0VincentRayne0
Faith
one of the blonde girls is a wrestler though.I'll start with some wrestler dude then try a random blonde girl and stick with her because I don't like wrestler dudes.
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one of the blonde girls is a wrestler though.I'll start with some wrestler dude then try a random blonde girl and stick with her because I don't like wrestler dudes.
... I thought the i was short for "impact". as in, "this is the first active frame for the move".An i11 attack is 11 frames of initial startup frames, you know this. It's not until the 12th frame of animation is a hit box registered.
Meeting at a bar and then beating it up on the rooftop.A new trailer guys, showing Rig, Bass and Christie with her sexy outfit in action...!!!!! :D
... I thought the i was short for "impact". as in, "this is the first active frame for the move".
Does it mean something else in DOA land?
I suppose I shouldn't get bothered too much, I might have to jump through some hoops to understand the frame data, but at least it is there in the first place.
They shouldn't have the option to get out of being stunned/comboed in the first place.
From a competitive point of view, there is absolutely nothing wrong with using the same attacks over and over. If you are unable to adapt to someone using the same moves or options everyting, then that is your problem, not theirs, not the developers. To quote Sirlin "Play to win, not to do "difficult" moves".
Yes and that's fine, because a fireball doesn't lead into a giant combo. It's part of the zongin game and leads to really interesting and fun match-ups and strategies. WHICH IS WHAT I ALREADY SAID. WHY ARE YOU MAKING MY OWN POINTS BACK AT ME?In Super Turbo, this match-up is interesting precisely because Ryu shuts down almost half the cast, once he gets that fireball trap running, it's pretty hard to get out. It's interesting because it forces players to learn to use whatever tools their character has to get in and beat Ryu. For example, Blanka almost has zero chance of getting in, but in the hands of a good Blanka player, once he does get in, they can still wreck shop.
Not everything should be a best option. SOme options should be better than others of course. Otherwise the game would be boring. I already said this. Some options should be better at certain ranges, or in certain situations. And sometimes even a character might have an option that is so good that the opponents need to devise particular strategies to deal with it. What is not good is when one option is so good that it dwarfs all other options. You've seen the YouTube DIVEKICK video right? If one option is so good that the best players use this option repeatedly because even at the highest level it's the best thing to do, then you've screwed up your game. Right? This is so obvious I can't believe I need to state it. AGAIN.This happens in every fighting game that's played competitively. People will always use the best options available to them. Taking those out or trying to make everything a "best option" simply leads to a game where randomness is rewarded, which is terrible from a competitive point of view. The only valid reasons to drop a max damage combo are to either reset to get past damage/hitstun scaling or to set your opponent up in a position where they'll end up eating even more damage (vortex).
This is incredibly stupid. Why do you play fighting games competitively? Did you wake up one day and think to yourself "I want to be a competitive fighting gamer"? Or did you play a game that you loved so much that you started to get really serious about it, to want to explore and improve and better yourself? We weer all casual gamers once. And we played some games to death because of how good they were. A hardcore community emerges from the obsessional play from people who play a game to death because they can't get enough of it. And these people aren't pros or hardcore gamers until they've gone a lot further and actually reached a high level, which happens WAY AFTER just deciding to give it a shot.The casual gamer ... will simply buy the game because of "lolbewbs."
In SC terminology, an i11 attack hits on the 11th frame, i.e. it has 10 startup frames, and the 11th frame is the first active frame. But perhaps in DOA it is not like this. I don't know what the standard conventions are for DOA.Then I misunderstood. DOA players started using the i# terminology after they came back from Soul Calibur IV but they were using it for the initial frames as the community would just say 9 frames for a 9 frame attack which had its first hit frame on the 10th frame.
Either way, the game plays like any other. The hit frame has to hit the hurt box before the number of frame advantage reaches 0.
The i11 should connect, the i12 should not. The only reason the i11 would miss is if the hit frame to reach the opponent's hurt box is on the 13th frame of the animation, meaning the first hit frame didn't reach the opponent's hurtbox.
