they’re gone. DOA3 has quite alot of these. Again meaning more solid gameplay, little to no need for high/low mix-ups. You have to play safer, or suffer the consequences; it doesn’t support DOA4’s reckless style of play.
8.Counter damage. Even thoughDOA3 had a 3 way counter system, unlike DOA4 and DOA2U’s 4 way system…it also dealt the most reasonable amount of damage. DOA2U does insane counter damage, and DOA4 does less, but it’s still too much. DOA3 counter damage is reasonable, but there are still flaws like the counter window and the fact that it was only a 3 way counter system.
Funny thing is, I played the X05 version of DOA4, and the counter frame window was boom. 11 frames it was, half that of what it is now. Why Itagaki removed this, I don’t know, this was clearly a game aimed at newbies.
9.Crouch combos (props to EXM for this one). So his words exactly:
Crouch combos are strings, attacks that combo naturally on a crouching opponent.
Leon 3pp
Jann Lee 6pk
Hayabusa 3ppp
Kasumi 3pk,3pp, 3p2k
Lei 3pp (I think)
Brad 3pp
Tina {3}pp *I think
I know there are way more but I can’t remember them off the top of my head.
So yes, again this implies playing safe, and proper punishment. Unlike in DOA4, where you could only punish your opponent with a weak throw.
10.Fuzzy guarding. (again props to EXM for jogging my memory on this one) So again, I’ll quote him:
Fuzzy guarding is the act of crouch dashing then canceling CD with Guard to duck a throw and block a mid at seemingly the same time.
Now this is also in DOA4, but because DOA3 just has more fluid movement (you can Korean backdash abit better ec), and and reinforces spacing, pnushiment and playing safe alot more. I thought I’d mention it anyway.
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Priority. Priority in DOA4 is almost non-existant, and the ones that do exist, are friggin useless. This means that grapplers get screwed over; it means that the game favours speed too much, which also means that there is less need to be safe, again, reckless play.
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Ground/Oki game. Yes, this is where we think DOA4 wins for once, you know, since you can hit grounded opponents with a variety of attacks instead just a 2p/k or 2p+k. But no, DOA4 is a retarded game…if you hit your opponent too early, your move will clip through them, and you will eat a wake-up kick and be put into a stun; and, if you attack them too late (even if they are still otg) you’re move will still clip through them. Stupidly, there is an ‘in-between’ timelimit and it’s annoying. It also doesn’t help that DOA4 has 3 wake-up kicks, just more guessing and randomness…joy Rolling Eyes And it happens quite often, people being KO’d be wake-up kicks, even in high level play, and it’s just stupid.
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Speed I’ll sum this up quickly. DOA3=tactical pace. DOA4=random pace. You don’t have enough time to think in DOA4, the game is abit too fast.
14.Glitches When it comes to glitches, DOA4 is almost unrivalled. You will see the wierdest crap happen. Counters doing no damage; falling through stages; well, some stuff I can’t even explain, so here are some videos:
[media=youtube]3HYuPtWZkV4[/media]
[media=youtube]AdPsfmC0FU8&NR[/media]
There was one more with the falling through the stage glitch, but I can’t find it.
- Music and stages. Ok these have nothing to do with gameplay, but I feel like telling you guys that DOA3’s soundtrack is infinitley batter than DOA4’s, and the stages are alot better. DOA3 felt wonderful, like it belonged to the arcades, like it was mad or published by Sega. It just had that old skool fg feel.
There are probably some things I’m forgetting, but I think that’s enough. All in all, DOA3 is a more tactical game than DOA4; it enforces spacing, punishment, playing safe, thinking about things more than you would in DOA4. This game took skill. In DOA4, skill just comes from punishing with throws, and being random. Yes, random play wins in DOA4. DOA3 is a more defensive game, hayate is one of the only characters that is supposed to be played offensively.