Dead or Alive 5 Ultimate

Your Premium sexy costumes and you can vote for one other DoA girl to get one if you can read Japanese that is
http://www.gamecity.ne.jp/doa5/vote.html
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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.

Why do you think DOA4 was never at any majors aside from the one lackluster showing at Evo? If we got the same game, what makes you think it would suddenly show up at majors?

Also, you never responded as to what you think is wrong with DOA4 so we can have a better understanding of what you're looking for in a DOA game.

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.

How does a CB allow for a massive combo when a launcher does not? If you launch on the 3rd or 4th attack, you're going to get a good launch height with pretty much the same juggle. Watch any of Master's videos from the E3 tournament. He almost always got the same juggle and he never used a CB.

Yes, with a CB the combo starts on the ground, but your next hit is going to be a launcher. The only thing the CB is doing is giving you one extra hit before the juggle.

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?

It doesn't just lead to a huge CB combo. You'll have 1-3 chances to escape AFTER the CH. It seems to me like you don't want anything guaranteed at all.

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?

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.
 
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I've already put money down for this game and I'm looking forward to seeing how much it has changed since the last game I played in the series Dead or Alive 2: Hardcore. I'm happy to be able to play a game in the series again. I just hope it lives up to my admittedly high-ish expectations.
 
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?

If that indeed is how it's acting to you then that sounds like a glitch.

I've modified the previous entries in the series enough to know that the fighting system in terms of frame advantage/disadvantage is the same as every other fighting game.
 
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.
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 can't be bothered to go through all the things in the rest of your post, cos it would be saying all the same things again that I've already said. Nice work in making my own point about fireballs back at me again though.
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.
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.

Your discovery is a smokescreen. This clearly shows that you do not understand the 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).



Nothing good can come of this here, I will make a thread on FSD.
 
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