BlueFox2608
[08] Mercenary
Yay, I cant wait for DOA5. =D
I am justice!
I am justice!
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There's no argument. DOA has very little guaranteed damage. Especially compared to a game like VF. You really can't debate a fact.
BOO!!!I bet Jann Lee is just waiting for his turn to serve "water." *cough*
This trailer might have done some damage to my impression of the game. The pace of the fight seems to be tuned up from the alpha build demo, which makes it look more spastic and over-the-top again (we're not looking at the environmental interactions, JUST the actual fighting between the characters). What I liked about the alpha demo was how much more down-to-earth the pace seemed compared to something like DoA:D. I got a good feel for the hits landing and could make real combos but this seems like we're going back to the "tap 3 buttons and blast your opponent across the stage" gameplay.New trailer! Hope you aren't afraid of clowns. :D
DOA1 & DOA3 had guaranteed combos. Mainly due to DOA1 not allowing holds in stun, and DOA3 allowing natural combos, stuns not allowing holds until a certain point, and guaranteed wall splat damage. I will mention that not many moves did put an opponent in stun in DOA1 though.
DOA++ was the first to allow holds in stun (Critical State). However, the hold system was confusing and took its own level of mastery. For example, when you weren't in critical state you had a '4-point' hold system where 2 of those points were just parries that do 0-10 damage, the other two were multi-directional input commands 46H and 214H to perform defensive hold attacks on mid punch and mid kick respectively. Inside Critical State a user instantly had to deal with a 6-point hold system, the mid was the same but in order to perform the high and low parries the user had to input two directions and the button AND they had to know punch or kick. So while allowing it in 'stun', it created a very difficult way to perform the holds and a high risk if you didn't input the correct hold.
DOA2 had what DOA3 had to a lesser extent, less natural combos, not many stuns preventing the hold input initially, and no wall game. Just like DOA3 though, a back-turned stun was not holdable and was difficult to struggle out of in time. Additionally, the game initially released with double direction holds and carried over from DOA++ unholdable attacks which would position switch the opponent.
DOA4, yup you named it.
DOA5, so far it looks promising to go back to DOA3 levels with natural combos and even certain stuns returning that don't allow holding until a certain point of the stun has passed. Wait until E3 to hear more about how they've changed the system.
Keep in mind that the new director of Dead or Alive is a hardcore fighting game player, unlike Itagaki who was more of an Action gamer.
As I explained before on my site. Personally I don't care between 3-point and 4-point, though 4-point can leave you second-guessing yourself more than you already are in the attack/throw decisions. You can logically just think mid is a launcher and hold an expecting launcher, or low if you expect a poke. With 4-point you have to worry twice as much when throwing a launcher if you're throwing the 'right' launcher'. It's not so much that the defensive player has less chance of 'guessing right' but that the offensive player has more shit to worry about in option selection. Again though, I'll deal with whatever. Bring on the pain.
Bayman and Bass are ready to break some necks and powerbomb some backs.