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...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.