An i11 attack is 11 frames of initial startup frames, you know this. It's not until the 12th frame of animation is a hit box registered. That's why the i12 would not be guaranteed and would be blockable as the 13th frame of animation is the first hit frame so that's appearing at the moment the opponent is able to guard for their first frame.
However, this does lead me to a rather shocking conclusion... do I take it that neither you or Dr. Dogg are aware that in DOA you can block after recovery one frame before you can do anything else? Including attack, move or crouch? I have to be honest, if you guys are suggesting changes for a game and you don't even understand the basic game system, that's kind of inexcusable. It's ridiculous.
...If you're okay with keeping DOA the same, more power to you. But don't go off on us because we want to see DOA5 at majors.
I don't understand how you could write the above if you understand the DOA system. Any pro who understands the system will understand the numbers in the training mode. Anyone who doesn't can go to FSD or other places to find out. The forced tech trap find doesn't really demonstrate that you understood the system. But your above quote does suggest that you don't understand it.My issue is not with something being guaranteed from a guard break, but that the displayed math is incorrect. At +12 I should be able to connect a 12-frame attack, but at best you can only connect a 10-frame attack (meaning you're actually at +10, not +12).
Because it is worse than the others. Even other DOA players have stated that the system gets really frustrating. Having to continue to guess after having played and won in the neutral game gets frustrating. The risk-reward balance is skewed towards defense which is dumb, because more often than not, in a combo situation, it's the attacking player who did more work. This is why you have top players like Rikuto actually calling for the removal of holds out of stun.Why not? This argument is used over and over but no-one ever suggests a good reason for it. Stuns happen all the time in this game, off almost every attack. There is no reason why, having got a hit in slightly faster this time, you should be able to proceed to do a huge damage combo. It's DOA, not SC, not SF, not VF, this is the DOA system. If you don't like it play a different game. There is no reason that this mkaes the game worse than the others. It's different. Do you relaly not understand?
Yet the exact thing happened to MvC2 and that game is considered one of the best competitive games in history. If the system is deep enough (or allows for enough exploiting) then good options can continue to be developed.Oh my god. You really are unable to grasp what I'm saying aren't you. OF COURSE you should do the same move over and over if your opponent can't deal with it. My point was, in the context of SCIV bullrush or SF fireball, it's a good thing. But it's NOT a good thing if one move is so good and so rewarding that the best thing to do is just keep using it until it hits, and then do a big combo. This is 100% the dev's fault.
You're missing the point of fireballs completely if you're just thinking in terms of damage. Fireballs control so much space that they can lock an opponent down and totally control a match because doing the opposite was even worse. Jump over Ryu's fireball into a full bore Shoryu in SFII did as much damage as an average combo does these days. Even nowadays, do the same thing and you're eating a Shoryu + FADC + Ultra. Fireball spam is dominant not just because of damage, but because of space control. It takes control away from your opponent.I can't believe your telling me that I need to adapt. I have entered 8 SCV tournaments so far and won 6 of them, including the European Impact finals. What the hell. Try using your brain and not just repeating the same old tired crap over and over. And try actually understanding what I'm saying rather than just grasping at the first easy answer that pops into your head.
Yes and that's fine, because a fireball doesn't lead into a giant combo. It's part of the zongin game and leads to really interesting and fun match-ups and strategies. WHICH IS WHAT I ALREADY SAID. WHY ARE YOU MAKING MY OWN POINTS BACK AT ME?
There is nothing wrong with having a "best" option. In fact, most of us tend to see having an option like that, especially if its something unintended, to be a good thing, since it implies that the engine allows for a degree of freedom for us to exploit.Not everything should be a best option. SOme options should be better than others of course. Otherwise the game would be boring. I already said this. Some options should be better at certain ranges, or in certain situations. And sometimes even a character might have an option that is so good that the opponents need to devise particular strategies to deal with it. What is not good is when one option is so good that it dwarfs all other options. You've seen the YouTube DIVEKICK video right? If one option is so good that the best players use this option repeatedly because even at the highest level it's the best thing to do, then you've screwed up your game. Right? This is so obvious I can't believe I need to state it. AGAIN.
