Dead or Alive 5 Ultimate

Woah now don't group me in with that. I do like games that don't guarantee a fuck ton of damage because you got kicked in the stomach once. It's the main reason why I was hoping Maxi received a damage nerf.

I like the new Critical Burst system but I don't feel you shouldn't be able to hold out of most stuns. Otherwise you have a faster Tekken.

If some characters have really good Critical Burst game while others have a piss poor Critical Burst Game then you have SCIV where some characters had good damaging guaranteed combos while others just get laughed at the moment you get stunned by them. Zasalamel anyone?

Of course it won't be as bad because they still have too guess on the proper counter to your follow up but I just have a feeling this aint gonna benefit Brad Wong in the long run. I hope my fears don't come true. Either way I will make it works because I always do.
 
I must have a different definition of responsive.

When I do something, the game should do *that*. VF is tops in this regard. It has a very generous buffer system. You just can't be a mashing spazz.

You people are complaining that VF's too responsive.

VF is too responsive, now your just being silly. But lets END this debate, were here to celebrate DOA 5! :D
 
VF is too responsive, now your just being silly. But lets END this debate, were here to celebrate DOA 5! :D
Well, think of it like this, if you have a riding lawnmower with a 0 turn radius, and you have one that does not, the 0 turn radius mower can be harder to pilot since it will turn right when you tell it to. That takes adjustment if you're used to how a car drives. The mower without 0 turn radius would drive more like a car and be easier to adjust to so it may feel less balky and more natural even though the other mower is actually more responsive.

It's just a matter of perception. Which is why I suggested we're operating with different definitions of responsive. (I tend to think if you input something, that's what the game will then do equates to responsive.) It's not really a term I'd personally use for the feeling I get when I'm playing a particular fighter. I'd go with intuitive or natural in that context.

I always felt that SC felt more natural to play than most other fighters for example. The way they handle the move buffer in IV and V though doesn't feel all that responsive to me however.
 
Something that comes to mind.

Does DOA have crouch backdash? I'd imagine playing Akira would get awkward quickly.
 
Why is DOA 4 even being brought up when TN is basing this game more on 3.1 (to the point where they supposedly have 3.1 running alongside it in their offices for comparison)?

It as if this Hardcore players want a completely different game than DOA lol...

"Free Canceling and String Delays
- Next to counterholds, these are probably two of the worst features in the DOA series"

Fucken go play VF!
Someone should at least read the whole thing and look at things from a competitive point of view. As of the E3 build, these things are abit overly abuseable. As DrDogg stated, there's currently little downside to free cancelling or string delay. Toning them down (as was his suggestion) should allow for more variety and balances offense as well (especially considering that this is likely the most offense heavy DOA game to date).
 
I think we should start posting pictures of playmates that would most resemble the DOA girls ?! Ill start looking...
 
Despite i want to play DOA5 I know i wont due to the fact TTT2 will be out right next to it and if i had to choose really I choose TTT2 before i choose DOA. I probably get DOA down the line but TTT2 always come first.
 
i played VF5. but i don't remember a backdash from crouching.

If you press Down back repeatedly in VF you do a backwards dash while the character remains crouching. It actually one of the fundamental steps in VF for certain people. Like drake said it will be kinda weird with Akira cause some of his moves are a lot more easier when you can buffer it with a backdash.
 
So just ask I've asked in other fighting games. I'm looking for a character in DOA 5 who has high risks/rewards pretty much what Cervantes is in the soul series.

Can anyone give me that?
 
I can't figure out who I want to play because it's hard to see what makes the characters meaningfully different from each other in this game. Not saying they aren't, but it's much less obvious than say SCV or a 2D game. That said I have never really played much DOA so it's not a very informed viewpoint lol.
 
Why is DOA 4 even being brought up when TN is basing this game more on 3.1 (to the point where they supposedly have 3.1 running alongside it in their offices for comparison)?


Someone should at least read the whole thing and look at things from a competitive point of view. As of the E3 build, these things are abit overly abuseable. As DrDogg stated, there's currently little downside to free cancelling or string delay. Toning them down (as was his suggestion) should allow for more variety and balances offense as well (especially considering that this is likely the most offense heavy DOA game to date).

No kidding. Especially when everything is unsafe in the game too, it just adds too much of a guessing element on both sides. I say kill the string delay, add safe moves, reduce number of stuns, increase number of stuns that can't be held out of, and slow down free cancels a bit. But keep the damage around the same as in E3 build without walls.

And nice to know your username is the same over here.
 
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