Dead or Alive 5 Ultimate

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.​
About 1 and 2, I feel these changes would be pretty drastic to DOA's gameplay, basically 'genericising' it, making it more like other fighting games. I don't really like the idea of this. At the very least, I'd like to play a 'demo' version or something with these changes implemented, to see how it would work, before I'd support it.​
3 ok a no-brainer, should be done for DOA5 and any sequels.​
I thought the same as you about 4, I feel that the low counter is too good an option, especially as low throws are generally less powerful than normal ones. I have suggested before that maybe a good idea would be to have an almost standing animation, and I think what you described makes a lot of sense. Again, I'd prefer to play a demo with the changes before lending full support, but this seems less drastic and more logical to me.

About 5 I'm also more positive. I think it would be a good idea to make the prone player more vulnerable. It always looks kind of bad when the attacking player retreats after knocking the opponent down. However there must be a reason for wakeup kicks being so strong: maybe TN wanted to emphasise defensive options at all times, so that players couldn't be 'bullied' to death after being knocked down.

6 I thought the same about blocking low, it does seem slow, though no-one would believe me! So if this is true then yeah I would support this for DOA5. Not sure why ducking would take >1 frame.

The 7 changes again seem kind of drastic, but instinctively it does make sense for holds to have less active and more recovery frames. This would reward actual reads and make random guessing more risky. I think the danger with some of these changes would be that they might spoil the 'frantic action' gameplay element of DOA, making it feel more slow and sticky, stuck in the mud. Which is why it would be great to try these things out first. I suspect the developers HAVE tried these things out and didn't like them, which might be why they decided not to implement them.

With 8 I repeat what I said for 1 and 2, that these changes are so drastic so as to make another VF rather than a new DOA. I think fundamentals are just different in DOA. Correct me if I'm wrong, but are a lot of the players who crave 'more rewarding fundamentals' in DOA actually experts in other fighting games who have taken up DOA?
 
All for lows not tech crouching... such as stupid option select. :(

I thought the same as you about 4, I feel that the low counter is too good an option, especially as low throws are generally less powerful than normal ones. I have suggested before that maybe a good idea would be to have an almost standing animation, and I think what you described makes a lot of sense. Again, I'd prefer to play a demo with the changes before lending full support, but this seems less drastic and more logical to me.​

See, maybe it's just me, but I love the fact the low hold tech crouches. Why? Well that's because the chances of getting a normal hit force crouch are slim. I'd rather Stun an opponent see them low hold, and do a mid attack. Did I mention that (1) they increased the recovery animations of the holds making it easier to visually punish them with attacks, and (2) that being in a crouch state changes properties of attacks. In the case of DOA5, an attack that would cause a stomach crumple may cause a sit-down stun (which is unholdable and guarantees attacks otherwise). For example, I use Bayman and do 3P to start the stun. The opponent mashes low hold, I see the low hold, and I respond with 3K which causes sit-down. Since the opponent is near full threshold now I can opt to launch with 236P which they can't hold and since sit-down is considered low crouch status then I get ultra-high launch height, or I can opt for a Critical burst attack as well. If the opponent is not stagger escaping then the critical burst attack will connect otherwise it would be guarded.

Just playing some devil's advocate.
 
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
304752_456767237689822_187341782_n.jpg

Kasumi
Kasumicomparison.png

Ayane
Ayanecomparison.png

Leifang
Leifangcomparison.png

Christie
Christiecomparison.png

Kokoro
Kokorocomparison.png

Tina
Tinacomparison.png
:fapfapfap:
Really though, I absolutely love the look of the new game. It looks like the breast aren't as humongous either (Tina's have shrunk significantly unless thats just the camera angle) but they still maintain to be sexy characters. Tina juts looks pretty different all around, actually.
 
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