Dead or Alive 5 Ultimate

Flaunting Kokoro's beauty. Don't mind me....

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I can't wait to play you.....
 
Hey guys. I'm here because on FreeStepDodge, I posted a changelist and a vote thread about the DOA5 gameplay mechanics. If there's enough support on here, I could re-post one here to garner more support. Though I'm not sure how much the people here know about the game as well. Anyway, let me know.​
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Requested Changelist: DOA5


1. The game requires more poke moves. While negative on block, or positive on block (preferably positive on block if the movement supports it,) the game needs more moves that are safe on punishment on block.

Solution: Either (ONE of the following options)

A) Add more moves to the game that are +0 to -4 on block, to encourage movement of some kind instead of just countering stuff.

B) Add poke moves to the game that are positive on block slightly (+1 - +2) to encourage landing pokes into offense instead of just string delays.

Since you introduced the Virtua Fighter characters into the game, this makes a lot of sense, because both options are used in Virtua Fighter, the difference would be that there are varying levels of punishment in DOA depending on how much of a risk one takes.


2. String Delay is, while an interesting mechanic, very hard to methodically deal with at any level. And while, at this point, it's hard to remove, part of the largest pain is the combination of string delay and free canceling together. Both these things take away from the potential of the game, and make it hard for a player to effectively play defense, regardless of having one of the best defensive moves of all time, the defensive counter.

Solution: Either (ONE of the following options)

A) Reduce the amount of time in general characters have to delay attacks, and make free canceling slower.

B) Adjust the frame data so if moves are delayed at all, they're unsafe on block, and make free canceling slower.

C) Adjust the frame data so if moves are delayed at all, they're negative on hit (so people can't follow up with anything else) and disallow stuns and combos from delayed moves (because with the window there is, it's almost impossible to react to these at a competitive level).


3. Arcade Stick Compatibility Issues per Consolidated Feedback

A) There are features in the demo that require the Right Analog Stick. Some arcade sticks do not have a Right Analog Stick, making these features difficult or impossible to use. Please provide other ways to access these features.

B) Some other fighting games require the use of specific buttons for various features (text chat in Soul Calibur 5 is done by pressing L1). Some arcade stick owners only have 6-button sticks, or remove the last two buttons from their 8-button sticks. This makes it difficult/impossible to use features like this. Please allow players to change the button config of options like this.


4. The Low Hold

The low hold is an anomaly, and one of the worst things to happen recently to DOA. The low hold is a move that holds low moves and dodges high moves, essentially a 0 frame 2 in one.
Solution: Either (ONE of the following options)

A) Have the character lean slightly forward, and extend their hands downward, both palms up, with the hand placement being around the knee. This would be considered a standing movement, because they're just barely still in level to be hit by highs.

B) Have the same low animation, but have it not be considered a tech crouch.

We prefer solution A), but, even though ugly, if it's impossible to change the animation at this point, B) would be a solid alternative.


5. Wake-Up Kick: Issues per Consolidated Feedback

Decrease the hitbox and remove stun from Wakeup kicks. All wakeup kicks should be unsafe or disadvantage on block. Refine ability to sidestep, duck, or hop over with the right moves. (IE: Making the wake-up mid kick side-steppable.)


6. Blocking Low Issues per Consolidated Feedback

It seems as though there's a delay in blocking low. When I try to block low, I get hit. When I try to counter low and I'm late, I get a block instead. If blocking low is not instant, that definitely needs to be changed.


7. The Hold System

Assuming that #4: The Low Hold, is successfully followed, we now have to deal with holds in general. What would be best for them, assuming the low hold didn't duck highs, would be for hold recovery and active frames to be universal. Our thoughts of holds have been anywhere from:

0 Frame Start-Up, 17 active frames, 23 recovery frames

All the way to...

0 Frame Start-Up, 12 active frames, 28 recovery frames.

Solution: Somewhere in the middle would probably be good, so, somewhere along the lines of...

0 Frame Start-Up, 14 active frames, 26 recovery frames.

Of course, all this depends on what is deemed to be the best balance for the game, so while this is the players general consensus, anywhere in between that would be a good thing, but preferably towards the middle is the best place of compromise.


8. (Bonus): The Stun System

While it is not practical to do at this time in the game development, possibly for a patch, or the next Dead or Alive game, assuming it is made, there has been massive support for a complete overhaul of the stun system. The fact that getting stuns is as easy as drawing counter-hits advocates a system where the entire game becomes very hard to use logic to defeat an enemy.

Our request is that for future iterations of DOA (not necessarily 5), the stun system gets reworked, so getting stuns is all about using the right moves, and countering in stuns is removed. To compensate for this, the juggles would be reworked and adjusted in damage as necessary. What we want is a DOA where you can actually play somewhat of a traditional fighting game, but that the game can also be played in many, many ways.

Stunning on Counter-Blow/Hit regarding almost everything, having no presence on most normal hits, and being able to delay every string and cancel out of every string without warning, many things being very punishable on block, being able to hold out of stun combos, all these things make this game so very hard to play with any fundamentals. We don't want a game that is fundamental dominant, per say, but we'd at least like to every so often be able to use a fundamental or two to help fight the opponent.

Consider us well, Team Ninja.

- FreeStepDodge
 
B-But all those thing about stuns they're actually considering it..... ?_?

No, that's why I said for the next game. It's not practical for DOA5, not enough time. This list is my compiled requested changelist of a DOA community, FreeStepDodge. This is my interpretation of it, and it's only going to vote to see whether or not the community agrees. Which is what I thought I'd do here, but I don't know how many people are really into DOA here, even though I'm equally as much of a SCV player as DOA5.
 
Well, the final product isn't out yet. In my opinion its a little early to say these things... even though you likely spot on.

Understandable. It's not just me though, many of the ideas were issues frequently mentioned my members of the community, I just provided some answers. Some of the people at FreeStepDodge are people who were at E3 with Team Ninja and got to see and test with many different builds of the game.
 
careful each idea (or answer) is like a double edge sword with no hand guard. You don't want to scare the newcomers or piss off the pros.
it's like balancing a plate on a needle
 
careful each idea (or answer) is like a double edge sword with no hand guard. You don't want to scare the newcomers or piss off the pros.
it's like balancing a plate on a needle

I noticed that, and that's why I specifically mentioned that we're not actually talking about DOA5, and gave them many options to work with as fixes. After all, balancing is a difficult thing, and in a game like DOA5, it's quite hard to actually balance such a delicate system, with mechanics a bit different than everything else.
 
Two things:

(1) Leifang breakdown from the upcoming IPL Round 2 event: http://www.ign.com/ipl/all/news/doa5-leifang-character-breakdown/

(2)For those who think the graphics haven't changed much. Here's some comparisons with DOA Xtreme 2:

Hitomi
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Kasumi
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Ayane
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Leifang
Leifangcomparison.png

Christie
Christiecomparison.png

Kokoro
Kokorocomparison.png

Tina
Tinacomparison.png



The graphic direction is going the right direction and I give them a plus for that. I do like kasumi new look a lot more now. I just really hope the gameplay is a lot better than 4.
 
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