Dead or Alive 5 Ultimate

There's no argument. DOA has very little guaranteed damage. Especially compared to a game like VF. You really can't debate a fact.

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.
 
New trailer! Hope you aren't afraid of clowns. :D
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.
 
I haven't played DOA in hardcore style, but for now I'm just gonna wait and see how it pans out. At worst, I'd probably treat it like Tekken if it sucks like animefreak says. But I'll still enjoy the game casually with by playing my favorite characters.

Still thinking about going semi-competitive just like what I'm also gonna do with Tekken series.
 
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.

This makes much sense. I've played every DOA title at least once. DOA3 was definitely my favorite due to its immaculate fluidity. I'm hoping DOA5 brings that back with a vengeance, yo.
 
hi there !

this video shows some interviews with players of various levels with various points of view on DOA5 ..
plus an interview with Chin Soon Sun the community manager at Tecmo Koei
the tournament highlights held at the expo
and extra little surprizes
Enjoy! :D
 
Actually got some play time with the Alpha Demo this morning with a friend of mine. First time I've played DOA against another human being in what seems like forever. I forgot just how fun the series is.

Sweet news on the holds.
 
So yeah, regarding the HOLDS... (They have announced they are returning it to a 4 point hold, no word if the expert hold are still in)

This might get heated... I am ok with 3 and I am ok with 4. When I first heard DOA5 would have 3 I was worried, but after playing the DEMO and seeing the changes to the counters and the EXPERT holds i was really happy.

And now I sorta wish they would have stayed with that.

Sometimes when playing DOA4 you run up against a cheesy Kasumi player who spams between Mid punches and Mid Kicks. The 3 point hold would have put an end to that! People say a 3 point hold would make it so everyone spams mid counters... But The thing about DOA is the counter system is there regardless.. You have to have a good mix up game! And a 3 point hold I felt forced you to bring that mix up game even harder...

Whatevz... My thoughts... I still am going to love DOA but I liked the new 3 point + expert hold system :(
 
Wow. You've got to be kidding me? 4 point holds make the game just a giant mix-up fest. People spam mids and get away with it because it's just mix-up, and makes the game so much more unbalanced. Mids are now the center of the game, once again. Awful. 3 point hold is pro-style. Uggh. Way to return to DOA4. Even worse, wake-up game is now stronger (seriously?) and the damage for holds is down too, meaning that you have to be using them constantly to get damage. Even more so, they probably won't increase the damage. This is bad.

Edit: If anybody cares, I'm getting some people to light that twitter on fire with return to 3 point/expert messages.
 
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.
 
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.

Listen. Listen. It's not even that. Let me ask you something. What if your opponent instead cancels his attack altogether with a free cancel and at that point, you have to worry about getting thrown, as well. Even worse, the counter system takes actual accuracy this time on the holds, at only 12 frames. Also, in this game, the counters do no damage compared to the rest of the DOA games. With these things added together, offense, unless the damage of the entire game is nerfed, becomes excruciatingly overpowered, almost to the point of being non-competitive, based on their current decisions. Is that the game you want to play?
 
Yes.

That's because I don't think it will make the game 'non-competitive'. You have other options available to you as a defender to avoid the initial hit such as crushing attacks, guarding, or stepping. All are viable options that offset the low damage output of holding in stun.
 
Same can be said regrading the offender. If someone is spamming mid counters... You can Not hit them, Grab them, High hit, Low Hit, Wait a second lol ...

4 points just adds this frantic guessing element to the mix. But at the same time I am ok with it, But when I played the DEMO with 3 points (all the new animations) and the expert hold! That was it. It was PERFECT!
 
either way this will most likely (and will; yeah i said it O.o) be better than SC5. Sc5 was a noobs best dream. DOA5 doesn't seem like they stupidfied gameplay.
 
Back