I like winning. I like the competition and fighting games are something that I enjoy winning at. If I can find an easier way to win than the next guy, then good for me.This is incredibly stupid. Why do you play fighting games competitively? Did you wake up one day and think to yourself "I want to be a competitive fighting gamer"? Or did you play a game that you loved so much that you started to get really serious about it, to want to explore and improve and better yourself? We weer all casual gamers once. And we played some games to death because of how good they were. A hardcore community emerges from the obsessional play from people who play a game to death because they can't get enough of it. And these people aren't pros or hardcore gamers until they've gone a lot further and actually reached a high level, which happens WAY AFTER just deciding to give it a shot.
Once again, you're acting like every other ignorant player hiding behind a veil of "uniqueness." Uniqueness doesn't matter if the game doesn't stand up to tournament play and guess what, for the most part DOA hasn't thanks to some glaring issues with that which makes it unique. The way DOA4 emphasized holding out of stun just made the game stupid. I mean, why attack when the best strategy is to get hit and then counter.The casual gamer is the one who picks the game up and keeps playing it because he enjoys it, because it's a good game. Some of those gamers eventually become pro gamers. And once you get tournament level, yes you need to tweak the game to make it still enjoyable. But not by simply making it like every other game out there.
But I do want to see DOA at majors, I desperately want it. I have been saying for ages that I want to play DOA as competitively as possible. I absolutely loved DOA3, and got to play DOAU on Xbox Live, which was my first taste of any kind of competitive play in fighting games, which I wanted to do since I was a kid. And I am pretty old now, so it was a long wait.
The thing is, the changes being proposed seem to me like it won't be DOA at majors. In fact, the game as I see it is just bad. That's what I'm trying to say. It won't be at majors or anything.
The CB is conceptually no different to a launcher, in DOA terms. It is an attack that ends the mind game in a stun combo, allowing guaranteed damage. The key difference is that a launcher puts the opponent in the air, so the attacker now has to get in as powerful a combo as possible before the opponent lands. Different launchers will lead to better damage, so the defender will try to defend (counter) against the most powerful launcher if possible.
The key difference with a CB is that the guaranteed damage can be initiated fom the ground, with a MASSIVE frame advantage. This allows enormous combos to be done, just of the back of a wrong guess in a stun. It's going to be EXTREMELY REPETITIVE.
The argument that it can happen from a CH jab doesn't hold water. CH happen all the time in DOA. Can you imagine if a player at any kind of disadvantage was too scared to perform any kind of attack, because the stun from CH could lead to a huge CB combo?
I don't understand how you could write the above if you understand the DOA system. Any pro who understands the system will understand the numbers in the training mode. Anyone who doesn't can go to FSD or other places to find out. The forced tech trap find doesn't really demonstrate that you understood the system. But your above quote does suggest that you don't understand it.
If you're at +12 in SC5 you can connect a 12-frame attack right? That's not the case in DOA5, so when a SC player sees +12 in training mode, they're going to think something is wrong because they'll only be able to connect a 10-frame attack. Do you not see the problem with that?
Nice one! Maybe they'll bring out retro versions of Rise of the Robots and Street Fighter EX. You can be a pro at them too!I like winning. I like the competition and fighting games are something that I enjoy winning at. If I can find an easier way to win than the next guy, then good for me.
Players need to learn the system. I already said that +12 for example should mean that the player on advantage should trade an i22 attack with an opponent's i10 attack.If you're at +12 in SC5 you can connect a 12-frame attack right? That's not the case in DOA5, so when a SC player sees +12 in training mode, they're going to think something is wrong because they'll only be able to connect a 10-frame attack. Do you not see the problem with that?
Also, the only reason the forced tech strategy works is because of the 1-frame that you can block before you can counter. The fact that I assisted with the discovery of the technique should more than tell you I understand the DOA system.
My issue is not with something being guaranteed from a guard break, but that the displayed math is incorrect. At +12 I should be able to connect a 12-frame attack, but at best you can only connect a 10-frame attack (meaning you're actually at +10, not +12).